Tuesday, 29 July 2025

The Battle of Elouges August 24 1914 - 1914 Rules AAR

Last Monday night we up again with some Great War action, a scenario based on the 1914 Battle of Elouges, a pre trench deadlock with Tommy against the Hun.

A.I. told me this about The Battle of Elouges;
‘The Battle of Elouges, on August 24, 1914, was a rearguard action during the British retreat from Mons in World War I. It involved elements of the British Expeditionary Force (BEF) and the German Army, with the British aiming to delay the German advance. The battle saw fierce fighting, particularly around the village of Elouges, with both sides suffering casualties’

The Game (by George, thanks!);

The Battle of Elouges, a bloody encounter! 

The British stood their ground buying time and take it while the Huns tried to use overwhelming numbers to decide the issue! Unfortunately, the Germans were all from a reserve corps so not quite up to the standard of the defenders.

The sheer numbers told and the British were eventually able to get some remnants of their force back over the bridge. Mention goes to the Coldstream Guards who died where they stood holding up the whole of the German cavalry in the centre, three Regiments in fact. A gallant effort was made by the 2nd Dragoon Guards who took on an entire German regiment of three battalions on their own. They eventually went down fighting but again delayed the German advance. The Black Watch advanced manfully but found eventually that the fire power of the poor quality German Reservists was still overwhelming and they were driven back.

Odd mention to D battery Royal horse artillery who seemed to forget about one of their sections until near the end of the battle. They still managed to incapacitate some of the German Uhlans with long range sniping (but would it could have been oh so much better if their Officer had remembered the other gun section).

The Royal Munster Fusiliers with support did what they could on the road. However eventually only the attached troops from the 15th Hussars managed to scurry away to safety.

The Germans had the entire Cavalry Brigade of three regiments reduced to a single squadron in the hard fight. They lost a battery of field artillery and three battalions of infantry. Two of the remaining battalions were reduced to single companies. The carnage was quite impressive. The British had worked hard to inflict small casualties on lots of units thus downgrading them for the inevitable hand to hand later.

All in all a good tight game that was not so much won by the Germans as not lost by the British.

Some Pictures;

Coldstream Guards stand up to 2 regiments of Uhlans after pushing a third back!

Scots Guards on the high ground prepare to assist the Black Watch

The Munsters with horse and artillery support defend the road to Elouges, they hold the tree line until the Coldstream Guards are defeated and their flank is exposed!

The British 2nd Dragoon Guards (left of picture) start the flank attack on the advancing Germans. They destroy one Battalion and maul a second before being defeated!

A Battalion of the German 22nd Reserve Regiment is across the canal the rest of the Regiment is following them!

Side view of the Munster defensive line, the start of the attack by the 15th German reserve regiment and the 2nd Dragoon Guards debating whether to attack them.
 

The town of Elouges British Horse Artillery can be seen deployed along the tree line beside it!

Summary;

1914 rules like Iron Cross are a pleasure to play, this scenario put together by George is a great one! The Germans with second line troops have one option 'push ahead' whilst the British have two; stand and fight losing some units allowing others to escape or try the "run for it' and get to the town and defend it grimly. I chose the hold option inflicting heavy losses on the endless stream of Germans while taking horrendous casualties but getting some troops off thereby winning a pyric victory!

So good scenario, good rules good terrain resulted in a great evening! George you just need to finish basing those great minis!

Next time we play it will be another Iron Cross game and in the meantime I'll try to post more of our backlog of games!

Friday, 25 July 2025

ECW The Battle of Adwalton Moor - Baroque AAR


Lots of games to catch up on we TSOGgers have been very slack on both this 
Blog and I have been very slack on Captain Darling’s one we will eventually catch up! Earlier this year we used Baroque Rules to play a scenario based on the Battle of Stow-on-the-Wold. Regarding the battle for those interested from the net ‘The last battle of the First English Civil War was the Battle of Adwalton Moor, fought on March 21, 1646. This battle saw the Parliamentarians defeat the Royalists, effectively ending major field operations in the war. The Royalist defeat at Stow-on-the-Wold dashed their final hopes of reversing the tide of the war.’

I did a bit of balancing to make the game worth playing and introduced victory

conditions to ensure a good battle (mainly to make sure the Roundheads didn’t just sit back in their good defensive position, which historically they didn't!).


Forces;


Royalists

4 x Horse Units

1 x Dragoon Units (see post game discussion re this Unit)

6 x Pike & Shotte Units

2 x Artillery Guns


Parliamentarians

3 x Horse Units

4 x Musketeer Units

4 x Pike & Shotte Units

2 x Militia Units


Victory Conditions (Both Sides)

Capture the enemy's camp or break the enemy's morale with a Unit within 30cm of their camp.


The Game;

With both sides lined up historically and with both needing to capture the opposing sides ‘camp’ they were aggressive, each advanced their cavalry on the flanks. The results for both sides was not conclusive so a more central battle commenced.

The Roundheads proved more ‘aggressive’ than the Cavaliers who assisted by their artillery and Dragoons they started to wear down the attacking Parliamentary Foot (in this battle they were a musket heavy force so several infantry Units lacked pike elements) that had advanced.


Once these were defeated the Royalists continued the advanced on the Parliamentarians who now remained in the cover of the hedges!

The Cavaliers mounted troops were eventually successful on their left flank and on the other they held the Roundheads to a stalemate.

The decision came in the centre where the Royalists infantry with artillery in support caused enough casualties to break the Parliamentarians morale
which caused them to flee from the field!

Some Pictures;

The armies line up with the Royalists in the foreground both sides have troops that will enter on turn two!

Both sides advance! The Royalists Guns are accurate!!!

The Roundheads that advanced are defeated by Royalists horse...

Action on the flanks heats up as the Royalists infantry advance in the centre…

Horse versus Dragons on the Royalist left, the Dragoons win!

A Cavalry stalemate results on the Royalists right...

The Parliamentarians Militia literally stumble forward!

The battle for the hedge line, it is crucial and the Roundheads take more casualties
than they dish out, they eventually break ending the game!

More Pike & Shotte infantry!

Hard to get enough of men with pikes!

...and even more glorious Pike and Shotte!
Love these figures!

The battlefield at the moment the Parliamentarians morale broke
(from their side)!

Summary;

A really good game played out with both sides having an opportunity to win. The Cavalry actions on the flanks and the infantry battle in the centre was very intense. We modified the Baroque rules concerning Dragoons to make them reflect how they acted during the ECW, as written they are a powerful cavalry unit that can shoot whereas from what we can glean from period writings they were much more mobile infantry which rarely charged, below is what we came up with and they worked splendidly!


Back soon with more catching up, cheers!

Friday, 28 March 2025

ACW AAR 61 to 65 Rules Fence-Line Defence Variation

Well Hello! We've been offline for a while we had a pause in our gaming during the last part of 2024 but resumed in February 2025! We are way behind in listing our AARs for this year (and last year) but will try to catch up!

Confederate Infantry watch a fellow Rebel Unit advance on the Yankee Zouaves!

Last Monday we played a game of 61 to 65 and used a variation of the Stream Crossing Fence-Line Scenario in which we gave the Yankees two Medium width fords in the Stream rather than one large 1 Long width one (Medium/Long are movement distances in the rules and with 28mm size figures they are 12cm and 18cm each, anyone using Imperial measurements divide those by 2.54 for inches 😁 ).

So Maurice took on the Northern troops and George the Southerners I umpired.

The Game!

Maurice's Yankees crossed the stream pretty quickly with good activation rolls meanwhile the Southerners occupied the fence-line and the woods on their left, interestingly they left the woods on their right unguarded (?). 

The Union Zouaves moved to the woods on the right and faced up against the Confederates there. A firefight ensued in the woods while another Rebel unit with skirmisher support crossed the centre fence-line and joined the combat around the woods. The additional Rebels were pushed back to the fence with casualties and the firefight continued in the woods.

The Union Infantry leaving a unit by the ford they pushed the rest of their men hard through the woods to the right of the Rebels defence line which was unoccupied, this advance was screened by skirmishers. The Confederates moved a unit to cover their right and advanced another across the fence-line to attack the advancing Northerners as they moved into the woods. This attack was pushed back with losses and victory was set as the Yankees assembled to carry out their the left hook around the Southerners right!

Caught out the Confederates now had a single unit of infantry on their right flank facing three units of Yankees with skirmisher support! The expected ensued and the Rebel unit was overwhelmed and this broke the morale of the Southerners! The grey clad army fled the field of battle leaving it in the hands of the blue bellies!

Some Pictures (sorry being busy drinking beer and eating nibbles I didn't catch all the action!)

Our battlefield, the Confederates in the foreground and the Federals are deployed behind the stream in the distance!

The Rebs quickly man the fence-line and await the blue bellies!

The Yankee Zouaves quickly advance into the woods on the Confederate left and immediately get caught in a firefight!

Meanwhile the Yankee Infantry quickly advance intent on turning the Rebels right!

Overview mid game, the battle in the woods on the Confederate left is well underway as the main battle develops on their right where one unit will face three 😮!

The final charge, a tsunami of blue sweeps around the Confederates right flank breaking them!

Afterwards Stuff

A great game, the Rebels lost it placing 3 out of five of their units along the fence-line and only redeploying them to the flanks too late to check the Yankee flank moves! We will revisit the ACW soon but next time with either Longstreet of FS2CS rules! Hopefully I'll try to catch up on all the outstanding AARs we have soon!

Thursday, 7 November 2024

Strangers in the Night, well Daytime! - A Men Who Would Be Kings Rules AAR

Last Monday TSOG decided it was time we had a little The Men Who Would Be Kings action plus my newly painted British Hussars were eager for some biffo! We played Scenario 1, Just Passing By from the rules as it usually creates a bit of a mobile action rather than one side charging (Mahdi) versus one side firing (British) haha. George and I played the British and Al the Mahdi.

British Force
Colonel Barnstead in Command
1 x Regular Line Infantry Unit
1 x Regular Highland Infantry Unit
1 x regular Hussar Unit
2 x Irregular Egyptian Infantry Units (poorly armed)

Mahdi Force
Osmon Dirrka in Charge
1 x Irregular Camel Unit
1 x Irregular Infantry Unit
2 x Fierce Tribal Foot Units
2 x Veteran Tribal Foot Units

The Game

Both sides lined up for the action and the Mahdi were off to a good start over the first three turns due to Moves being free for Tribal Units plus Good Activation Rolls they advanced at a pace, the poor British however lurched forward their plan to use their regular infantry as a wall to stop the advancing Mahdi exiting the table while the Hussars and Egyptians exited the table for them was not looking good!

Turns four to six saw the first shots fired and sabres rattled! The British Hussars hoping to complete a glorious charge took on some Tribal foots types! Channelling the 21st Lancers they charged a mass of 'Fierce' Mahdi. The result was both sides took five casualties and both retired pinned. Meanwhile the Mahdi Camelry smashed an Egyptian Unit following up their initial attack with a second inflicting seven casualties taking while taking just one! The British firing at the approaching Mahdi hoard meanwhile was not very effective.

Turns seven to nine things heated up. The rest of the British Hussars were wiped out carrying out another glorious charge, the mighty Madhi Camelry were not so effective on their second attack and were beaten back and hammered by musketry, they were not destroyed but they were out of the fight and lastly the British firepower started to slow the Mahdi foot a couple of Units taking casualties and getting pinned.

Turns ten to twelve decided the game. The Mahdi managed to exit an over half strength Unit from the Table , a grand double turn melee saw the Highlanders wiped out to a man but at heavy cost to the Mahdi and the other British Line Unit was reduced to a handful of men and nearly driven from the table. While also this biffo was taking place there was a desultory firefight between the Mahdi Riflemen and the second Egyptian Unit which amounted to nothing.

We stopped the game after 12 turns with both sides battered and punch drunk to work out who had won...

Some Pictures (we all love pictures)

The Mahdi advance!

As do the British albeit much more slowly...

The forces approach, for a moment it looked like a great cavalry skirmish may occur but the British horsemen noticed Mahdi foot in the open!

The Hussars charge the Mahdi, they selected the wrong Unit, they came into close combat with a group of fierce warriors and were soundly beaten...

The Mahdi Camelry made short work of one of the Egyptian Infantry Units!

The Mahdi horde advances!

Both sides mounted Units had charged and charged again, they were spent so it was time for the foot soldiers to step up!

The Mahdi destroy the Highlanders, the infamous men in skirts fought like girls!

The British Hussars charge into eternity...Hussah!

A Unit of Mahdi exit the Battlefield...Yeah shouts Osmon Dirrka!

A final lunge was launched to push the British from the field of battle...

It failed miserably the Mahdi inflicted no damage on the British and were wiped out trying!

The Battlefield at games end, not many fighters left!

The Result

British 3 VPs one each for destroying Mahdi Units
The Mahdi 4VPs 2 from destroying British Units and two from exiting a Unit
A Mahdi Victory!

We used our modified Pin rules and only gave the two Senior Leaders traits neither of which had a bearing on play. As usual The Men Who Would Be Kings Rules gave us a splendid game and in a timely fashion as we say each time we play them we will revisit them again!

Tuesday, 17 September 2024

TGAA - ‘Battle of Hyde Park’ Scenario & AAR

This post we return to The Great Antipodean Adventure and more Australian Civil War action! We are using Trench Hammer rules this time in our continual quest for a rules set that can accommodate our Monday Evening gaming format, we don't want to be playing until 2am in the morning!

The Peasants are Revolting...Angry Unionists prowling Hyde Park, Sydney NSW!

The 'Historical' Background...

Action: Battle of Hyde Park

Date: Monday June 6 1932

Location: Hyde Park, Sydney NSW

Factions: NSW State Government vs Unionists

As New South Wales’ Constitutional Crisis entered into its Second week the situation within the inner Sydney was becoming more heated on a daily basis. After the May 28 riots Hyde Park and its environs drew every manner of revolutionary group to it. Brawls and fire fights were common occurrences as these factions crossed into each other’s patch of the Park. The area around the proposed ANZAC Memorial was a sort of neutral zone as many of the revolutionaries had served in the Great War so it remained relatively quiet, well it was until June 2nd when Unionist made their camp just north of Emden Memorial.

The Unionists under the direction of their elected leaders, Benjamin Hill and Richard Emery barricaded their selected area and their entrenchments were nicknamed the Eureka Stockade. The location of the Unionists fortifications alarmed the nearby residents and rumours spread quickly that they were going to take control of the old Emden Gun and start shelling the city with it! Panic amongst the locals spread quickly even though Government Officials issued notices trying to calm them explaining that the old gun was deactivated and that there was actually to fear from it. Despite the State Government’s statements growing trepidation took hold and the powers to be were under increased pressure to dislodge the Unionists from their encampment.

On Monday June 6 Police and Fire Department Detachments under the command of Detective Super Intendant Morecambe Wise were ordered to the area and to clear out the Unionists. Wise collected his forces at the corner of College and Liverpool Streets and planned to strike at the Unionists from there. Wise cunningly organised a diversion, members of Sydney’s Chinese community supported by a Lewis Gun Team under the command Inspector David Allen were to assail the Stockade area from the North and distract the defenders!

As twilight grew on June 6 the Government forces moved out, unbeknownst to them the Unionist were on the move too and they heading toward the Emden Memorial themselves…

The Forces...

NSW
Detective Super Intendant Wise
Inspector David Allen
6 x Sections Rifle Armed Police/Fire Department
1 x Lewis Gun Tean
3 x Sections of Chinese Militia AKA the Tong! Armed with side arms and big pointy things!

The Unionists
Comrade Hill
Comrade Emery
6 x Sections Rifle Armed Unionists
3 x Sections of Side Arms armed Unionists
1 x BAR Gun Team

Special Rules...

- 7 Turns, optional Turn 8 on a 3,4,5 or 6 on a D6 optional Turn 9 on a 5 or 6 on a D6
- All Units activate Turn 1 for entry to the Table
- No firing for Turns 1 and 2 due to the Light Conditions
- All non assault Attacks have a -1 to hit dice roll modifier due to the the Light Conditions
- Units listed as being armed with side arms have a selection of revolvers. pistols, shotguns, antique firearms etc these can only fire a maximum of 12" and inflict D3 damage, they still  Assault with D4 Damage

Victory Conditions...

At the end of every turn any Unit that has at least 1 figure within 12" of the fence of the Emden Memorial earns that side 6 VPs less any damage the Unit has. Highest VP total at the end of the Game wins unless one side loses 6 of its Units in which case that side automatically loses!

The Game...

Both sides entered the fray as night approached. The Government force advanced in a wide firing line anchored on their right by a Lewis Gun Team and on the right by Riflemen. The Unionists advance was confused and all of their riflemen moved down a path toward the Memorial creating a bottleneck while their BAR Team was masked by its own men and unable to fire early on.

Once the two forces came within effective firing range the Unionist's left with many riflemen was able to hold its own against the Lewis Gunners and Tong facing them but it was in their centre and right that the battle was decided. It was in these two areas the Government troops in an extended firing line inflicted many casualties and set up a win for their side.

In desperation as losses mounted the Unionist Leaders threw their right wing forward in a wild charge in the hope of changing their fortunes! The charge failed to break the Police line it faced and drew intense fire that caused heavy casualties amongst the groups that charged and ended up dispersing them.

At this point with darkness gathering with their morale in tatters the Unionists withdrew to their encampment where they prepared to receive further attacks from Government forces and sourced reinforcements!

A resounding Victory for the NSW State Government Forces!

Some Pictures...

The Unionists advance banners waving!

Detective Super Intendant Morecambe Wise leads his Police and Firemen forward in an extended firing line, their shooting was uncannily accurate and they inflicted multiple hits on the distant Unionists...

Inspector David Allen leads the Lewis Gun Team into action!

The 'Tong' as they were known under instructions from Inspector Allen enter Hyde Park from College Street...

Unionist armed only with side arms seek cover in one of Hyde Parks garden beds!

The Unionists BAR Team under the direct leadership of Comrade Hill who took control once their Leader was hit by a sniper!

One of Wise's Rifle Teams was left behind, curse those poor activation roles!

The Government Lewis gunners duke it out with Unionists, they took multiple hits but Inspector Allen was on hand to Rally them!

The height of the action! The Unionists with side arms try to close range with the Government 'troops'!

Unionists taunt the Government forces from behind the safety of a fence, note the fences in Hyde Park at the time were hooped wire so the picket fences are just a stand in!

Despite being taunted the Coppers and Firemen advanced continuing to keep up effective fire as they did so!

Unionists take hits from the Lewis Gunners, the Park was steamy with hot lead filling the air!

Both sides face off as Unionists surge forward around the 'big gun'...

The Unionists BAR Team took ages to locate to a position where they had a Line of Sight during which time a Sniper killed their Leader, their fire even though accurate caused little damage!

The Unionist approach the Emden Memorial...

Police and Unionist get into Assault range and some close combat biffo ensues, the Police were successful!

Battered the Unionist retire from the Emden Memorial!

Positions at the end of Turn 8 and the game, the Government Forces are to the right and have lost no units, the Unionists are to the left and have lost half of their ten Units three others were teetering on breaking with four Damage hits on each of them!

Detective Super Intendant Morecambe Wise lead his men to success!

FYI a look at our version of the Emden Memorial...

...and the real thing.

Summary...

NSW Government 125VPs & Unionists Broken Due to Casualties
Unionists 83 VPs

Well we have used the Trench Hammer rule set before with WW I related games and it translated to The Great Antipodean Adventure situation well, now to try another game with some vehicles! This evening the Unionists made the mistake of deploying their side armed units in their vanguard, having a range of only 12" their were (trench) hammered by the Government troops and unable to reply at longer range, meanwhile their more effective rifle armed forces were bottlenecked advancing down the road! The extended Government firing line was important to their win. everyone thought the rules worked well!

Now to try and catch up on a lot of games not posted on the Blog yet that we've played!