Sunday, February 15, 2026

WSS Black Powder Part 2

It's been a couple days since the end of this game, so I'm trying to remember certain details. Its just true to form, after-action reports, the time honored challenge for participants on and off the tabletop.

The Battle was forming nicely for the Allies. On the left, they dominated some high ground while their opposition rolled too high to activate. This left the French vulnerable in march column taking some early hits from cannon fire.

In the center, the Allies, although cramped because of the wood on both sides, managed to get close to the crossroads. The Cavalry on the right floundered with one move allowance thus strateling the stream.

Using random terrain placement really put the Allies in a pickle. Having woods on their side of the crossroads forced them to bunch up into column of regiments. The stream on the right was fordable but still a hindrance for the cavalry.  This gave me a good advantage over the AI opponent. In hindsight, I should have placed, when allowed, at least one of my opponents units into the open wood. Whether that could have been a deciding factor later on...?

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Wednesday, February 11, 2026

More WSS- Black Powder Rules

I didn't want to put away my War of Spanish Succession toys away just yet. This time I'll  be using Black Powder Rules. No specific scenario, just a straight up fight for the crossroads. I did embellish the table with terrain features using random card placement. Pretty simple solution for a pick-up game when I can't decide on a scenario. I'll use about a dozen index cards written with various terrain features: Woods, Field, Stream, Farmhouse, etc. Shuffle the "deck" then go about the table space flipping cards over then placing the appropriate features.

Since I am playing solo, I used an AI system designed by YouTuber HomeFront Wargaming. Cool system for your AI opponent that is set with levels of intent to roll for. 

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Saturday, February 7, 2026

BLB Part 3

The Allies were holding their own until rolling 1's for order allowance. This gave the French an opportunity to deploy quickly to the other side of the river. The French cavalry catching the Scots regiment in the open and unsupported made quick work of them and forced them to route.  

The rest of the Allied command managed to reach the ridge safely. No room for the cavalry to deploy with the infantry, they were compelled to handle the French pressure. 

Being attacked from two sides, the cavalry were both left unsupported. Each were beat by plain attrition. They both fought hard but going up against a unit with two supports and a Brigadier attached, it was pure numbers outweighing the outcome. 

I called it there. With half the army routed, the Allies conceded.  It was a tactical victory for the French but a draw overall. 

I'm sure I got a lot wrong with the rules, as it was a learning game. But it felt like I was understanding the rules enough to make it comfortably playable. I am not sure rolling for moving and firing initiative askewed the rules in anyway, but it did make it interesting and a little more unpredictable.

I will break out my Jacobite and Williamite forces sometime next week for a proper BLB game.

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BLB Part 2

The Allies withdrawl was going to plan unti some devastating French volleys  and command paralysis. Thus the columns were stuck on the bridge and ford. The Earl of Bath's regiment barely escaped being crushed mid stream by French cavalry.

I am sure I'm getting some rules wrong. This is a problem going from one rule set to another quickly. But I'm taking my time and trying to immerse myself in the rules and period. 

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Friday, February 6, 2026

Friday Night Fights-Beneath The Lily Banners

Brushing up on the Beneath The Lily Banners 3rd Edition rules by Barry Hilton. Just a quick pick-up game using a scenario from One Hour Wargames #20 " Fighting Retreat". The models I am using are from my War of Spanish Succession collection. Yes, I should pick up the new rules since it deals more with this time period. 

I've only played this game a couple times and I really like mechanics. Since I'm playing solo, I've had to adjust how I start initiatives.  Instead of simultaneous movement per the rules, or an I-go-you-go system, I will roll moving and firing initiatives.  That idea I took from Osprey's Honours Of War, Seven Years War ruleset.

Commander ability: The Allied commander rolled high as "Skillful". The French rolled an abysmal 1 "Plodder". That might give the Allies a good chance off holding off their opponents and enough time to join the columns.

Part two later. PICS NOT IN ORDER.












Saturday, January 31, 2026

TMWWBK Zulu War Pt. 4

Another exciting round. Turns 8,9 and 10 provided some major ups and downs for Mr. Babbage's warriors. Starting with the near elimination of the Naval Brigade infantry. Despite their 'close order' 4+ in H-H combat, they rolled horribly. While their counterparts rolled all successes. 

The Zulu unit, that were on the rear flank of their victorious comrades,  decided it was enough for them. Not wanting to "wash their spears", rolled a 1 for activation then a 2 with the result "bye bye". And off they went.

The Native Horse crossed the ford and took position.  On their right,  the Natal Mounted Police held the flank. Remnants of the NNC close behind. Can they hold?

Well, it took a series of brutal volleys from the Colonial forces, to make it practically impossible for the Zulus to rally from and gain any ground to close with their enemy.

As a courtesy, I felt obliged to allow Mr. Babbage to change his dice. For not once, twice, thrice, but FOUR times consecutively, that ONE Zulu unit wasn't having any of it. Rolled a 1 and slunk away, allowing to come back again at long rifle range the next turn. Well, there was nowhere further to go. Feeling sorry for Mr. Babbage (He looked rather peeved at his performance). I took the initiative and moved the unit around the hill so maybe it will have better luck on that side of the table. Too late I'm afraid. Cautious activations and devastating firing from the Colonial troopers forced me to pause the game. To be honest,  I had envisioned an heroic last stand on the banks of the ford. Not a very dramatic ending,  but perhaps a to-be-continued?

I have to admit, I really enjoyed this game. Mr. Babbage was just having a bad day and I'll gladly play him again. Honestly, at first, I felt the Zulu forces to be too strong for this scenario. Unpredictably was the spice. If I were to play the Zulu role as well, without Mr. Babbage, the contest may have been different. I would have been much more aggressive resulting with an inevitable bloodbath. The cautious nature the Zulus displayed, gave the game some immersion and some rational thought. It developed a theme, caution throughout. Probably a more accurate outcome?

This battle may offer another scenario later on. Wait...I hear bagpipes. Pictures not in order.












Friday, January 30, 2026

TMWWBK Zulu War Pt. 3

"Theatre of the Mind" is a must when playing Mr. Babbage. Turns 5,6 and 7 have been a whirlwind.  Mr. Babbage and his Zulu forces are being very cautious. Almost too cautious. Perhaps the warriors are veterans of Islandlwana, Rorkes Drift and the like, so they know the lethality of their opponents firearms? 

These past few turns have seen all Zulu forces appear with two "slinking" away the next (hilariously rolling consecutive 1's for activation), then only to return at "long rifle range". Two more activate but advance cautiously. The first two to be engaged in battle suddenly "go to ground" as soon as they are on the heels of their opponent.

Some lucky breaks for the Colonial forces. They are getting closer to the ford (the main objective). Once there, if they can get to the mountain, and ALL successfully form 'close order', it's just a matter of fighting off the Zulus until reinforcements arrive. Right now it's getting to the ford in good order.

The initial warrior combats were somewhat passive-aggressive. Charging, losing combat, withdrawaling. Charging again, winning, but not following up and retreating again only to go to ground. Mr. Babbage is full of surprises! Perhaps that's his plan. Conserve lives, and pick away at the edges until a coordinated thrust can be made. 










TMWWBK Zulu War Pt. 2

Turns 3 and 4 are going the Colonial troops way...so far. Hearing rifle fire and war cries on on their right, and not having any targets to shoot at since the Zulus "went to ground", the Native Horse pulled out of the rough terrain to regroup. A good thing. Just as they moved, the Zulus, or Mr. Babbage, made a dash at them. Luckily for the Native Horse troopers, the Zulus did not have enough steam to make contact. Probably the cattle in between the forces slowed the warriors down.

On the right, the Zulus felt bold enough to charge the NMP. However, their enthusiasm was cut short by stiff resistance and loss of warriors, 2 to 4 to the NMP. And seeing NNC troops and Naval Brigade infantry rushing to aid their friends, the Zulus retreated back to the brush and rocks.

Again, no appearance of Zulus to the center of the column.  Mr. Babbage rolled low again. So far a clear track to ford. The Zulus definitely need some reinforcements soon.






WSS Black Powder Part 2

It's been a couple days since the end of this game, so I'm trying to remember certain details. Its just true to form, after-action r...