Thursday, 22 October 2026

'The Battle of the Boyne: 1690', with 'Battle Command'

A very exciting recent  'Battle of the Boyne: 1690' game with 'Battle Command'. 

'Nah mate...this river looks easy to cross???'

 A few changes made to layout, in that rather than focusing on the crossing of the river by WIlliam III's main force (which most scenarios of the battle really focus upon), it also expands to include the portions of both armies (to James II and the Jacobites' detriment historically), which stood and looked at each other all day at the Roughgrange ravine, with Schomberg (the younger) facing off against the main body of the Jacobite army (here, they were allowed to move away from the ravine area).

'Someone said there was a party???'

 This aspect included in the scenario helps both 'even out' the battle, and create a significant challenge for both sides. 

William's forces at left and right...Jacobites holding Oldbridge on the left, and...un-historically, have moved in front of the Roughgrange ravine at top right behind them; the French look on, ordered by Louis himself only to engage if engaged...we can't have the French getting their hands dirty in the Irish diversion now, can we?

 This was closely based upon the scenario appearing in the new Volley & Bayonet scenario book (available on Lulu) by Harding & Powell, with a few of my own tweaks based on the battlefield as we know it (sans motorway).

 


As units are mainly brigade sized, and reduced in size in terms of frontage, ranges were adapted - we left movement 'as is' for speed of play. I also included a 'pikes forward' rule for infantry with their 1690 era protocols - meaning that the unit is 'up 2' for defence against cavalry, 'down 1' for shooting, but can't move when formed. Infantry Melee is unaffected as pikes were significantly reduced in length, and number, by this period (as per Nosworthy most notably). 

'uhh...they're on our flank..guys! GUYS!'

In today's game, the Roughgrange area actually decided the battle, as the Jacobites lost a significant proportion of their reserve force to Meinhardt Schomberg's well performing cavalry to the south of the River, whilst WIlliam's main body forced the river crossings...ultimately winning the day.

'ON!...and uhhh try not to get shot...'
 Again, 'Battle Command' - the illegitmate son of 'Piquet: Field of Battle', who wants the keys to the kingdom AND the Porsche... gives a superlative game in that:
  • Everything is seamless: opposed rolls, based off a card driven initiative system which allows flexibility based on (1) your command dice roll and (2) whether it's an odd or even roll and (3) beats the opposing player's D6 roll. This mechanism sorts out so much dross that still exists in other sets.
  • The mechanics of moving and shooting and 'everything' else, including morale is resolved similarly via opposed rolls depending on the units - again...other rules could learn a lot from this.
  •  Its getting to the stage where I have little patience for other sets, and quickly devolve to BC and FoB's mechanics....since a game is done with 3-4 hours, with an definitive and narrative result.
  • The Army Morale wearing down mechanic, is one of the most effective yet seen. 

Jacobite forces move past Roughgrange in order to engage Schomberg the younger


William's main body move to the Boyne
Tyrconnel and Berwick's superb Jacobite cavalry ready to hit whatever crosses the Boyne
As the Allied right immediately attack the exposed Jacobites near Roughgrange
The first crossings of the Boyne with Hugenot trrops

The French look on...

Attacks on Oldbridge, where James II's guard units are well ensconced...note Jacobite cavalry lurking on the left 
An EVENT card...and William's scouts find another crossing point, as Dutch Cavalry and Enniskillener infantry starts to pour across the Boyne...oops...

The Jacobites make the fateful decision...to start pushing troops to support Oldbridge


More Allied troops make it across  the river

The Jacobite rear however, for want of troops sent north, is being decimated by cavalry on its flanks...

As the Williamites take Oldbridge, Jacobite troops arrive - but far too late - they have both weakened their rear whilst simultaneously been too late to save the positions at the river

Tyrconnel and Berwick's cavalry make desperate charges against the Dutch and North Irish


James II, more than a little concerned that he chose not to simply stare the enemy out...

The Jacobite rear collapses

The troops manage to hold a new line of defence at the river, but they have lost far too much near Roughgrange

The French, who would not engage, unless engaged, and are there now to protect the retreat/rout...look on as the Jacobite Army fails its Army Morale roll...
Another excellent game, with a set of rules which are really my go to for all periods now. A new WW2 Battle Command set coming VERY soon.
  

Sunday, 11 October 2026

'Thanksgiving in Tunisia': the Attack on Terourba, Dec 1942

 Another WW2 'Battle Command' game - this time in Tunisia, at the 'company scale' (one base is one company, as per the game's older cousin 'Field of Battle WW2'). 

'Just look at that archway Hans...very poor brickies around here!'
The newly arrived 10th Panzer faces an eclectic collection of British armour and infantry and a hastily put together 'Blade Force' of US armour, in a bid to take the towns of Chouigui and Terourba. The scenario is taken from the old 1996 vintage 'Rommel's Battles' scenario book for the 'Clash of Armor' system. 

' 'ere Nobby..the yanks 'ave arrived...put the kettle on mate!'

The Germans have three Kampfgruppes, and are positioned to make a pincer movement attack in grand style and swamp the 'green' US units and demoralised British armour...or not, depending upon how the game goes.

 Once more, these rules use opposed rolls, and eminently sensible rulings revolved around an elegant card mechanic, rather than hosts of tables and needless modifiers, which I simply no longer have the patience to wade through. Once learned - the game runs off a single piece of paper with very little 'crunch' or reference to the rules - AND, with suitable hacks, it plays at one base = squad, platoon or company - depending on the scenario level preferred (all detailed within the rules) - with a separate QRS for each. That's what I want for my WW2 game - not twelve competing systems which I have to learn which end up in wasted effort, as I see with most rules...BC:WW2 is seamless in this regard (and full version is out very soon). 

A well designed card mechanic, opposed rolls mechanics, and asset management systems which are VERY innovative (HMGs, Mortars and artillery - depending on rules level) ; all uniquely well oiled and seamless systems, which simply work. WW2 does NOT have to be complex...but it DOES have to be challenging...this solves that old conundrum for me.

Kampgrupper Neider, moving on the Allied left...with armour and an 88

The German attack on Chouigui develops

...as British armour defends their left

...and Blade Force moves to assist - their flank will be horribly exposed as Chouigui falls

'Kampfgruppe Ost' takes the high ground, before moving up its infantry the the German left flank in a bid to take Terourba 


The well planned German assault upon Chouigui- textbook and flawless...but this will be the pinnacle of the German attack

On the Allied right, things are very different...with US armor using numbers to hide its relatively poor quality

Given confidence with its attack on Chouigu, the Panzer Grenadiers use smoke to move on Terourba...but the British troops, well ensconced in cover, defend their positions, at great cost to the German infantry

The German left...with US armour massing at top of pic, British armour off to the right, near the captured Chouigui


With a distinct initiative advantage over two turns, the allies manage to make some flanking moves...which, with poor units and armour, is exactly what they need...

...while the British manage to hold on, on the left

The allies are starting to form a defensive perimeter, which slowly, slowly, bleeds the German force's morale down, though Allied morale is also low.

This final attack with two German battalions is the decider, and fire and close assault is stopped by Allied fire and artillery - kept in reserve for this very attack.

...even the Panzers are suffering

A last ditch effort by Kampfgruppe Neider comes to naught - it is too late to affect the battle now...

A desperate attempt to move a battalion of Panzer Grenadiers to the German left comes to naught as it is outflanked by accurate (VERY accurate) long range fire, from Allied armour on the high ground


A perimeter which will not break


The German attack on the Allied right, on Terourba, is forced back - Army morale for both sides is low, but the Allies are now taking cards from German units that get hit...

They think it's all over! It is now...