Wednesday 29 December 2021

Camden 1780

 More fun with the 'Live Free or Die' ruleset from the guys at Little Wars TV.

This scenario is in the original ruleset, and certainly defied expectations during play. Victory conditions stipulated that the British either exited infantry off the road on the far side of the table, or out-did the American player in terms of casualties. This, as it turned out, was a tough ask.


 Again, this is a very tight ruleset, despite being done on 4 pages of text. Very professional, very succinct, and key: it works really well, with some excellent period flavour.

The high ground near the British entry point. Well defended by militia; however, the thing with these rules, is that losing a stand means a morale test...and militia are not great with morale tests - and are inevitably pushed back.

'What'd he say Zeke?'

British lights lead the attack

Now, here's a thing; on the British left, DeKalb's 2nd class continentals, are waiting to do something special...


British line and colonial troops march on at their entry point, then turn a sharp left, inorder to counter what will be a fierce flank attack...




The British attack on the right flank, with Tarleton leading his cavalry to counter Armand's Legion...


'WAIT! Did you say Tarleton???  Oh, no wait, it's Tavington I'm after ...go ahead.'

The American right, and decent continental/2nd class troops will do a lot of damage...

1st charge goes in - these rules really accentuate the Briitish bayonet charge ...and it works. This wil be the first of three for the 23rd foot.

As Tarleton (easy Mel) goes in on the flank.

'Wait 'til you see the whites of their eyes boys!'

hmmm - watch that left flank

The 2nd charge of the 23rd foot



Deployed British units start to get to grips with the left flank

3rd charge of the 23rd foot :)


The 23rd's example followed up by the lgihts ond the British legion - American guns become isolated on the ridgeline

More British cold steel, as the 71st foot (this time) go in on the right, but they're inflicting losses, but pushing militia back - the road is still not yet open...

Massive British casualties on the left, but they still hold.

The British right, a success story; the left, not so much.




Tarleton (easy Mel) goes in again on the left.

British Gen Francis Rowdon, is shot from the saddle

British lights interpenetrating militia lines now, but victory is far from certain.

Surely, they can exit the far side of the table ...surely...

...but there's nothing left on the British right.



Cornwallis himself steps in to bolster the 71st, even as Gates moves in to help the oppisite militia regiment in repsonse.


There's that bloke Tarleton again!!!

...easy mate..I said Tarleton...put it down Mel... Step away from the Tomohawk mate...


The final charge - both Gates and Cornwallis are wounded...

The casualty count... But the game is over!  It's game turn ten, and the British have failed to (1) get to the road and (2) inflict twice as many casualties as sustained. It's an American victory!

A very nice set of rules, and well put together with the scenario pack. Great work as ever, from Little Wars TV.



Sunday 19 December 2021

More Seven Days action

 A quick post with some more pictures from a game with 'Stephen vs Steven' at the 'Country Bunker'.

12mm 'Red 3' armour. A lovely scale for moderns.

I was only there for part of the battle, but understood that Bundeswehr units were making a mess of the Soviet assault.

 Rules were the perennial favourite '7 days to the River Rhine', which has a lot of things to like, with more plays. Only thing for me would be the card based 'random' support elements (for instance, an airstrike was nicely foiled by a triple-A card), but as a to and fro battle style system for everythign else on the ground, it is a joy to see. Having said that, there is talk of more Battlegroup Northag and even Sabre Squadron to follow.

 As usual, Steven's terrain at the Country Bunker is superb. Models were 12mm - mostly Red 3, with some 3d prints from Butlers I believe. A nice upscale from the 1/200 the guys used to have (I bought it).

Abandoned power station on the Soviet right

'Engage and destroy Komrade'

Soviet T-64 platoon ready to move

...in the woods

jazz hand



...when the chips are down...

Sovs using cover to advance

'On the way...' NATO units are firing and moving ...as long as they can hold that inititive

The whole battlefield


NATO units inevitably being flanked in the woods

First Soviet brew-ups

T-80 on the flank

Soviet recon gets hit, blinding the action in the centre

A traffic jam on the Sov left - but they are biding their time


Sovs in the woods

Containers arriving into Germany, with no paperwork or supply chain issues ;)

Leopards guns are hot...

T-64 units move for the crossroads, and the objective at table centre (the Shell garage)



NATO units and MILANs at the objective


A lot of Soviet brew-ups...

A very nice game, with more moderns to follow.