Showing posts with label WW2. Show all posts
Showing posts with label WW2. Show all posts

Friday, 14 August 2026

Skirmish for the Pitzer’s Wood 2nd July 1863 ACW

Two battles so far this week with another in the diary for Saturday. First up another trip down to George to continue our Chain of Command campaign. If not ready I’m sure George will post on this battle so really just a couple of photos from me and the broad outline.

The British must try and blow the two fuel dumps next to the road using engineer teams. The Germans must stop them, not a very promising scenario setup for the Germans as they only get 3 points of support more than the British defenders and the way the patrol phase is set up the British are guaranteed the majority of the cover.
Anyway the Germans get stuck in as best they can, both sides have a tank and after many misses the the British A4 goes up in flames

The British in the orchard as the German attempt (foolishly) to approach across the open ground

The British manage to blow one fuel dump, in fact it turns into a very close battle, ruthless German shooting targeting the British commander who mistakenly found himself isolated and out in the open brings their morale right down to 1 giving them only 2 command die. The Germans are clinging on with a morale of 3, but in the end the British turn the tables killing a German senior leader and the rest of the Germans are forced to retreat. The butchers bill was high though with the British taking very heavy casualties we’ll find out soon what this means for the campaign ?

Next up another remote game with Jon, to mix things up I set up an ACW scenario using R&P. This is broadly based on the fight for the Pitzer Woods early on 2nd July at Gettysburg. The main reason for choosing this of course was I thought it would be fun to get my Berdan Sharpshooters onto the table in a skirmish game and with R&P it is easy to give them the appropriate stats.

I found this map on the internet and used it for the basis of the skirmish

My terrain, the Staub Farm to the right.

The 3rd Maine advance quickly to support the Sharpshooters, their objective is to scout five markers before they are beaten back.

They are up against the 10th  and 8th Alabama support by a strong screen of skirmishers

Initially all seems to go well for the Rebels who advance to shooting range and try to close the distance to negate the longer range of the Berdan sharpshooters.

The fire fight kicks off across the table and especially in the open ground

Forces trade colleges across the Staub farmstead where one of the objectives is situated

Somehow things gradually started to go wrong for the Rebels, initially they fail a couple of morale checks and a couple of units become disordered. But with the Union forces keep rolling above a average and suddenly the Rebels start to fail all their tests.

Things quickly go sideways and the whole rebel forces breaks and flees back to their main line.

A fun game despite the disappointing result for the rebels, I had thought it would be a tough ask for the Federals but in the end with the complete collapse of the rebel morale it was almost a walk over, I think I failed at least 6 morale tests rolling less than 3 on two dice ! So there is no scenario design that can cope with that.

As seems the trend we have been busy over the last couple of weeks …..
Berwick upon Tweed the beautiful 16th century defences around the town.

Plenty of cycling out in the lakes

Dunbar where the restored 18th Century gun bastion over looks the two historic harbours and the very dilapidated  Dunbar castle, seen here in the distance where the flag is.

More hot weather encouraged me to spend a day walk a chunk of Hadrians wall, luckily there was a nice breeze.

The views really were stunning.

Well that’s it for now, unfortunately since I started this post it looks like my battle tomorrow has been postponed, but another game is planned for Monday anyway. Then in a weeks time I’m off on my travels again across Europe gorging on military history.

Thanks for checking by

Matt 🙂


Monday, 3 August 2026

Battle of Germantown 1777 : Part 2 American War Independence

After a hiatus we returned to our AWI campaign this week with the second part of Germantown. Keen followers may remember we played the Battle for the Chew house as a separate skirmish. Given the size of Germantown and the restrictions of remote gaming and R&P rules this battle focussed just on the main American assault by Sullivan and Wayne. Fog played a part in the battle so visibility was reduced but gradually increased. 

With our experience of the rules and given the forces are fairly equal without the addition of reserves (I would like to play a bigger version of Germantown some time when I have enough forces painted up) I gave the Americans a number of advantages. The British would take time to activate as they were caught in camp, some of the Americans would have first fire, we reduced the movement restrictions over fences and gave the Americans two commanders improving their morale. They also had a numerical superiority in artillery 4 to 2 which normally doesn’t make much of a difference !

The church and town square of Germantown, the British lights are running back from the initial contact with the American attack around the Chew House

Sullivan advances on the American right 

The British are disorganised and in camp, their left wing is particularly slow to activate

The American right advances quickly over the fences dragging their artillery with them, but at this stage the fog is still limiting visibility

On the American left Wayne’s troops push into the woods

The fog lifts slightly and both side immediately start to open up, the American cannons are now in a good central position whilst the British have failed to activate and move their guns in the square !

On the British right they are in a strong position and concentrate fire into the woods, no rebels are coming through that route

But on the American right the tables are reversed and supported by their artillery who can now see the enemy the British are struggling

The British have finally worked to the danger and rush to form a defensive line

The American pounding away ! It’s bloody work this day

The central cannons prove really effective

The British do have some luck when two double six activation bring on reinforcement, would you believe it two units of grenadiers !

The British right is holding well

In desperation the British light cavalry charges across the table to try and take out one of the American cannons, dramatic maybe but ultimately a failure 👎

The British pull back slightly to regroup but the Americans just keep pushing forward

It’s already looking like a bad day for the British so in a desperate charge the grenadier rush forward to attempt to drive the rebels back

The battle breaks down into a series of bloody fire fights….but the Americans are gradually winning the day

The British guns having been pulled back are now firing but it is too late to impact the outcome

The British are gradually being driven back and they need to call it a day giving Germantown and their camp to the Americans.

A fun game although it did turn into a bit of a slugfest with little chance for manoeuvre. I probably gave the Rebels slightly too many advantages, but they failed very few activations (apart from their skirmishers) and the cannons were devastating as they were able to concentrate their fire. As mentioned I plan to run a larger Germantown scenario when I can paint up a couple more units as I think it makes a fine battle with reinforcements arriving for both sides. 

Last week I also visited George for a resumption of our Early War WW2 CoC campaign. He has already blogged the battle in some detail so just a couple of shots from me.
The wily British deploy in the woods and capture one of my JOP

Despite my abundance of tanks the Germans make a complete hash of things, giving the British a good win. We discussed at some length some of the problems with CoC and the games it seems to generate. The rules which I do like seem to have many devotees but I question why none of them seem to discuss the problems we seem to encounter ?

Several problems I would identify, firstly it rarely gives close games I would estimate on average out of 10 games only 2or 3 would be close. The rules can excessively punish a mistake, which I would liken to chess where a single blunder and you may as well pack in. This encourages very cautious gaming. Don’t get me wrong I actually like the rules and love much of the detail that has gone into them. But I can’t get over thinking there is something not quite right either in the rules or perhaps the scenarios? 

The game above was a good example. The game ended after about 3 hours of play I didn’t count but would estimate about 8- 10 turns per side. Both sides had deployed less than half their force, in fact only two squads on each side actually got involved and my PzIV which actually had no effect. the German morale by some unluckily rolling had dropped to 3 the British remained on 10, I think the Germans had actually only lost one Machine gun team and about 4 Riflemen, but because I had two junior leaders wounded, one senior leader wounded and then killed and lost a JOP the game was over. Hard to square this really as the campaign we are playing would now suggest the Germans get an additional 4 points and having discussed this we both feel if the Germans played in a  different way they would effectively be unstoppable so we are skipping this scenario and moving to the next one. All of this reminds me why a do quite like Bolt Action !

Anyway enough cogitation , thanks for checking I have another game to post from Saturday when I get a chance.

Thanks 

MAtt ❤️



Sunday, 5 July 2026

4th July AWI Celebration Battle : Chatterton’s Hill

Given the date yesterday it seemed appropriate to dig out the AWI collection. With a slight limit on gaming time I was looking for a smallish battle Chatterton’s Hill is a scenario straight out of the BLack Powder Rebellion book, the battle for the hill was part of the larger White Plains battle. To speed things up  we used V&F for the first time downloading the latest army lists form the Perry Website.

The American ‘Rebels’ are defensively setup on the Hill, they only have two brigades, McDougall with regular continental troops and Douglas with a much less dependable brigade of Militia. These have a low tenacity of 2 compared to the regular British infantry of 4 so they are fragile and could easily flee if the British can get to grips with them ?

The first British brigade arrives under Maitland, they have artillery setup on ‘Wolf Pit Hill’ scary for the Americans but in the end they have little effect on overall battle.

Maitland with his light troops advance on the right, Leslie’s British brigade of regulars can be seen in the distance and beyond them a Hessian brigade under Colonel Rall

As the Allies advance towards the hill the Americans rather than pulling back move up to take advantage of the various stone walls, looking to blunt the advance before the British can fully deploy.

Given the space and the numerical advantage the British really need to get stuck in and not surprisingly they chose to assault the weaker militia units holding the wall either side of the road.

 Not surprisingly the Militia unit taking the brunt of the attack turn and run, but the brigade holds and the second line pours volley fire into the advancing British.

With some pretty lucky dice, the Militia on the right hold and eventually /heroically push back the Hessian Grenadiers

Both sides throw more troops into the hand to hand fighting the militia are on the point of breaking

In the centre Maitland has crossed the river and his light troops are starting to bring fire onto the ridge. The final grenadier brigade has also now arrived and in crossing the river.

The key fight is now very British have been badly mauled with all their units shaken but the militia are thinning out and shaken as well it is only a matter of time before one side breaks !

The British light dragoons charge forward driving the American riflemen away but they come under fire from behind the walls and are shaken

After two further turns of combat the fighting is on the edge, the Militia hold and have to use a fate card to stay in the fight. In the final turn a single volley causing a single wound causes a cascade of failed valour and fortitude tests for the British, this is too much for Leslie’s Brigade which flees the field. Hoorah !

With redcoats fleeing the field and the Hessians beyond now down to a single unit the Americans have held the day. A fun battle with combats and Valour tests right on the edge for several turns. V&F worked well with the recent army lists so we will be using this again in the future. A good way to celebrate the 250 th celebration.

During the week I was also down with George to pick up our 1940 campaign. As always a beautifully setup battle with George’s WW2 collection.
Having won the last two battles this attack by the British was a harder setup (sone might say almost impossible ?)

They gave it a go but the Germans proved too strong. I’m sure George will be posting his thoughts, but fair to say we agreed the scenario wasn’t really balanced, both in terrain and the forces available. That said a fun game.

That’s it for now another battle planned for early next week.

Thanks as always for checking by ❤️

Matt