Saturday, 28 February 2026

A Further Napoleonic Game Test

 he rules are working nicely but as Steve refines them down its important to keep playing the tweaks to make sure they are working as planned. 

A couple of changes to share with this weeks test game. Russians defending for a change.

Some changes to artillery dice and some amends for Cavalry post combat in the main.

The rules need to give us the kind of game we need, decisive without being too simple. We have 2-3 hours to play an evening game with 2 -4 players, for tonight's game we had well over 1,000 figures on table so quite an ask for set of rules. Lets see if they deliver.

A key addition is cards for players to use. Randomly drawn from a pack which can be different for each nationality. Pull three at the beginning and a new one each turn. Some were brilliant, some were devastating as you will see.
Also for dense targets artillery gets an extra firing dice. However unlike the other dice it does not impact your ammunition if you get a 1 or 2. With this is mind its a different colour.
The Allies start with 4 infantry divisions on table and one Cavalry division. A brigade of Russian Guards is off table and the first A class troops we have used.

The French have similar numbers, slightly more but not by much, but their troops all start on table with the addition an extra Light Cavalry Brigade and 2 extra batteries of artillery giving them a significant initial edge. We wanted to to see what slightly overloading one side with artillery did to the game.

I quickly arranged my forces to defend the three villages across my front, my centre being a little weaker than my wings as this was where the guards planned to come on and save the day.

The central Russian divisional card comes out first and I decide to push my gun forward and use concentrated fire with my artillery rolling 6 dice s its my only 12 pdr battery.
Long range so needing 6 to hit. I get one hit but roll 4 1's depleting my ammo by 3 rounds. Not a great start.
I have started with 10 rounds as denoted by the red dice.
Already I am down to 6. Its an interesting take on ammo rules which really makes you think about how you use the artillery.
Next turn I fire again with better results but again ammo being burned up.

With the French closing in I activate the Guards to bolster my centre, Steve plays a card to cancel the activation and they remain off table. Bugger!
As the French close in on my central division Steve plays a killer card, I must remove D6 of ammo from any gun, of course he picks my 12 Pounder and the dice roll removes all its ammo so the gun is removed from table. Gutted.

As Steve closes he declares a charge on my central division now lacking its artillery support. I play a card to cancel his successful activation and the French division stalls its assault for one turn.
Meanwhile the Italians press forward to assault the village. I play another card to double my firing dice for one turn on one unit, the village defenders prevent the Italians from closing.
The French smash into the rest of the Division flanking the village and push them back. I could really do with the guards brigade at this point.
The French guns play on the already damaged infantry. Steve plays another card to cancel an activation and again my Guards fail to enter the table.
The Cavalry on the right (supported by Bakewell Tarts) have a quick dustup and bounce off each other.

Hit by artillery the infantry in the centre are now shaken, they could really do with the Guards to take over.
The artillery forces a morale which the Russians fail and one unit is broken.

A large guards brigade size hole now in my centre.

The French push on to my right, the Russians are however able to hold them just short of close combat range.
With artillery support eh French are pushed back and we have breathing space.
The Italians charge again and take the village in the centre.
Finally the Guards are here and pushing forward to punish the French. Its our first use of A class troops in these rules so be interesting to see how they get on.
To my left the Russians charge and re-take the village.
With the French at their weakest on my left I decide to launch a counter attack with my Prussians, the first line of French is forced into retreat.
To their right the French assault the next village AGAIN in.
And push my Russians out of the village with heavy casualties for both sides AGAIN.
The Prussians push on and smash into the next French Regiment.
And again on the extreme left the Prussians pile into the French.
All three French regiments re forced to retreat but not destroyed and the Prussians are left unformed and reorganising on the captured ground.
To my right the Guards engage their first French and destroy them barely missing a step.

The French in the centre are pretty worn out and the Guards are in just the right place just in time to take advantage.
I was enjoying the game so much I missed a couple of the actions, particularly the cavalry on the right, sorry.

To be honest one of the most enjoyable Napoleonic army level games I have ever played. And I have played quite a lot.

The game was hard fought and close, even at the end it could have gone either way, but the French certainly had the edge, especially in artillery.

The village changing hands as forces re-formed and tried again felt very realistic, as did the cavalry fighting itself to a stand still. The cards represent the unexpected on the battle field, like the blunders in Black Powder but better. Playing a card to remove my 12 pounder batteries ammo was frustrating, but how many times did a batteries ammo caisson get hit during artillery exchanges  and take the battery out almost entirely? 

The Guard being delayed, no more unusual than a brigade getting caught behind the baggage or confused orders about where to deploy.

All in all, thoroughly enjoyed.

Sunday, 22 February 2026

Even More Mexicans

I know I need better titles. Getting lots done for this project now though so wanted to share..

Firstly some mounted troops.

Last three Perrys Chassuers D'Afrique. Shakos with white cover, still undecided on what looks best. This will complete 2 squadrons of 6 once varnished, a further squadron of the new Warlord Crimean Chassuers to follow. 
The Foundry mounted officer will be a Brigade commander for the Imperial Mexicans. First mounted commander done.
Also progress with the infantry. As mentioned I am focusing in the early part of this project mainly on French and Imperial troops and Chris has a bunch of Liberals to fight me in until I have my own done.
These two are converted Perrys as Imperial Mexican troops, the first is a Bombay Infantry man from the Victorias Little Wars range, second afghan war, I picked up two packs of these, removing the turbaned head and replacing with a havelock and you would never know. Same with the Triple Alliance drummer.
These three Voltiguers will form part of a 6 figure skirmish screen for my French. one on each base coupled with figures in different poses.
These 5 will end up either as part of the skirmish screen or of my battalion of French metropolitan infantry.
As you can see the basing box is filling up nicely with troops ready for the next stage, once the above figures are added should be plenty for some Sharp Practice action, although still a little short of a larger game.
I hate painting white so really pleased these have come out well with a new quick and dirty approach. I have been priming with a sand colour (Ossified earth but looks like pale sand to me) and then painting straight onto this primer, a wash on darker areas but an off white onto the base primer, working quite well I think.
These 5 are all Militia from the Foundry Camerone range and get my numbers up so starting my second battalion of Militia. I will mix some Machetes in with some units and have them fire less effectively, many Militia units had Machetes early in the war.
The two on the left here are Perry Paraguayans the left one with a head swap so the shako is more appropriate, the right hand figure a lovely dynamic Dixons figure.
Then the standard bearer for my French Metropolitan regiment, lovely flag from flags of War, bit shiny as the figure currently has gloss first layer on.
A bunch more, with perhaps too much direct sublight in the first images.

These French finish off my Metropolitan battalion giving me three battalions of French painted. All Foundry Camerone range.
The 4 Foundry Legionnaires finish off the second battalon of the legion.
And three more Mexicans, a Perry Triple alliance Paraguayan becomes a Mexican regular whilst two Dixon irregulars finish off another couple of bases of militia.

More to do so thanks for stopping by.