Tuesday, 10 March 2026

WW2 Late War Eastern Front Test Game



Steve has been trialling some rules which have been fun, with card activation . We discussed the possibility to use them in a new scenario book he plans. 

So to facilitate this we needed something slightly cut down from the rules we have been playing but still with enough for players to get their teeth into and less card focused so these didnt need to be printed to allow gamers to play. Todays game left me feeling we are well on the way.

I was defending a built up area with two weak German battalions supported by off table artillery, an 88M fun, a Hetzer heavy tank and a PAK40 anti tank gun.
Meanwhile the Russians had 3 Guards infantry battalions supported by heavy mortars 2 ISU 152 heavy tanks and 3 lighter SU 76's with one battalion of the Guards initially off table.


My Pak40 is dug in on the edge of the village, a good spot but also vulnerable to return fire once its opened up.
The Hetzer shoots and scoots, unfortunately its long range and its  amiss.
The PAK 40 opens fire on the second ISU152 , a hit!
And the tanks is taken out.
My MG now opens fire on the advancing Russian infantry, they are however  a bit exposed to return mortar fire.
The 88mm opens fire on the IUS152.
A hit but the tank is not taken out, Steve decides discretion is the better part of valour and pulls the tanks back.
The Hetzer moves position to cover any advance from the the other tank.
On my left the Russian advance is hampered by mortar and MG fire but they press on.

The second ISU rounds the end building and straight into a cross fire with the newly redeployed Hetzer and PAK40, the second ISU is destroyed in turn.


The Russian infantry push on without support and are hammered by a cross fire from 2 MG's, mortar and off table artillery support. They continue to push through the heavy casualties as the German troops in the wood start to take casualties themselves from the Russian mortars.
On my left the Russian push forward and clear the wood with a company taking the village on my extreme left.
They now occupy the wood and are in a good position to assault the village next to it. Steve opens fire on the first module and clears it of German defenders then moves in. Steve then charges forward with his 3 SU76's.
Fortunately for me the 88 has reserve fire, it hits with its first shot and rolls high enough to enable a second shot which also hits, the first two are knocked out before they can fire. The return shot misses the Hetzer!
In my own turn I drop the 88 on the buildings Steve has just occupied, coupled with infantry fire the company holding this are wiped.

Steve then close Assaults my remaining house, two rounds of close assault and some poor dice and he is driven off with casualties for both sides.
The remaining SU76 has closed to short range to try take the Hetzer but my infantry fire their hand held anti tanks weapons and add two damage points.
The Hetzer fires, I dont need much but I definately need to hit.
A hit and the last armoured vehicle for the Russians is knocked out.
Great fun and played really well.

The Russian Armour being wiped out and the infantry taking a bit of a pasting meant they would not be able to take the objectives, so a hard fought German victory, A great run out for the rules which handled the forces really well and gave a good game.

Thanks for stopping by.

Wednesday, 4 March 2026

Viva Juarez! Some More Mexicans and French

I seem to have the bit between my teeth at present so getting a fair bit done.

These 8 Turco's are mainly Perrys, from both the Triple Alliance range along with 2 plastic ACW figures. Once based that will finish a battalion.
This is the third Mexican Lancer, a conversion of a Perry's British Intervention force lancer. 3 more to finish a squadron. Steady progress.
These 4 will slot straight into a Mexican Militia battalion. All Foundry Camerone range.
To help progress the Imperial Mexicans, where figures are not currently available, I have picked up some Wargames Atlantic STL files of Mexicans and Foreign Legion. 

Fabulous service by Paul at Sabotag3d as usual. Once the epoulettes are trimmed these will be perfect for the Imperial Mexicans in either Havelock or Sombrero, I also got Paul to print me extra Sombrero's which will come in handy.
This second image in Sombrero next to a WIP Foundry Mexican shows up well.
A first look at these figures with heads glued on after epoulettes trimmed.
And a few more Mexicans mainly Foundry.
I have a couple of troops in white with Kepis that these will join, both Wargames Foundry.
These Legionnaires from the Camerone range paint up nicely as Imperial Mexicans, this unit will be a real mix of manufacturers.
And a Perry Egyptian Standard bearer with Havelock makes a great Imperial Mexican. Flag from Battle Flag.
Lastly some based and finished figures. these guys are the first squadron of Chasseurs D'Afrique.
First Imperial Mexican battalion in the early uniform.
First Liberal Mexican Battalion completed, most of the rest wont be this uniform but mainly in white cotton.
French and Imperial Mexican leaders.
Six man unit of French Foreign Legion skirmisher unit.

This lot our now going for the first stage of basing compliments of Mr Shann.  So more finished figures to follow soon.


The Box of painted figures also has a whole bunch more Mexicans waiting for enough to make up bases/unts.

Meanwhile the box of completed units is filling up.


First unit of French Foreign Legion completed and ready for the table.


Also the second battalion of Legionnaires.


Another angle below.


So its taking shape and wont be long before we can see units on table.

Thanks for stopping by.

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.