Title

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Tally Ho!

Monday, 2 November 2026

Znaim 1809 - A Shadow of the Eagles game

This past weekend I hosted a large game of SOTE and were joined by the author (Keith Flint), which helped us keep straight on the rules. A couple of the players have large Austrian collections so that pushed us towards the campaigns of 1809. I went for Znaim as unusually it featured a good quality Austrian force. 



Background - Following defeat at Wagram, Charles withdrew into Bohemia. Marmont was in pursuit and attacked what he thought was Charles' rear guard, only to find himself facing a larger force than expected.  We fought day 1 were the French had the initial advantage and so were on the attack.  


We followed a historical deployment with Murray's brigade well forward and under attack from the Bavarian's. 

French Leger ready to attack 


Bavarians ready to attack Tesswitz

Austrians holding Tesswitz 

As the main French force advanced the Bavarians launched a series of attacks into Tesswitz but were beaten back with one of their two brigades badly damaged. The Austrian Grenadiers launched their own attacks into  Zuckerhandel but were unable to dislodge the Leger who had garrisoned the village. 


Struggle for Tesswitz 

With their assault on Tesswitz not going well, the French launched a major cavalry attack through the centre of the field. An impressive sight as they ran straight into the Austrian Cuirassiers.



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Grand cavalry melee in the centre

After a bitter struggle the French again failed to break through the lines. With the light fading and Austrian reinforcements arriving they pulled back to lick their wounds. The result on VPs was a 3-1 win to the Austrians. Tesswitz was still in Austrian hands and the baggage was safe but the French had captured Zuckerhandel and badly mauled  Steyrer's Grenadier division. 


Zuckerhadel still in French hands

We've not played SOTE in a while but the simultaneous movement, and streamlined rules, meant we got through plenty of turns despite not having played the rules in a while. Both sides made some mistakes but perhaps the divisive ones were the Bavarians initial attack being a bit piecemeal and the French charging into fresh Austrian squares in the west of the field. 

A nice fun game though and we'll be returning to SOTE for a future Peninsula campaign.         

   




  

Friday, 30 October 2026

Kings and Rebels

 A few games this week to provide highlights for. 

We had our second practice game of ACW in preparation for the campaign starting next week. People have been busy painting so we've lots of figures to go around. We did a simple attack vs defence game based on the Battle of Kettle Run, mirrored on two tables.




I also took a trip into the Forest of Dean for game of Beneath the Lilly Banners. It was a continuation of our narrative campaign based on the events after the Battle of Poltava. In this episode the Swedish king is trying to escape across a river guarded by Russian troops. Both sides have additional units rushing to the scene.


Swedish foot

Russian foot

The Swedes were able to punch through the Russian lines and create a gap for the King to begin moving through whilst holding off Russian reinforcements.

Militia defending a wagon lager 


Thinking he had more time than he did the King dallied on the threshold of escape to direct operations. The game ended with him half way across the bridge to a losing draw for the Swedes?    

Swedes holding off the Russian reinforcements 



Swedish assault goes in


Sunday, 25 October 2026

American War - Three Ways

A few photos from various games over the last two weeks. All happen to be from the American theatre with an AWI game and brace of ACW games using very different systems.

AWI - Loose Files and American Scramble

This was very much a try-out as couple of folks have figures they rarely use and fancied trying out the Loose Files and American Scramble rules. This is a free set previously published in Wargames Illustrated and now available from Wyre Forest Gamers website.    

Hessians advance on US regulars

More Hessians

The game has three core systems:

  • Movement rates are variable so manoeuvres can get broken up
  • Units accumulate Disorders Points (DP) from moving, casualties and fighting. This degrades you and eventually you start to loose casualties. They can be rallied off by better troops.
  • Command Points (CP) are used to issue orders and help rally off DPs. 


US Militia defending some heights

It was ok and for a free set you have to make allowances. We liked the variable movement but found the order system and CP use confusing. We'll try some other sets and may return in future if we dont find anything better.  


ACW - Rebels and Patriots

The second game was a first practise for our new campaign. We've played R&P a few times so this was mostly a reminder. We played a single large game with everyone having a couple of units. As with other Dam Mersey games you dice for activation and throw dice to shoot/fight against a target score. All very simple with all the complexity going into the scenario design.

A battered Union unit

Rebs advance on an objective

Lots of people have chipped-in figures for this campaign with Perry accounting for most of the units. Their newer plastic figures are excellent and respond well to washes for added depth to the colours. 

My Union lurking at the back

It was a simple game of capturing two objectives. The Confederates won in 1-0, partly thanks to my Union troops failing to move for most of the game.  

Confederates from Perry

ACW - Blucher

Blucher is best know as a grand scale Napoleonic system but I felt it would convert well to ACW. Partly I was spurred on by having a large collection of 15mm and being gifted my brothers. After a few weeks of rebasing this was the first outing. For scale each of the bases is 150mm x 100mm.

Union attack in their centre

Long shot of Kettle Run setup

Blucher has a big following and there is already a popular conversion set for ACW called Chamberlain. I've taken quite a lot from these in terms of weapons stats and unit trait changes. Chamberlain proposes a new command system but I've stuck with the Blucher one as it's really the core of the game for me.     


We played a simple attack vs defence scenario (Battle of Kettle Run) to conclusion over 20 turns with about 20 units a side. The game worked well and the unit base sizes seemed absolutely fine. Lots of little tweaks around unit stats/traits emerged for next time but the game progressed well. 

Union advance through the woods

In the battle the Confederates were on the defensive when a unit force arrived to push them back. Fearful of the Union shooting the Rebs decided to attack and had good success in the centre, where they broke through and were able to turn outwards to attack the remaining Union formations in the flanks. 

Confederate counter attack


  




Saturday, 10 October 2026

Battle of Kilsyth - 1645

 Second in our short series of Scottish battles is Kilsyth, 15th August 1645. 

With Montrose threatening the Lowlands the Scottish Parliament ordered General William Baillie to pursue and confront him. Aware of Baillie’s approach Montrose occupied strong position near Kilsyth close to Stirling. Baillie’s approach however took him into a flanking position with part of his force, and the remainder was concealed by hills from Montrose view. The action starts just before the full Covenanter army becomes visible. In both games the terrain and deployments are identical. 

Game 1

This game started with a general advance by the Royalist forces with the Irish storming up the hill and pushing the Covenanters back from the windmill. 


Covenanters advance

Covenanters on Windmill Hill

On the other flank the Covenanters initially held but eventually pushed back by the Highlanders bursting from the wood. Royalist win. 



Highlanders emerge from the woods near Kilsyth

Game 2

This game proceed very differently as the Irish brigade failed to move for the first three turns of the game. This allowed the Covenanters to apply pressure to the rest of the Royalist army.




The very late movement by the Irish allowed the Covenanters to keep control of Windmill Hill and cause enough damage to win a points victory. Covenanter win. 

   



  




 

Friday, 2 October 2026

Battle of Auldearn, 1645 - Montrose finest hour?

As we've completed our own Montrose campaign we're delving into the history books to play some real battles. The first is a battle of Auldearn where a surprised Montrose makes a rapid recovery to save the day. The Internet describes it as his greatest victory but how will our refight go? 


The Covenanter approach was a cautious one has they knew that Gordon's Horse would arrive at some point in their flank or rear. They sought to use shooting pressure against MacColla and deploy their rear rank to ward off Gordon.



The first few moves followed history fairly closely with MacColla charging the leading Covenanter foot and being thrown back after a bloody struggle. The Covenanters then poured shot into the Irish, causing serious damage. 

Long shot from behind Montrose lines

MacColla on Garlic Hill

MacColla is thrown back

The decisive action came though from the chance cards. In turn 3 a heavy mist descended on the battle field limiting shooting ranges and effect. This could not save the unfortunate MacColla from being wiped out but allowed the other Royalist to launch a successful counter attack and secure Garlic Hill. This was aided by the Gordon Horse's arrival routing the Covenanter unit holding the left flank exposing the main line to attack.  

Garlic Hill secured 

The game ended in a clear win for Montrose as he held both Auldearn and Garlic Hill. Not quite following history though as it was the weather not Gordon's Horse that swung the side for him.