Title

Title
Tally Ho!

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.



 

Sunday, 27 September 2026

Montrose - Turn 9

Turn 9 begins with the Covenanter / English forces in a dire position. They now only control 3 territories and the Covenanter home territory is under attack.  As they are on the defensive we fought the "stronghold" scenario on both tables. Both sides score for kills with the defenders fortified stronghold counting as 4 VPs.

Game 1 - Montrose vs English

In the first game the Royalists went for a "bulls horns" inspired plan with Irish up the middle, Highlanders to their right and Horse to their left. The lowland militia supported the centre. 

English stronghold
    

The Horse and Highlanders made good progress whilst the Irish looked to grind out a win against the stubborn English foot. Irish fighting prowess eventually prevailed pushing the English back and allowing them to take the tower. Royalist Win. 


Irish attack

Game 2 - Montrose vs Covenater

Game 2 was slightly different in setup. Once again the Irish held the centre with Horse to their right supported by Highlanders. The lowland Militia held the left with guns setup to bombard the stronghold.

In the pre-game phase the Covenanters quickly manoeuvred some Horse to attack and rout the Royalist artillery, thus curtailing the expected bombardment. This prompted the Royalist to switch plans and quickly attack with the Irish.    


Although the Covenanters had scored a win with the routing of the enemy guns it did leave them short handed and at a disadvantage in a protracted cavalry combat on their left, which was eventually won by the Royalists to expose their flank. The Covenanters also lost a general mid game which hampered their ability to issue orders.



Irish take the stronghold

In the centre, Irish were able to take the stronghold and turn the flank of the Covenanter foot, with the Lowland Militia putting pressure on the advancing reinforcements. Royalist Win

Covenanters badly fragmented

Campaign Situation

With two more wins we declared that Montrose was victorious having captured all bar the English home territory. Thus the Kings dominance over Scotland is complete and Cromwell has lots to worry about. 


As with the real battles the Irish were often the decisive factor in the battles. They can generally be relied on the beat the first unit they attack and if they are lucky on the casualties perhaps a second one too. The Highlanders are effective in combat but easily spooked by shooting causalities, and  so need careful husbanding. 

With the main campaign complete we'll do a few historical battles while we finish preparations for our next campaign - ACW in 28mm using Osprey's "Rebels and Patriots".    


Saturday, 19 September 2026

Montrose Turn 8

I accidently deleted the material for Turn 7 but I can report it was a win and a draw for Montrose. So the Royalist forces began Turn 8 in a strong position with attacks on the English home territory and one of two remaining Covenanter territories. 


Game 1 - English vs Montrose

In this game both armies are rushing to control three river crossings. The English deployed a force against each bridge but the Royalist plan was more risky with Irish sent on a flank march to crossing further west in the hopes of out manoeuvring the enemy.


Things began poorly for the Royalist as one of the two Highland units attacking the eastern bridge fled at the first artillery fire, leaving only a tiny force to contest that. Luckily on the western ford the Royalist  advanced squadron horse were able to convince two units of English troopers to pursue them off the table, leaving their compatriots to capture the ford. 1-1 early doors with the centre contested.  


Mid-game the English were able to seize full control of the eastern bridge and push the Royalist levies back from the centre bridge - it all now rested on the Irish arriving in time.


Eventually the Irish did arrive and launched an attack but too late to push the English off the centre bridge. So it was an English Win 2-1.

Game 2 - Covenanters vs Montrose

In this game the Royalist were looking to lift a siege and gain control of a vital town. They deploy in the south east quarter and must get units into the north west quarter. The Covenanter defenders begin in the other two quadrants and must rout enemy units to win.     

The defenders split with their infantry in the south west and cavalry / guns in the north east. The Royalist had a roughly matching with the Highlanders supporting the horse.  


The Royalists attacked fiercely and were able to break through for a Montrose Win.  

Campaign Situation

The Covenanters are now down to their home territory and the English have managed to push back but will face renewed attacks next turn. Things still look dire for the forces opposing Montrose with most of Scotland loyal to the King.