Saturday, 5 August 2017

Really useful boxes and commission-figurines

How do you pack your models away?                                                                                                    commission-figurines 
My soloution

So many options out there, none really worked for me.
I want relative low cost, study, stackable, portable & flexible  use.
I have 6 mm Hail Caesar with some bases up to 80 x 50 mm deep.
6 mm Black Powder 60 x 30 mm deep  
10 mm Warmaster 3 bases of 40 x 20mm
Height varies depending standards, cavalry (Kontos), fantastic beasts or flyers.

As a club we started using 9 &4 litre really useful boxes, sturdy
easy to stack and carry.

4 litre 2 tray insert
9  litre 4 tray insets
Extra large 9 litre 5 trays
Not that we used this often.

We bought these with hobby trays that have 15 sections we can get 30 of  our 60 x 30 mm bases.

The models are quite snug and tend not to move about. Each 35 mm tray allows for 32 mm height.

You can cut up magnetic sheets 60 x 60 mm to fit the squares, not glued and metallic paper to the model, the paired bases can't flip.

However BKC2 10 mm needing 40 x 20 mm, not as snug and vehicles that used one spot only and our 20 mm RF models, vehicles don't fit and individual based models were falling over they're top heavy compared to 6 & 10 mm multi based models. We looked for alternates home made tray inserts.

A solution for me was the 11 litre and 21 litre boxes into which I placed foam trays. 2 in 11 litre, 4-5 in 21 litre, 6 in Extended 21 litre box.

This 21 litre box contains 4 trays as the dragon model is so high there is no space for a full 5th tray though I could use half a tray. Without that model there is space for 5 trays = 200 of 40 x 20 mm bases, sturdy stackable.

But as you know many GW models extend beyond the foam and banners and weapons can be bent or broken off.

Not just the Wyvern!

Finally a friend mentioned the problem to Walter Anstiss of commission-figurines and at last we had a solution.

These trays are self assembly when ordering choose to have one or two central bars as shown above, the difference suits different basing systems.

For my 6 mm Hail Caesar I have one divider and get 2 x 20 mm trays and 2 x 30 m  and 1 x 40. Total possible is 140.

This has allowed me to get a Dacian, Sarmatian with Kontos and Roman armies plus extras in.

As for my Warmaster the Undead horde that filled a 21 ltr box (5 foam trays) now all fits in one 9 ltr box, easier to store, but just as heavy!

These models are 10 mm and because of the banners I chose to use 3 x40 mm and 1 x 20 mm at the top for archer and bone throwers. I also cut the bottom out of half the top 20 mm tray so I had a full 60mm clearance for the dragon and other models that needed 40+ mm.

I use blank bases to fill the gaps to stop the units sliding.

Although wood bases on wood trays has a lot of friction for the larger or loose models I use Stopp from IKEA (for lining kitchen draws its stops the models sliding about.

It's relatively thin so wont waste height, low cost too.

Hope the above helps.

Friday, 4 August 2017

Orc v High Elves AAR 2014-10-24

More from the store

Due to a string of confusing events Ben and I played Warmaster at mine on Friday 24th.

For a change we decided to have a blind set up, simply put the 8' table was broken into 6 x 30cm sections and we wrote down the units which would arrive in that sector, with some adjustment to allow for the opposing army, within that sector.

I opened entirely on the right flank covering 4 sectors with cavalry at each flank, whilst Ben put the troops in the centre again with cavalry on each flank covering 4 of the 8 sectors.

This was a big plus to the game, as Ben said he deployed his army with thought rather than reaction it also meant you could end up facing an empty table half initiating some redeployment.

I won the roll for first move and took it deploying my flanks successfully and as usual my Crown of command moving my trolls, and my next command failing.

Magic was used to push Ben's bolt throwers off the table disorganising his harpies en route

Ben moved his flanks but his centre declined. In my second turn all units advanced and being unable to attack his cavalry on the right my boys charged into the archers they could see leaving us in this position.

After four hours of play we came to a conclusion, as seen below. The game had swung both ways but final victory was Ben's and well deserved too.

We played a number of rules correctly that we hadn't previously, always learning one of the joys of gaming, keep the brain alive.

In the first picture you will note that 3 of the 4 Orc brigades are not in a straight line but are angled against each other to mitigate against offering a tasty flank.

This was a result of reading the rules book, which states brigades MUST finish in contact with each other, but contact as shown in the rear of the book can be as little as a corner.

We also employed the 'reform' at the end of the combat phase, rolling off to see who reformed first. In the past this has been incorrectly done at the conclusion of each combat and only by the turn player.

Contribution comment from Ben and his army lst.

Thanks for uploading this - no one was as surprised with my win as myself!

I think it was only 6`, but yes, that quick doodle at the beginning really was interesting and helped me move away from the Warhammer style "I go you go" formation placement where the temptation is to just put everything in a long, thin line.

180 - 3 Spearmen
300 - 4 Archers
220 - 2 Silver Helms
300 - 3 Reavers
70 - 1 Giant Eagles
65 - 1 Elven Bolt Thrower
180 - 1 General
80 - 1 Hero
90 - 1 Wizard
1485 - 14/7

My army list

Yup it was 6 feet, corrected post

180 - 3 Orc Warriors
120 - 1 Black Orcs
90 - 3 Goblins
110 - 1 Trolls
450 - 4 Boar Riders
120 - 2 Wold Riders
95 - 1 General with
100 - Crown of command
160 - 2 Orc Hero
45 - Orc Shaman
30 - Goblin Shaman
10 - Sword of destruction
10 - Sword of Cleaving
1500 14/7

OrkvChaos 2k, AAR 2015-05-22

Another rescued post as you will see I was in narrative mode.

Voidspinner aka Stormwind wanted to play an objective game, 2k points were agreed on either side the AAR follows.

Mork, or rather Mork’s voice as he should be called was the current leader of the Mourn Hills Orcs as he look about him he was pleased with what he saw, other small tribes had joined his and the tribe was now getting big enough for a small Waagh!
Get rid of some of the deadwood, be a chance to see if them that talked big could act big too, he thought, certainly like to see what Snotgut, and his goblin Shaman Deadhead were like in battle, they said they inspired the boys, words wus easy almost as easy as bashing but not as easy as commanding.
As luck would have it [such is the way with writing] just at that moment a wolf rider arrived, hot and agitated he grabbed a beer and meat from a nearby table drinking and munching he strode to Mork.
“We’s go trouble Boss, dem chaos blokes is massing down on the plains, dunno if they’s after du three ‘pointy ear skyprickers’ [obelisks] or wot, but…..”
“Dunt worry get the leaders here we’ll go bash ‘em anyways, we cud do with a scrap, sort out the newbies.”
The rider grinned and ran off.
So it was that Mork’s “Waagh!” readied for battle

Initial deployment, although I won the roll for table edge and fancied the middle hill for the rock lobbers, as is often the way I couldn't be bothered to move table sides and stayed where I’d sat earlier. I did put the rock lobbers centre table, to cover the central obelisk, with hindsight they’d have been better on the hill to my right.

Ork turn 1

Moving the left flank forwards, I advanced the cavalry 20 cm so I’d be able to make a 2[sup]nd[/sup] command then failed the roll. The ork shaman moved the adjacent gobos into the woods.
The right flank led by newbie, Snotgut refused to move, his wizard was equally useless, but you don’t expect a lot from a command of 6.
Mork then command the giant to advance, in his irritation he forgot to use the Crown of Command, failed the roll, the giant woke threw a boulder at the adjacent rock lobber that moved away [left], the other rock lobber moved out of it’s way and the trolls moved back. All were untroubled by this.
Mork commanded the shamans forwards the ork Shaman who moved his gobbos earlier successfully cast  Gerroff at the Chaos Warriors in front and pushed them back 25 cm off table, the Chaos Marauders behind moved right behind the other Chaos Warriors in the brigade [not confused], deviously the next shaman targeted those Chaos Warriors with Gerroff pushing them back 30 cm off table, the Marauders behind moved back to the original position and rolled a ‘6’, confused. Both looked expectantly at the new shaman, who rolled a 1. Mork shook his head this new leader and his Shaman were rubbish!

Position after Ork Turn 1

Chaos turn 1

Chaos rolled for the two off table Chaos Warriors one returned ready to move, the other returned and would move next time so we placed a confused marker next to it.
First command, was to the Chaos hounds who trotted forwards 20 cm, a second command to move them within 31 cm of the mixed boar and wolf riders brigade was failed, a blunder, result move forwards full pace to enemy, they were now just in initiative range.
The Chaos warlock moved the returned Chaos Warriors forwards twice so they were back where they had started in front of the confused unit. The Cavalry Warriors and Marauders was also successfully commanded towards the central obelisk, they were nearest and had possession.
The General chose to let the other warlock and his command of infantry stand to, guarding the third obelisk and commanded his cavalry brigade of two Warriors and two marauders forwards on his right flank, successfully moving them within 31 cm of the sleeping boar and wolf riders.
True to form the warlocks then leapt forwards and both successfully cast ‘Anger of the Gods’.

Position after Chaos Turn 1

Ork Turn 2

Ignoring the initiative as I wanted to ensure all or nothing hit the Chaos hounds I command them forwards, the 2nd unit of wolf boys had a flank view and joined in, The next command on a 6 [-1 AotG -1 terrain] moved the gobbos out of the trees and into the swamp. I now needed a 4 to move them to the next swamp [-1 AotG -1 terrain -20 cm enemy -1 2nd command still within 20 cm of command]. Rolling the 4 the gobbos moved to within 15 cm of the Chaos cavalry and were closest to the swamp.
Turning to the right flank Snotgut failed and the cavalry carried on sleeping.
Left with the rest of the army to command the General using CofC pushed the giant forwards and then failed his next command roll. TBH I wasn't getting the movement I wanted.
The Shamans moved, 1 failed to cast Waaagh! on Boarboys in combat, the central one cast Gerroff at the Mounted Marauders and blew them against the swamp, not confused, the goblins fired at them too but the 1 hit was saved. Snotgut’s shaman on the right flank rolled another 1.
In the melee on the left flank the first round went to the Orks, the boar boys held whilst the wolf riders pursued, in the end, 1 stand of Chaos hounds was left between two stands of Wolf boys and the three of boar boys. Yes I should have thrown the boar boys in but I’d have lost a stand.
Repositioning the combatants I awaited the onslaught from the Chaos left flank on my right.

Position after Ork turn 2

Chaos turn 2

Harpies ‘Home backed’ to the command on their right flank. Chaos hounds initiative charged the wolf riders.
Chaos Warriors that had been inactive now moved up to re-join their brigade, [net movement zero] the Cavalry in the centre failed its command. The general command the Mounted knights and Marauders towards the boar and wolf riders, and charged them in on the 2nd command. The harpies failed their command to fly in behind the Boar boys.
The mages cast ‘AotG’ again and combat commenced.
The wolf riders made short work of the chaos hounds [The wolf riders constantly got more hits than the boar riders. On the other flank, after two rounds of melee the Marauders had lost two stands, the knights 1, and there was nothing left of orks.
As he was unable to throw the full weight of his knights at the goblin flank, Stormwind/Voidspinner prepared them for assault in turn three,

Position after Chaos turn 2

Ork Turn 3

The goblins in the centre initiative charged the mounted marauders.
The wolves on the right were commanded back to the obelisk, just in case the harpies flew there.
Ignoring Snotgut, the general using CoC command the brigade to reform and face the incoming cavalry. The on a 7 commands the trolls to the battle, having skirted the orc brigade and needing a 5 they were sent into combat against the marauders.
Pushing my luck the giant was moved towards the rear marauders who were in contact with the hill a 2nd successful roll saw him make contact. Not sure if I tried to command another unit but none moved.
The shamans gathered together to cast Waagh! on the goblins fighting the mounted marauders, success on the 2nd cast. So not needing Snotgut’s shaman he was tasked to cast Gerroff elsewhere but rolled a 1 again.
Melee the goblins died, but did take a stand of mounted marauders with them.
The giant’s 12 attacks against the mounted marauders 1, and they fell back destroyed into the cliff, the giant charged against the Chaos Knights flank.
The troll were disadvantaged against the marauders they could only get one stand in contact, however they destroyed them at the loss of a stand and moved against the two stands of knights.
At this point Chaos had reached his break point and the game ended.

The final combat

The final disposition end Ork turn 3

Back at his tribal village Mork sat eating the celebratory meal, looking at Snotgut’s head and that of the shaman that now adorned the Ork’s totemic pillar.
Mork grinned, they were definitely inspiring more troops now than they had done before.

Two hours of game play.

Chaos Right Flank with the Chaos units at table edge having been blown back

and the left flank, I hadn't seen the harpies on the central hill so didn't photo them, but they can be seen in location on first picture.

Ork right flank, the infamous Snotgut.

the centre with disrupted Trolls and rock lobbers

The left flank

I think you can clearly see scattered over the board the pink dice of power that my opponents claim roll to command; I want a three I get a three.

TBH I think I play aggressively and chance all, my opponents may be cautious or my style might make them so, but some of the times I get the rolls and often don't. I wont deny I often roll the number needed when I chance, and opponents forget when I don't, but I'd like to think I have a plan rather than rely on luck.

Thursday, 3 August 2017

2000 point High Elves v Orc Waagh! October 2015

Another lost post
This time a battle in October 2015

2000 point High Elves v Orc Waagh!

Not having played Warmaster for a while we were delighted at how much of the rules we remembered. Aside from a few errors in brackets, we did well.
As usual Stormwind set up the terrain on a 6’ x 4’ table then we diced for sides [he won] and then we set up. We usually set up blind writing down where our units will be and then transferring them to the table top. Today I was lazy and just set up whilst Stormwind   noted his on paper and then set up after me.

With 2000 points I had to use most of the table, but I put cavalry on both flanks and trolls in the centre. So left to right
[Giant]  [2 Boar riders 1 wolf boys, Orc Hero]   [2 gobos, 2 orcs, Orc Shaman] --
[3 Trolls, 1 gobo, Orc General and crown of command, never leave home without one!]

[Rock lobber, goblin shaman] [2 gobos, 2 orcs, Orc Hero and gobo shaman]
[1 Orc boys with 2 Wolf riders and Orc hero]

Stormwind set up on both flanks leaving the centre empty, a favourite tactic of his, if I have a smaller army I will often refuse a flank leaving half his army several command throws from the action.
On his left flank were

[2 Reavers  and 1 Silver Helms, Elf Hero]  [Eagles, behind a mage with Bolt throwers in front]
[2 Spearmen, 2 archers and General]

On his right flank, with apologies for the rubbish photo

[Mage with Bolt throwers]  [2 archers, 2 spearmen]  [Elf hero]  [2 reavers, 2 Silver helms]

As you will see both sides have generals sitting atop a dragon or wyvern, these aren’t paid for, but we like the models and it makes general spotting easier.
So , the field of battle Orcs left, High Elf [pointy stick throwers] on the right.

We rolled to start and the High elves got to go first, Stormwind has now won two out of two roll offs, this is most unusual.  So at this point I get out my proper dice, time to get serious?

Turn One High Elf

Stormwind has a history of failed commands so I was taken aback as his army seemed to romp across the table.  [A lot of units in his Chaos army like to wait around for a turn or two before moving, I guess they want to see how things are developing.]
The only unit to fail was a blunder on the Giant Eagles, penalty minus one command for rest of game, as the mage rolling this also had command of bolt throwers, rather than waste the General’s command on them Stormwind chose to ignore their movement and moved on to the General’s brigade.
Characters moved, no magic no shooting.
After his move, sorry again a fuzzy shot. I guess I was still in shock at not going first.

Turn one Orc

It is often said that my dice will roll to my command; this game proved it was my opponnets' selective memories.

Starting from the right, or the top in the following image;
The cavalry brigade refused, as did the Orc and gobo brigade.
The rock lobber moved forwards under the command of a gobo shaman.
In his Turn the General moved the Trolls forward with the Crown of Command and then managed a second command needing a 6.
Before that the Orc Shaman moved his brigade forwards twice, 36cm
The Orc hero advanced the Giant twice and the cavalry twice too.
I realised too late that I should have moved the giant after the cavalry and pushed for a fail, with a "what does he do next?" with elves in sight it could have been fun!

My Charcters moved fowards and my Gobo Shman got a geroff result but only pushed the bolt throwers back into the wood's edge 2cm, Should have used gotcha might have got some wounds, however the best result was the Orc Shaman's magic Geroff, pushing back one unit of Silver helms a full 60cm. This removed them from the brigade and possibly from the game, it is always difficult to pull back a unit, unless you dedicate a hero and forfeit movement elsewhere. Such unit recovery is one of the uses I put my Crown of Command too.

Sadly I forgot to take the photo at this point but did remember after Stormwind's move but before his magic as shown.

Turn two High Elf

Seeing how poorly the Orcs moved Stormwind was keen to take advantage, as you can see from the bottom of the picture upwards he rushed his Reavers and High Helms forwards on his left flank racing them around the dead marsh [impassable not blocking LOS].
The mage then pulled his archers and spear-men forwards 31cm from my cavalry brigade that was behind the crest of the hill.
The Hero in the centre brought forwards his Spear and archers to the table centre.
The Eagles refused to move for the mage.
But the General rushed the High Helms and Reavers forwards [top of photo] putting them to the flank of my cavalry brigade judging it so he was level and I couldn't see him. (Elvish cunning.)
To add insult to injury he then moved the bolt thrower forwards 40cm before falling a command roll. Characters were then moved see photo above.

Having moved his characters, Stormwind fires arrows from his reavers into the Giant and from his archers into the giant and then cast 'Heaven's Fire' so his archers could fire a second time, I note they only hit on a 4+ the second time, can't recall if we got that right.
However he achieved 4 unsaved wounds on the Giant, and pushed him back 11cm. This reduced him to half strength attacks but allowed him to see and to use initiative to attack the reavers in his turn.
At the top the reavers shot at the wolf boys who had to move 4cm away. I moved the boar boys back to make way which now meant when the wolf boys moved away they would see the reavers, the brigade remains intact and the boar boys move back into the General Stormwind chose for them to join the High Helms. (With hind sight we realised this wasn't possible, as he wasn't mounted he should have joined an infantry unit).
The really horrible image that follows gives a flavour for his moves and show my moves before attack and firing.

Turn two Orc

My response to his turn was to initiative the giant into the reavers, I could see his front and flank, we chose to attack the front even though it wasn't a good fit because of the marsh, but it seemed fairer than hitting the flank and gave him the chance to fire at the giant as it came in.
(Infact the move was impossible under initiative, I should have commanded a move to get line of charge and then charged.)
Next I galloped the Cavalry brigade just above the giant over the hill within 30 cm, then commanded move, the boar boys went in first charging the archers and unsighting the wolf boys who I moved into position to fire at the rear rank of spear men that was supporting the archers. Chancing my arm I rolled a third time for the wolf boys, -2 moves -1 distance - 1 proximity got a four and charged into the flank.
The unit of Orcs and Gobos next to them moved twice allowing me to move and I reformed to face off an expected charger from the Reavers when they polished off my Giant.
At the top I commanded the brigade to move on a -1, the wolf boys moved forwards and around to fire at the two ranks of Reavers leaving the Boar boys to move and exposing the front of the Reavers, which they now attacked.
The Unit of Orcs and Goblins adjacent to them moved the other side of the woods to attack the Archers and spear-men in the table centre, getting close enough to fire 15cm, but leaving LOS for the rock chucker.
That left the Trolls and gobos with them, using Crown of command I ordered them forwards into the woods, the Trolls stayed in column and the gobos managed to go in line in the woods where they could fire at the Elves. [Nothing quite like a tree to hide behind :) ]
Chancing my arm I decided to see if I could move the trolls against the elves. -1 moves - 1 proximity, -1 trolls, -1 difficult terrain, 4 required. 4 rolled 'maybe they have a point about my dice rolling to command', the trolls lined up against the elves.

All this can be seen in the fuzzy pic above.

The wolf boys fired into the Reavers behind the ones the boar boys had attacked destroying a stand and pushing the unit off table, but no shooting in the centre as I'd blocked LOS, magic allowed me to cast Waagh! on the Boar boys attacking the Reavers and on the right hand unit attacking the elven infantry.

The giant charges into the reavers received one hit as they fired at him but in the melee the was 1 point in his favour so a draw and both sides retreated, I knew he'd be shot to pieces in their turn.

The boar Boys and wolf boys destroyed one unit of elven archers the other lost a stand. Behind them the spear men hit in the flank dropped back, the other unit of spears behind the archers with two stands left had not been in combat and no stands were able to support. The archers in front forced them back and both they and the archers rolled 6 and became confused.
The wolf boys swung around to take the retreating spear men in the front rather than shuffling along their flank, if not then they would have collided with the bolt throwers.
(In fact the elves should have moved directly away from the wolfboys who would have then pursued them hitting the flank again.)
The boar boys now down to two stands each, all rushed forwards to the Spear men too, although one unit should have continued the melee against the spear men on the right, our error.
This lined the 7 Cavalry stands up against the three stands of Spear men.
The spear men were destroyed and the Wolf boys advanced into the flank of bolt throwers, destroying them on the next melee.
The boar boys now advanced to the archers and their supporting Spear men and bounced.

The Trolls chewed into the mixed elven infantry but the incoming arrows and poor dice rolls and loads of support resulted in a draw and both side now moved back, but with trolls in front and near the flank they were in trouble.

The Boar boys now attacked the Reavers at the top of the table. The Silver helms were also in contact and as the general had joined them he and one stand added their weight to the attack. The boar boys even with Waagh only managed to achieve two wounds and lost two stands, they retreated but only the Reavers pursued, wiping them out with no further loss to the reavers who then chose to advance into the wolf boys.
Their advance makes contact with two units of wolf boys and their shooting took an amazing 4 wounds reducing the reavers to one stand. In the ensuing melee both sides only achieved one wound, including shooting this was a victory and the reavers should have retreated 5cm with the boar boys pursing, but in a brain dead moment we considered it a draw.
Had the Reavers retreated the wolf boys should have won the next combat and been able to take the silver helms in the flank, and died, but hey :) .

As we had run out of time we called it quits. At this time it was a minor Orc victory but a draw would have been a better description.

Final disposition

Borodino AAR 30th July 2017

On Sunday 30th July we played a Black Powder game based on the Battle of Borodino.

Chris McGill had kindly organised the game and umpired throughout, ensuring I didn't use Hail Caesar rules which are close enough to throw you off especially if like me you've been playing that a lot and not Black Powder.

Denis Jackman, Xavier Jackman played the French, Trev Crook and myself played the Russians. The French objective? Simple, push a hole through the Russian army and March on to Moscow.

The Russian were set up first then the French would be deployed.

Because we place the hills under the cloth they don't easily show up. So I have marked the isolated hill at the front, behind which is the redoubt and marked a line behind it which shows the foot of the next line of hills, the army is positioned on the crest.

After Chris had placed the units I was asked if I would like to make any changes. Seeing the redoubt I decided to put some guns there and 4 units of infantry.

Trev declined to advise although he knew the battle well. 
It seems that the redoubt had been built in the wrong place and on the day when Kutuzov arrived he ignored it, placing Jagger on the hill in front. Trev obviously wanted me to learn from experience.

At the top of the picture is Bordino and the river runs across the cloth behind it. Cossack units were
positioned there. Units were placed in the in the town at the bottom of the map and another in the woods at the bottom of the page.

The French deploy, their right wing remains off table as a reserve

We waited to see what Napoleon (Denis) and Ney (Xaviar) would do.

As I expected Denis declined a flank, but with units off table in reserve I couldn't initiate a move up table leaving as that would leave an open invitation to Moscow.

As the attackers the French advanced first.

Denis' units move more or less to order too many moving three paces forwards, however a brigade blundered veering into range of
the artillery in the redoubt.

My flurry of firing was statistically OK but there were too many units incoming to have much affect.

In addition French attack columns rolls a 3+ moral/save against musket fire.

I certainly wasn't going to get the three rounds of firing I'd hoped for and needed.

                               The Russian brigades stoically await the French Tsunami.
All is still quiet at Semenovskaia

An eagle's view of Semenovskaia and the woods to it's south 
which the troops surround and protect as well as the woods to their South.

The French second move brings them into contact with the Russian centre.

Denis command the Old Guard and Young Guard in, unlike Napoleon, I don't believe they fought at Borodino but rather cheered on their

Whilst they have moved in there has not yet been 'a roll' for incoming fire. The Young Guard rashely charging the cannon withdraw disordered as it fires into their column.

After combat and indeed the next turn little has been achieved by the Russians, but much by the French, a full brigade to the north of the Old Guard's initial attack (right in pic) has collapsed under the French attack.
One unit of Old guard has pushed through. (the unit it attacked rolled snake eyes for it's break test, forcing the unit behind to test, snake eyes again and OFC the supporting gun goes automatically.

The big picture

Turn four - on the rest of the battle field the Russians try to move their troops towards the centre, a vain attempt to stop the beginning of the end.

Whilst cavalry brigades attempt to slow the French long enough for help to arrive.

Cossack even coming through a ford to assist and prevent the French cavalry from becoming too aggressive south of the river. They did better than expected.

This withdrawal of a third of the Cossacks encouraged the French Cavalry to attack those remaining north of the river. With very mixed results, the Cossack fared better than they should.

The French would be eating their own horse meat.

Now the French right wing appears so as to discourage any more northwards movement.

End of turn five and the Cavalry's attempts to slow the advance are clearly failing and with no
infantry or artillery to support, there is little they can do.

A wise commander would at this point withdraw and save resources for the next battle.

A French victory!

A view of the final battlefield as Russian troops evade the French in order to redeploy again closer to Moscow.

Denis Jackman's account can be found here

Photos here.

OOB and other docs found here

Probably my favourite photo, a view up the battle filed North East to Borodino


Note 1:
The Order of play in Black powder as written should be Initiative, Command movement then fire.
This means you can walk up to the enemy line shoot it, maybe disorder it and attack in your next turn when it is no longer disordered.

We use what I understand has become a widely accepted alternate order of play; shoot, Initiative, Command finally movement.

This means you can't walk up to an enemy unit and fire at it from 2". (unrealistic.)
It does mean you can fire at it from multiple units, disorder it (you hope) then try to charge it. (which to me seems more realistic.)

Note 2;
Distance, lots of people have differing ways of transferring measurements form 28 mm games to 6 mm games, in my club we use inches but halve the movement and reduce range to 1/6th. The does limit the amount of long distance shooting you can get in. In the opinion of the history buffs inmy club, this better reflects the reality of the time.

For a full AAR of the Battle of Borodino go to this link Battle of Borodino 7th September 1812.
I've copied in their map of the battle and you can seeat the centre the unoccupied redoubt with Russian Jagger deployed on the hill in front.

 Map of the Battle of Borodino, 1812.
        N - Napoleon, K - Kutuzov       


Google Earth image of the battlefield today, Russian spellings.

'Epic' buildings from Blotz.

Warfare was on this weekend and followed the usual pattern: 1     First check out the ‘bring and buy’ for 6 mm or 10 mm figures. 2   Co...