11 May 2026

The Blue Puttees

 


I recently started to play WWI skirmish games, and like most wargamers I like to bring my own troops to the table. Luckily the game Scouts Out requires few figures so it was going to be pretty easy to accomplish. Wargames Atlantic has put out a very nice plastic set so I went ahead and purchased the British Army box. 

After some thought, I decided to bring them on the table as the Blue Puttees, about whom I will say more after the photos. 

I followed the Sonic Sledgehammer Studio Painting Scheme, which was useful for not only painting but also assembly. I am quite pleased how they came out.

The Blue Puttees

The Royal Newfoundland Regiment trace their origins to the Royal Newfoundland Regiment of Foot formed in 1795 during the War of the First Coalition from several militias that had existed in the colony from about 1704.During the War of the 2nd Coalition there was a name change to Royal Newfoundland Regiment of Foot, they were deployed to the Citadel in Quebec City in 1808. At the outbreak of the War of 1812 they were deployed in multiple detachments to the Great Lakes where they were engaged in many important battles. The unit was disbanded in 1816. 


At the start of the Great War, a new regiment was formed in the Dominion of Newfoundland, an independent country at the time. By 1915 over 1000 men had joined the battalion. A lack of khaki cloth at the time resulted in the first battalion going overseas with puttees of blue cloth, thus the name. 


They first fought in the Gallipoli campaign before being sent to the Western Front in 1916 where they fought in the Battle of the Somme. On July 1st of that year the whole battalion was sent over the top to cross No Mans Land. Seven hundred and eighty men and officers crested the hill and within 15 minutes the battalion was essentially decimated with a 90% loss of men, only 68 making roll call the next day. 


Men of Newfoundland responded to the call of their King and by October of that year they were back at full strength. For their service to King and Country the Regiment was given the honorific Royal, the only regiment given this honour in WWI. 


The Newfoundland Regiment continued to serve King and Country in WWII as an Artillery Regiment and when Newfoundland ceased to become an independent country in 1949 and joined Canada the Royal Newfoundland Regiment became a reserve unit in the Canadian Army. Elements of both battalions have since served overseas most recently in Afghanistan and are now serving in the Canadian Artic as part of the Artic Response Company Group.

10 May 2026

GdA: Battle at San Millán and Osma

At the conclusion of our 1813 campaign, there was clearly a degree of dissatisfaction with how things had unfolded. The campaign had been decidedly one-sided, with the French winning all six games. It was understandable that, from the perspective of the losing side, this had not been a particularly enjoyable experience. The obvious question therefore became: what had gone wrong?

Several possible explanations were suggested. Was there something fundamentally flawed in the GdA rules themselves? Were the scenarios poorly designed? Or was the issue more a matter of imbalance in player experience and familiarity with the rules?

Graham and I gave this a great deal of thought. As the two players most invested in the system — both of us having large armies based specifically for GdA — we were naturally motivated to find a solution. We also felt that, between us, we probably had the greatest depth of experience in Napoleonic wargaming within the group. Graham has been involved in historical wargaming for more than fifty years, while I have around twenty years of experience and have worked through at least five different tactical Napoleonic rulesets during that time. I myself have been playing General d’Armée since its original publication in 2018.

At most, our club has around ten members interested in divisional-level Napoleonic gaming. Roughly half participate only occasionally, while the other half are far more dedicated to the period and the rules. During the 1813 campaign we had five active players, although only three of us played in all six games. There is no question that GdA2 has a learning curve, and the fact that some players were much less familiar with the rules occasionally slowed play considerably. I also noticed throughout the campaign that certain players possess an innate ability to absorb and master a new ruleset quickly — and I would not place myself in that category.

So the question became: what should we do next?

After considerable discussion, Graham and I came to the conclusion that the scenarios contained within the three campaign books are actually very well written. However, they also tend to be somewhat “vanilla” in design, having likely been balanced primarily to ensure even gameplay. In doing so, we felt they may have unintentionally drifted away from a truly accurate representation of the historical situations they were attempting to portray.

With that in mind, we began searching for a battle that offered a very different challenge. Eventually we settled on the Battle of San Millán/Osma. This engagement featured markedly asymmetric forces, particularly in terms of troop quality, and was fought across exceptionally complex terrain.


A Description of the Battle

The Battle of San Millán-Osma  8 June 1813 was a sharp Allied advance-guard action fought during the campaign leading directly to the decisive Battle of Battle of Vitoria. It took place in northern Spain around the villages of San Millán and Osma as the army of Arthur Wellesley, 1st Duke of Wellington pushed eastward against the retreating French under Honoré Charles Reille and Bertrand Clausel.

Wellington’s army was advancing in several columns through difficult mountainous terrain in an attempt to outflank the French and cut their communications. On 18 June, Allied forces struck two separated French positions:

  • At San Millán, the Light Division under Charles Alten attacked elements of Clausel’s corps. The British light infantry and riflemen aggressively pushed the French out of the village after hard fighting in narrow streets and broken ground. The French withdrew after suffering significant casualties and confusion.
  • At Osma, to the northeast, part of Thomas Graham’s column engaged French troops covering the road network. Fighting here was less intense but added pressure on the French flank and rear.

The Order of Battle

Allied Forces

San Millán Column

Commanded by Charles Alten

Light Division

  • 1st Brigade – Col. Kempt
    • 43rd Foot
    • 52nd Foot
    • 95th Rifles (elements)
  • 2nd Brigade – Col. Vandeleur
    • 1st Cacadores
    • 3rd Cacadores
    • British light infantry battalions
  • Light Division artillery attachment

Approximate strength: 5,000–6,000 men.

Osma Column

Commanded by Thomas Graham

Part of 1st Division

  • Guards Brigade battalions
  • German Legion battalions (elements)

Cavalry screen

  • Allied light cavalry detachments

Approximate engaged strength: 3,000–4,000 men.


French Forces

Overall local command under Bertrand Clausel and subordinate divisional commanders.

At San Millán

Elements of Clausel’s Left Wing / Army of Portugal

  • Maucune’s Division (elements)
  • French line infantry battalions
  • Light infantry detachments
  • Supporting artillery

Approximate strength engaged: 4,000–5,000 men.

At Osma

Rearguard elements under Reille’s wing

  • French line infantry battalions
  • Light cavalry detachments
  • Horse artillery

Approximate strength engaged: 2,000–3,000 men.

Scenario Design

First up was the terrain, as the play test was on a 6x4' table we came up with this basic map.

The 2 Allied Columns enter from the north while the French forces enter from the south.

Then to the OB
The battalions are all colour coded according to ranking, it is pretty obvious that the Allies had superior quality units. The Brigadiers are colour coded according to their starting position as well as arrival turn

The Playtest 
Unfortunately the photos are not in order and I did not take a overview shot of the starting positions.

The French left flank at San Millàn







The allied right flank mid game


Overview of battle near the end of 8 turns from the French right flank




The advancing French on their right flank early in the game

Comments
I will break this up into 3 parts; Terrain configuration, Order of Battle and Victory Conditions

Terrain

This game was played on a 6' x 4' table, although it felt a little cramped at times so an 7 or 8' x 4' table might prove more suitable. The mountain areas were treated as impassable terrain. The Allied left flank could perhaps be given slightly more room. That said, from the standpoint of historical simulation, the Allied forces were in fact advancing through narrow valleys, so the constricted deployment does reflect the historical situation reasonably well.

One issue that became apparent during the game was that the two Built-Up Areas were too large. These have since been reduced to more manageable 6" square sections. We are also considering spreading the mountain pieces out slightly in future games to allow skirmishers to move through them, while still keeping the terrain impassable to formed troops. This will probably require printing a few additional mountain sections, which means more dry brushing lies ahead.

Order of Battle

Overall, the Order of Battle seems satisfactory in terms of troop quality and numbers. However, we will probably remove Gauthier’s brigade, as our research could not conclusively determine whether it actually participated in the battle. Aside from this, a considerable amount of time was spent researching the Order of Battle from multiple sources, and I believe the resulting force composition is reasonably accurate numerically. This gives 5 ADC's per side.

Naturally, there is always room for debate regarding the troop quality ratings assigned to individual units, but the ratings we selected appear sensible and balanced. The scenario also seems well suited to a four-player game, with each participant commanding a separate column.

Victory Conditions

One of the criticisms raised at the conclusion of our 1813 campaign was that the games tended to run too long. There is no question that General d’Armee is not an “evening game,” although some members of the group seem unwilling to accept this reality. In my opinion, if players are looking for a quick Napoleonic experience, they would be better served with a skirmish-level ruleset such as Sharp PracticeMuskets and Bayonets, or something similar.

What truly slows games down, however, is unfamiliarity with the rules. Graham and I managed to complete eight turns of this scenario in approximately three hours, without playing the scouting pre-game, which did not seem necessary for what was intended to be a fairly accurate historical simulation. Very little time was spent consulting the rulebook. If I recall correctly, the opposing forces began roughly 24" apart, with skirmishers exchanging fire by Turn 2 and formed troops reaching musket range by Turn 3.

With this in mind, I believe a 12-turn game is appropriate for the scenario. Five to six hours should be enough to complete it comfortably, including a break for refreshments.

The question then becomes how to determine victory. Personally, I have never considered winning to be the most important aspect of gaming, as I generally prefer scenarios where the experience and historical narrative matter more than the final result. Nevertheless, it is entirely reasonable to establish some form of conclusion and measure of success.

Victory can be assessed in two ways: through attrition and through the achievement of objectives. Attritional victory points are already defined within the ruleset — 1 VP for each Falter caused and 1 VP for every two units forced to withdraw. This seems perfectly reasonable. The objectives, however, should ideally reflect the historical circumstances of the battle. After considerable discussion, we settled on the following as a good starting point:

French Objectives

  • 1 VP if Montfort exits towards Espejo.
  • 1 VP if Pinoteau is not demoralised after 12 turns.
  • 2 VPs for occupying Osma.

Allied Objectives

  • 1 VP for occupying San Millán.
  • 1 VP for exiting Stopford to Espejo.
  • 2 VPs for exiting Kempt to Espejo.

In the end, we will simply have to see how it plays out on the table!

08 May 2026

Warmaster Playtest


I have been looking for a ruleset to play mass battles in the Sengoku period for some time. I would like to play this in a small scale and after a lot of research, I have decided on 10mm. To prevent an over extravagant purchase and a lot of unnecessary work I have decided to go with the Wargames Atlantic hard plastic set. Followers on my blog will know that all my previous forays into small scales have failed spectacularly. I have bought or painted armies in 6 mm scale for Napoleonics (Blucher) and WWII (O Group and Rommel), they have ended up being sold or given away. I am hoping this will not be the case here.

Next up was the decision on what ruleset to try for these games. The ruleset Heiho that comes with the Wargames Atlantic has not had the best reviews. After a lot of research I felt I should check out Warmaster  Ancient Battles with their Medieval Armies source book. Unfortunately, neither rulebook is available as Games Workshop has completely abandoned all of their historical games. The plus for me here is that several members in the Historical Miniature Wargaming Club in Montreal seem to be well acquainted with this ruleset for fantasy battles. 

One of our members, Helge, set up a game for me last week in the fantasy genre with me playing High Elves against his Orcs. Although fantasy gaming does not really interest me, this was an excellent introduction to the actual ruleset. I actually quite enjoyed the game, it has very simple mechanics but a fairly complex command decision process. 

I am really appreciative of Helge setting this up for me and with his help as well as another club member, Antoine, I was able to get the historical lists for Japan and Korea in this period. It seems that the Warmaster Revolution ruleset which is supported by the fan base will work well with these 2 lists with minimal additions. 

I am also looking forward to the upcoming ruleset Daimyo from Osprey games which is being released at the end of July. But I think I will go ahead and by the Sengoku Army and start painting.

30 April 2026

Battle Group

 

Last week I had my second game using the Battlegroup rules. I have been wanting to play purely tank actions and I have found that the 2 rulesets I have previously tried out just not that interesting. I find What a Tanker a bit foolish and the Achtung Panzer way too granular. I discussed this with Jean-Philippe who has been playing Battlegroup for quite some time and he kindly agreed to demonstrate the game to me.

I have a pretty good selection of 20mm Soviet and German tanks and of course the great tank battles in WWII took place in the Ukraine. We decided to set our game there. I put together a table.
German Start in upper left, Soviet start in lower right

I took the Soviets and Jean-Philippe took the Germans. We decided to play the Recce Screen scenario from the book. The OB was as follows:

Germans
PzIV Command 
PzIV x 3
StuGIII G
Sd.Kfz 250/9

Soviets
T34 Command
T34 x 6
T70

It was a very close game, with me eking out a very marginal victory. The game was a lot of fun and I would definitely play again and I see BattleGroup as my primary WWII Tank game. Many thanks to Jean-Philippe.

26 April 2026

Three CoC Games!

 

The week before last I got in 3 Chain of Command games.

US Paratroopers vs German Volksgrenadiers

Attack an Defend scenario from v2 set in the Hurtgenwald
British Rifle Platoon vs German Grenadiers

Hasty Defence scenario from the 1940 Handbook set in Belgium
British Airborne vs German Panzergrenadiers

Attack and Defend scenario from v2 from the Von Luck campaign

Three victories....that is a rare event.

24 April 2026

Saga: Battle of Stamford Bridge

 

Last Thursday Korrigan put on a Saga Extraganza for our monthly tThursday Saga Night. We had 3 simultaneous games, two of which featured the final 2 battles of King Harold Godwinson, the last Anglo-Saxon king of England.

I played in the Battle of Stanford Bridge and commanded the king's Anglo-Saxon forces, I was assisted by William who commanded the Earl of Mercia's Anglo-Saxon forces and Michel who commanded the Earl of Northhumberland's Anglo-Danes. We faced off against Luis who commanded Harald Hardrada's Viking force assisted by Eric and François commanding Tostig's and Eystein Orre's Vikings. 

We played the Saga Epic rules at 16 points aside. The main Warlord had 6 point warbands and the ancilliary Commanders had 4 point warbands. The game was 8 turns, and at the same time while we were playing the Battle of Hastings took place with 6 other players. 
Harold Godwinson in the foreground with the Earl of Mercia on his left and the Earl of Northumberland on his right. Harald Haradada in the centre with Tostig on his left and Orre on his right.
I was quite confident that Luis would send in his Viking Hearthguard first. Mercia waited for Hardrada to attack and caused some damage with his Saxon levies...never underestimate the Saxon shieldwall. Harold's warriors were sent in and drove the Viking Hearthguard back.
The Viking made another attack but without much success, by turn 6 Tostig's force was demoralised and the Anglo-Saxon defence of the bridge remained solid.
The Earl of Northumberland's Anglo-Danes had a lot of back and forth at the ford of the River Derwent but was able to keep the Vikings on the far side of the river, news of Hardrada's defeat reached them and at turn 7 the Vikings withdrew.....an Anglo-Saxon victory.


This was a quite a lot of fun, It was actually the best game of Saga I have had for some time. I find Saga pretty gamey at times but this seemed like a true historical event. I should note that Harold Godwinson was able to defeat the Normans at Hastings so remained the King of England.......history was defied.

Battle of Hastings






02 April 2026

Americans in Winter Uniforms

This will be it, I hope for 28mm WWII figures. These are again resin printed from the RKX kickstarter. I believe these came out of the soup a little sharper than the Volksgrenadiers. I needed a support unit for my upcoming Hürtgenwald scenario, while at the same time supplementing the figures of our Historical Wargaming Club's collection. 
1945 US Infantry squad with SMG armed leader with 2 team each with one BAR gunner.


A Volkgrenadier sniper and MMG team

Observation Posts to be used as objectives.

It has been interesting to paint 28mm figures for WWII, quite a different task from painting 20mm. I found these a bit more of a challenge but I believe this may be due to the nature of the resin prints that I produced. I just started painting some 28mm WWI Brits from Wargames Atlantic and these are much easier to paint and I suspect I will get a much better result. This is due to the much sharper detail on the hard plastic figures. I might get one of my friends to print some of the RKX figures, who is much more skilled than I with resin printing.