20 May 2026

Storming the Citadel Game 3.


Delayed report for our third game in the storming the Citadel CoC campaign. 

Forces

Germans (FM 10)

1942 Panzergrenadier Platoon (no. 1)

Supports 10

Pregame Barrage (free)

SL

251/1

251/9


Soviets (FM 9)

1942 Soviet Rifle Platoon (no.1)

Supports 5

2 minefields (free)

3 entrenchments

Flamethrower Team

Game

This was a very short game as you can see from the photos below.

Looking from the German right flank, 2 Soviets JOP's close together!
this an end of the game shot

the germans were able to get their troop carrier on the the table and with assault deployment were able to shut down 2 jops before the soviets could deploy.

providing covering fire

ditto

Summing Up

This was somewhat of a disappointing game but it is what it is. The Soviets withdrew, no attrition on either side.




19 May 2026

Chain of Command-Glider Landing

 

A couple of weeks ago myself and William got together at L'abyss to play a CoC game from the 1940 handbook. We played with William's 15mm figures, he took the Germans and I took the French defenders. I did find the writing in respect to Glider Landings in the source book a little obscure, but after some thought we played the Attack on an Objective (scenario 6) from the V2 rulebook.

The PM as well as the JOPs, William designed and made some gliders which act as the German JOPs on his MDF laser printer. They were quite nice
Here is a photo from the end of the game. the French got a pretty good defensive position set up and was able to drive off the Germans. 

It was an interesting game, I would have to play it one more time to get a better sense of the game play with the gliders. But it was fun and thanks to William for setting it up.

18 May 2026

Huzzah 2026

 


This past Saturday I drove up to Portland, ME for the annual gaming convention put on by the Maine Historical Wargamers Association. I played a two games.



Sharp Practice FIW

This game was put on by Jack Breen, and he really did a great job. The scenario who put together was a lot of fun. Essentially a French warband comprised of Milice Canadien, Coureur de Bois and Indiens had attacked an English settlement 2 days before, burning several buildings as well as wiping out the settlers. One of the settler's daughters convinced a mixed British force to go back to the ruined settlement to gather up gold, silver, liquor and food that had been hidden in the village. This force made up of Regular infantry, Colonial militia and Rangers had to gather this by task rolls once making contact with the areas where the goods were hidden. The French players had no idea what the British players victory conditions were. It was a lot of fun and quite a bloody engagement but the British pulled it off.

Great Terrain

No end of gun fire




What a Cowboy

This game was put on by Tom Ballou, there were 9 players with one character each divided into 3 groups; the Good, the Bad and the Ugly! I would not have thought this would have worked as I am used to games where each player has 2-4 characters but it was enormous fun and Tom did a great job creating an excellent gaming scenario. I think 2 of us had played the ruleset before but the other 7 players figured it out very quickly and the session was enjoyed by all.
The Terrain

The Character Plates

Tom made us all throw in a dollar as the prize

Tom explains the rules!

Other Games
I wish I could do Teddt Bear fur like this.

This topographical terrain was very well done with styrofoam and vinyl spackle.

My friend Mike's CoC game, this is a great mat.

Another nicely done table

ditto
Naval Theatre, a new WWII ruleset put on by Adam

It was a great day, really enjoyed the 2 games I played. Two terrific games masters and generally a lot of nice looking games. Look forward to next year.

17 May 2026

Sharp Practice-ACW

 


A couple of weeks ago William put on a game of ACW Sharp Practice. Myself, Graham, Rob and William got together at the abyss for the game.

William and I played the Union while Rob and Graham played the Rebels. Here are some photos from the game.



It was a clear victory for the Confederates when Graham's line troops opened up on the William's troops.

I was very rusty with the ruleset and the game was quite a challenge for me, but after the game I had a good look at the rules and now feel much better about our next game which is this coming week. The good news is I got in a French Indian War game with Sharp Practice at Huzzah yesterday with an excellent games master so things are quite clear for me now.

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!