Friday, 15 May 2026

Alpha Strike Test

With the Illawarra Plastic Modeller's Association annual show fast approaching, last night we ran a playtest of the Alpha Strike scenario we'll be presenting on one of the days. 

In the centre of the table is a power station. With it being on a dangerous world, it's defended by walls and gun-towers. Two groups of mechs are looking to 'salvage' parts from it before calling in drop-ships to whisk them away.

That's it. That's the scenario.

One group of mechs at the bottom, another at the top. 


Our first target was the wall. It can be jumped, but it's easier to shoot holes in it. Though not, as we found, too many, as the wall is useful cover for the mechs supporting those members of their side sent in to grab 'salvage'. 


You can see a few walls and towers have gone here. I set up my mechs to provide some fire support. 


Others rushed in to grab stuff.


I didn't take any photos after that, but there was plenty of shooting, a few mechs blew up and some salvage was collected. We had to finish before we got to the final stage of the game - calling the drop-ships. Once a side things they have enough stuff they can call for extraction, but the ships will appear on a random edge and only linger for a few turns. So the mechs with stuff have to make a run for it in order to get their loot away. 

Basically we'll test that bit on the day.

(To be fair this is a demo game, so as long as it looks pretty, dice are being rolled, pieces are moving and stuff gets destroyed no-one is going to be bothered if the scenario is a bit shaky. The scenario is just for us.)

Battle Of The Red-Mouthed Gun Revisited

A few years ago I used Galleys & Galleons to do a refight of the battle of Kepuwaha’ula’ula or The Red-Mouthed Gun, fought off the coast of Hawaii in 1791. This was the culmination of years of civil war on the islands and was fought by the forces of the eventual unifier of the islands, Kamehameha, and an alliance of the western islands of Maui and Kauai. The original post is here.

The battle's name derives from it being the first major action to feature large numbers of cannon and other firearms.

I refought the scenario today. As I say in the original post, I have no idea of the actual forces involved, or how accurate my models and depictions are of those actually used. So it's somewhat impressionistic. I do include the small American schooner Fair American, which had been commandeered by the Hawaiians, and served as Kamehameha's flagship. 

Both sides have four groups of war-canoes and three catamarans. Kamehamaha's forces have the Fair American, whilst those of the Alliance have a fourth catamaran as a their flag. The stats are below. 

I included a coastline along one edge, and two rocky islets.

Here's the action a couple of turns in. The Alliance are on the left, with their canoes top-left and the catamarans working their way around the islet at the bottom. Kamehameha's forces are on the right, with the catamarans and schooner creeping along the coast and the canoes centre-right.


A closeup of Kamehameha's fleet. 


Opening shots - two of Kamehameha's catamarans open fire with their bow guns at some Alliance canoes, damaging them. 


On the other flank the Alliance catamarans return the favour.


The fighting becomes more general. Even the canoes are armed with chasers in this battle, but their fire was mostly ineffective. 


After teh initial volleys of fire, the vessels closed for boarding, and melees broke out along the line. Kamehameha's forces were a little slow at this point and the Alliance got the jump on them. 


Alliance catamarans attack an isolated group of Kamehameha's canoes. At the very top of the picture one of Kamehameha's catamarans and the Fair American are heading towards the centre of the action. 


The first loss - one of Kamehameha's catamarans strikes. 


Fierce fighting in the centre. Kamehameha's canoes (right) were getting the better of it. 


More melee as the isolated canoes are quickly overwhelmed by the warriors on two Alliance catamarans. 


Alliance canoes are defeated in the centre, as one of their catamarans comes up in support. 


A general view of teh action, showing the three melees. at the top of the picture Kamehameha's vessels are losing, in the centre the Alliance are in trouble and at the bottom the Alliance has the upper-hand. But Kamehameha himself and one of his catamarans are yet to commit. 


The Alliance flag engages the Fair American.


The Fair American returns the favour. 


Its first broadside damaged the Alliance catamaran, which turned and grappled the schooner. With vessels being defeated or badly damaged across teh board, this would be the deciding action. 


Fighting continues, but fewer and fewer vessels and canoe groups are in action now. 


Despite its edge in boarding Kamehameha triumphs, defeating the enemy flagship. 


Although both sides had a couple of canoe groups left, they were all badly damaged. The only truly active vessels now in action were the Fair American on Kamehameha's side and two catamarans on the Alliance side. They were on opposite tacks and unlikely to easily come into action with each other, so I ended the action at that point. Neither side could be called a victor in what was a bloody draw.


The ship stats were:

Canoes - Q2 C2 - Boats, Intimidating, Bow Chasers

Catamarans - Q3 C2 - Lateen Rigged, Unarmed, Bow Chasers, Intimidating, Yare, Sweeps, Shallow Draft

Alliance Flag - Q3 C2 - Lateen Rigged, Unarmed, Flagship, Bow Chasers, Intimidating, Drilled Soldiers, Yare, Sweeps, Shallow Draft

Fair American - Q3 C2 - Lateen Rigged, Carronades, Intimidating, Flagship, Shallow Draft

I gave Kamehameha's flagship an emphasis on gunnery, whilst that of the Alliance had drilled Soldiers to make it superior in boarding to anything else in play. As it was the Fair American fired one broadside all game, and then defied the odds to win the boarding action. 

The last time I played out this action Kamehameha's forces won a decisive victory without losing a vessel. This refight was a lot bloodier. 

One thing I am considering is making a small change to Boats. They do not roll on the All At Sea table, so damage doesn't affect them until they take an excess hit. What I will change is have them roll the requisite number of red dice for activation when grappled, and if they roll a '1' then they strike, like any other vessel would. As it is, boats are surprisingly resilient in boarding actions when fighting similar strength 'conventional' vessels. 

Thursday, 14 May 2026

Chacabuco And Maipo For 'Dominion of Napoleon Bonaparte'

I put together these two scenarios for 'Dominion of Napoleon Bonaparte' last year, but they'd lingered, forgotten, in my drafts until now. They cover what are probably the two key battles in the struggle for Chilean independence.

Chacabuco (February 12th 1817)


Following the 'Reconquista', Spanish forces had re-established a harsh grip on Chile, forcing patriots to flee to Argentina. It was there that General José de San Martín, alongside Chilean leader Bernardo O’Higgins, conceived the audacious Crossing of the Andes.

Rather than a direct assault, San Martín led the Army of the Andes - roughly 5,000 men - through treacherous, high-altitude passes. This served as a massive feint, confusing the Spanish authorities about where the actual invasion would emerge. As the time the weary but determined Patriot forces descended from the peaks, the Royalists were scrambled and forced to make a stand at Chacabuco.

Patriots: 3 x Column Infantry, 1 x Elite Disciplined Heavy Cavalry (Horse Grenadiers), 1 x unreliable Column Infantry (Soler), 1 x unreliable Light Dragoons (Soler)

Royalists: 1 x Light Infantry, 2 x Fortified Line Infantry, 1 x Light Dragoons, 1 x unreliable Artillery, 1 x unreliable Line Infantry (Reinforcements from Santiago)

Patriots (Attackers)

Horse Grenadiers (ED), Column Infantry (U), Light Dragoons (U)

Column

Column

Column

Line (D)

Line (D)

Light Infantry

Light Dragoons, Artillery (U), Line (U)

Royalists (Defenders)


The battle began with a pincer movement. San Martín divided his forces into two divisions: one under General Soler and the other under O’Higgins. While Soler was tasked with a long flanking maneuver to encircle the Royalist rear, O’Higgins - driven by characteristic fervour - turned a distracting demonstration into a premature frontal assault against the Spanish lines.

The Royalists, led by Rafael Maroto, held a strong defensive position and initially pushed O’Higgins back. However, San Martín’s tactical patience paid off. Just as the Patriot centre wavered, Soler’s division appeared on the Spanish flank. A decisive cavalry charge shattered the Royalist infantry, turning a disciplined defence into a panicked rout.

The Royalists suffered over 500 dead and 600 captured, while Patriot losses were remarkably low. Two days later, San Martín and O’Higgins entered Santiago to a heroes' welcome. While the war for independence would continue for several more years, Chacabuco was the death knell for Spanish colonial prestige in the region

Maipo (5th April 1818)


The Battle of Maipo (or Maipú) was the decisive engagement in the Chilean War of Independence, effectively ending major Spanish control over the heart of Chile and securing the nation’s sovereignty.
Following the Patriot victory at the Battle of Chacabuco in 1817, the Royalists retreated to the south. However, the Spanish launched a counter-offensive under General Mariano Osorio, who successfully ambushed Patriot forces at Cancha Rayada in March 1818. This surprise defeat sparked panic in Santiago, as the Patriot army suffered heavy losses and retreated in disarray. Despite the chaos, General José de San Martín and Bernardo O’Higgins managed to regroup the remnants of the Army of the Andes and the Army of Chile. By early April, they positioned themselves on the Maipo plains, just south of the capital, determined to make a final stand against Osorio’s advancing Royalist troops.

On April 5, 1818, the two armies met. San Martín deployed his forces on a ridge, utilizing a strong defensive position.
 
Patriots: 4 x Column Infantry, 1 x Disciplined Heavy Cavalry (Horse Grenadiers), 1 x unreliable Artillery
Royalists: 1 x Column Infantry (Lights & Grenadiers), 2 x Line Infantry, 1 x Disciplined Line Infantry (Burgos), 1 x Light Dragoons, 1 x  unreliable Artillery

Patriots (Attackers)

Column, Horse Grenadiers (D), Artillery (U)

Column

Column

Column

Column

Line

Line

Line (D), Light Dragoons, Artillery (U)

Royalists (Defenders)


The engagement began with a heavy Patriot artillery barrage, followed by a fierce infantry struggle. The Royalist centre held firm initially, putting immense pressure on the Patriot lines. The turning point occurred when San Martín ordered a massive charge by his reserve divisions. This fresh assault broke the Royalist left flank. As the Spanish lines crumbled, they retreated to the Lo Espejo farmhouse, covered by the veteran Spanish Burgos Battalion, where a final, bloody resistance took place before they were completely overwhelmed.

The Patriot victory was absolute. Most of the Royalist army was killed or captured, including several high-ranking officers. The defeat destroyed the Spanish capacity to launch further large-scale invasions of central Chile, allowing San Martín to shift his focus toward the liberation of Peru. Maipo is a cornerstone of South American independence, marking the moment Chile’s status as a free republic became irreversible.

Tuesday, 12 May 2026

Mammoth For Lunch

One of the nice things about working from home is that if I feel the desire I can set up a quick game to play at lunchtime. And that's what I did the other day.

I chose Palaeo Diet, because it's quick to set up and satisfyingly relaxing.

Long-time readers will know the drill here. We start the adventure with some hapless wildlife - in this case a trio of mammoths.


And here are the hunters. There's actually four of them, but one with a bow went far out to the left. This trio had one man with an axe and two with spears.


As ever the job of the hunter with the bow was to detach one mammoth from the herd. This he did by howling at first and then by shooting at the hunt's chosen target.


An overview. The terrain (randomised) was very open. The other hunters were closing in on the mammoth now that it was no longer supported by its companions. 


The axeman skipped in behind the mammoth to goad it a little further past the thicket, but it turned and charged him. Surprised he ducked out of the way and dealt the beast a mighty blow with his axe. 


This attracted a nearby predator - a terror bird. But a single arrow loosed in its general direction caused it to flee, never to be seen again. 


The wounded mammoth roared angrily and the hunters backed off. 


But they closed in again. The first hunter to attack it with a spear simply made it very cross, and the hunter was unfortunately gored by the pachyderm's tusks. 


The second spearman was luckier, with his throw finding the mammoth's vitals, dropping it.


So a textbook separation from the herd was spoiled by the mammoth being particularly aggressive and the loss of a hunter. But some lucky attacks saw it brought down. The tribe would have their lunch. 

Sunday, 10 May 2026

The Battle Of Southam for 'Dominion Of Cavaliers And Roundheads'

 

Way back when I was first dabbling with ECW games I played out a scenario for the action at Southam on 23rd August 1642. This is one of the earliest actions of the conflict, albeit a small one. With the orders of battle to hand, I have adapted it for 'Dominion of Cavaliers & Roundheads'.

Southam - 23rd August 1642

During the opening phase of the English Civil War, both factions scrambled to seize strategic territory. In Warwickshire, a local rivalry pitted the Parliamentarian commander, Lord Brooke, against his Royalist counterpart, the Earl of Northampton.

The conflict shifted from political tension to open combat on August 22nd, when King Charles I raised his standard at Nottingham and formally declared war. Wasting no time, Northampton moved to intercept Brooke’s assembling militia. Just two days after the King’s declaration, the opposing forces clashed near the small market town of Southam, marking one of the earliest skirmishes of the war.

Brooke had three regiments of foot to Northampton's one, outnumbered the Royalists three to one in artillery but was outnumbered himself in horse. The Royalists formed up with their backs to the River Itchin with the Parliamentarian force on a hill opposite them. The Royalists had 300 foot and around 800 horse, whilst Parliament had 3000 foot and 400 horse.

Parliament: 2 x Cavalry, 1 x Musketeers, 1 x Reinforces Musketeers (Larger Unit), 1 x unreliable Musketeers (raw unit), 1 x Artillery

Royalists: 1 x Elite Cavaliers, 2 x Cavaliers, 1 x Pikemen, 1 x Dragoons, 1 x unreliable Artillery

Parliament (Attackers)

Musketeers (D), Musketeers (UR), Artillery

Cavalry

Musketeers

Cavalry

Cavaliers (E)

Artillery (UR)

Cavaliers

Pikemen, Dragoons, Cavaliers

Royalist (Defenders)

The action commenced at 8:00 AM with an ineffctive Royalist cannonade. The Parliamentarian artillery proved far more lethal in response; their return fire ploughed directly through the Royalist infantry, causing significant damage and claiming the lives of several riders and horses.

As the Parliamentarian horse advanced into the valley, the Royalist foot soldiers found themselves unable to withstand the relentless hail of shot and began a retreat. 

Cavalry engaged between the two forces. Lord Grey led the Parliamentarian assault with "very thick and hot charges," exerting a level of pressure the Royalists could not contain. Eventually, the Royalist cavalry broke formation and fled the field, conceding the day to the Parliamentarians. Due to his inferiority in cavalry Brooke did not order a pursuit.

Design Notes: Parliament has artillery to cover their centre, whilst the Royalist guns are pushed to the fore and cannot be relied upon. If the Royalist horse can be contained, Parliament should win this with the strength of its foot. One Parliamentarian regiment was larger than the others, hence the D rating. To grant this another regiment was downgraded to UR - unreliable troops wouldn't be out of the question at this early stage. However if you feel that this detracts from Parliament's performance, drop the D and UR rating and just make their reserve foot 2 x Musketeers. To reflect the Royalist's lack of foot you could drop the unreliable status from their artillery (since it's already pretty vulnerable) and give it to the dragoons instead who were really only a detachment of musketeers. 

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