Friday, 8 August 2025

The Battle of Huaqui

I have been looking at using 'Dominion of Napoleon Bonaparte' for fighting battles of the South American Wars of Liberation. I had to go up to Sydney for work yesterday, so I took the opportunity of a two-hour train trip each way to draw up some ideas (and even tested a couple of them on the way home using pencil and paper and a dice-rolling app on my phone).

My primary source are the scenarios in 'Liberators! - Napoleonic Wargaming in South America - Volume 1: The War In The South' by John Fletcher. This is chock-full of information not just on the battles but also on how the armies were structured and fought. 

By the end of the day I'd put together seven scenarios, and when I got home I gave them all at least one run-though and some of them a more thorough testing.

I'll post them over the next few days. In this post I'll concentrate on just one.

Huaqui (20th June 1811)


The Battle of Huaqui (also known as the Battle of Guaqui) took place on 20 June 1811 near the shores of Lake Titicaca, on the border between present-day Bolivia and Peru. It was a major engagement in the Argentine War of Independence, where the Spanish royalist army decisively defeated the patriot forces of the Primera Junta of Buenos Aires.

In 1810, following the May Revolution in Buenos Aires, the newly formed revolutionary government sought to spread its authority across the Viceroyalty of the Río de la Plata. The region of Upper Peru (modern Bolivia), still loyal to the Spanish Crown, became a key target. A Patriot army under Juan José Castelli and Antonio González Balcarce was sent north to defeat royalist forces and rally local support.

Initially, the campaign showed promise. The Patriots had won earlier battles, including the Battle of Suipacha, and occupied parts of Upper Peru. They hoped to inspire a general uprising against Spanish rule. However, internal divisions, overconfidence, and harsh treatment of locals undermined their position. Meanwhile, the Spanish regrouped under General José Manuel de Goyeneche, who had the backing of the Viceroy of Peru and better access to supplies and reinforcements.

By mid-1811, the Patriot army had stalled near Lake Titicaca, and morale was slipping. Despite signs that the Royalists were preparing to attack, the Patriots remained static, underestimating the threat. On 20 June, Goyeneche launched a well-coordinated assault on the Patriot positions near the town of Huaqui. 

Both armies had their eastern flank on the shores of Lake Titicaca, whilst each army was split in two by a ridge running north-south through the battlefield. The Patriots were simply formed up in two groups on each side of the ridge. The Royalists deployed some troops on it. The Patriot army was some 5,000 strong, whilst that of the Royalists numbered around 6,000.

Royalists: 2 x Column Infantry, 1 x Fortified Column Infantry (On Ridge), 1 x Elite Column Infantry (Flank Attack), 1 x Light Cavalry
Patriots: 2 x Column Infantry, 1 x unreliable Fortified Column Infantry (On Ridge), 1 x unreliable Artillery, 1 x Disciplined Light Cavalry, 1 x unreliable Disciplined Column Infantry (Numerous Peasant Reserves)

Royalists (Attackers)

Column (E), Light Cavalry

Column

Column (D)

Column

Column

Column (DU)

Column

Artillery (U), Light Cavalry (D), Column (DU)

Patriots (Defenders)


The Patriots were poorly coordinated on each side of the ridge, whilst the Royalists attacked aggressively and exploited the ridge as well as a pass through it to move troops from one side of the field to the other. 

The Royalist advance was swift and overwhelming. Patriot attempts to hold the line collapsed, and the army was thrown into full retreat. In just a few hours, the revolutionary army suffered a devastating defeat, losing thousands of men, supplies, and nearly all territorial gains in Upper Peru.

The loss at Huaqui shattered the revolutionary campaign in the north. The Royalists quickly reoccupied Upper Peru, and the Patriot army retreated in disarray. The defeat exposed the weaknesses of the early revolutionary forces and delayed further attempts to liberate the region.

Design Notes

As the first scenario in a series some of these notes will apply to all of them, whilst others are just for this battle. Aside from a few units from Spain towards the end, most infantry was locally-raised and often poorly equipped militia. Actually so was most of the cavalry. Units could fight bravely or flee the moment things went wrong. To this end I've classed most infantry as Column Infantry, as when two units fight you get wild swings of fortune including mutual destruction. 

Patriot cavalry seems to have been better used than that of the Royalists, so you'll find that they enjoy an advantage in most scenarios. Winning battles with a sweeping cavalry attack was very much a Patriot thing, as was losing them when that didn't work. With one exception all cavalry is Light Cavalry. 

Artillery was mostly light guns scattered through the army, so in most scenarios it will be single unreliable units and often present in one army where they had an obvious superiority.

As for this particular battle, the Royalist foot with advantages represents their exploiting the ridge and pass to wrong-foot the Patriots. Historically the Patriots didn't really have a centre, as they deployed nothing on the ridge. The unit they have there at the start represents an attempt to counter the Royalists that may or may not work. The Patriot army seemed to have a large number of indigenous ally troops in reserve, which I have represented by the 'disciplined' cavalry and infantry. Ideally the cavalry should be unreliable, as on the day these reserves simply ran the moment things went wrong, but I couldn't work it into the points and the cavalry does at least offer the Patriots some chance. The reserve foot is numerous but flighty. Basically if the Patriots roll well for their unreliable troops then they should hold the Royalist attack, but otherwise they are going to follow history.

Thursday, 7 August 2025

International Naval Wargames Day 2025

August 6th, is the birthday of Fred Jane, author of 'Janes Fighting Ships' and, of course, pioneering naval wargamer. The day is celebrated as International Naval Wargames Day, and I convinced Catherine to play 'Galleys & Galleons' as our weekly Wednesday evening game (even though it was her turn to choose).

To be honest the day had crept up on me, so I didn't really have any time to plan anything ambitious. And I wanted to keep the game simple anyway, as we'd be starting fairly late in the evening. I decided to run my Punto Malpelo scenario from last year. In this action, set off the coast of South America in 1828, two vessels from the navy of the nascent nation of Gran Colombia - Guayaquilena and the Pichincha - attempt to break a blockade of a key river-mouth by a larger vessel of the Peruvian navy, the Libertad. The stats for all of the ships are in the post linked to above.

Catherine took the Peruvian interloper, whilst I took the Gran Colombians. The action starts with only Libertad and Guayaquilena on the field of battle. The Pichincha was slow getting into the action. Libertad has 24 guns, whilst the schooner Guayaquilena has a mere 14. The schooner had the weather gauge however - I had the two ships start on opposite edges but randomised where they appear. The Gran Colombian vessel appeared upwind of the Peruvian.


The appearance of the 20-gun Pichincha is diced for. When I played this last year I simply required a 6 at the start of the Gran Colombian turn, and it quickly appeared. But it seems hat really its captain wasn't ready to commit until it looked like they might stand a chance in the fight, so I changed it for this game. The Gran Colombians couldn't start rolling - needed a 6 - until the turn after the Guayaquilena has fired a broadside at long range or closer. If the Libertad was damaged then there was a +1 to the roll. So the Guayaquilena had to close and shoot in order to stand a chance of any assistance.

The two vessels passed on converging courses, with the Guayaquilena doing its best to stay out of effective range of the Peruvian ship's heavier guns. The Peruvians fired first, but scored no damage.


Guayaquilena inflicted a hit with its opening broadside.


A return hit from the Libertad.


The nimble Guayaquilena danced around the Peruvian, and got in a couple more hits, leaving it seriously damaged. But the wind shifted against the Gran Colombian vessel and it had to pull away for some time, allowing Libertad time to repair the worst of the damage. A good job too, as, scenting victory, the Pichincha was coming up fast.


Libertad turned up into the wind as the two Gran Colombians captains brought their vessels down on it.


A broadside at the Guayaquilena failed to inflict any significant damage.


Guayaquilena passed across the Libertad's stern, but also failed to score any significant damage.


But both Gran Colombian ships were firing rapidly now, and the Libertad was struggling. It lost a mast too.


Guayaquilena survived another potentially crippling broadside; the Peruvian shooting was either abysmal of very unlucky.


More broadsides ...


... and the Libertad struck.


This was a fairly easy win for the Gran Colombians, although the fact that every time Catherine lined up a good shot she either rolled badly or I rolled well in defence meant that the shots didn't translate to useful damage. The Peruvian ship has some decent firepower, especially at close range. I exploited  turning ability as much as I could, forcing the Peruvian ship to conform to my movements instead of it controlling the battle. The plodding Pichincha was an added bonus.

So that's another International Naval Wargames Day over. Next year it will coincide with our regular wargames club night, so I will have to make sure we put on something bigger.


Wednesday, 6 August 2025

The Battle of Junin

I threw together this silly scenario from the South American Wars of Liberation for 'Dominion of Napoleon Bonaparte'.


Junin (6th August 1824)

By 1824, the independence movement in South America was nearing its climax. After years of fighting, Royalist forces still held much of the Peruvian highlands. Simón Bolívar, having secured victories in the north, now aimed to liberate Peru entirely. He gathered a mixed Patriot army - including troops from Colombia, Peru, Argentina, and Chile - and marched into the central highlands to confront the royalist army under General José de Canterac.

Bolívar’s campaign was bold but risky. His army had to cross harsh, mountainous terrain and maintain morale and supply lines at high altitude. The Royalists, though suffering from desertion and logistical problems, still posed a serious threat. On 6 August, near Lake Junín, both armies spotted each other and prepared for a confrontation.

Interestingly, Bolívar was not present at the actual battle, having moved ahead with an advance guard. He left command to General José de La Mar and trusted his cavalry to hold the line if contact was made. The Patriot cavalry numbered around 1,000 and it faced 1,300 Royalist horse. What followed would be a purely cavalry engagement, fought at over 4,000 meters above sea level, with no infantry or artillery involved. 

Royalists: 6 x Light Cavalry
Patriots: 2 x unreliable Light Cavalry (Surprised), 2 x Light Cavalry, 2 x Elite Light Cavalry (Surprise Attacks)

Royalists (Attackers)

Light Cavalry, Light Cavalry, Light Cavalry

Light Cavalry

Light Cavalry

Light Cavalry

Light Cavalry (U)

Light Cavalry

Light Cavalry (U)

Light Cavalry, Light Cavalry (E), Light Cavalry (E)

Patriots (Defenders)


The battle began with a surprise Royalist cavalry charge, which initially routed the Patriot vanguard. Royalist horsemen pushed deep into the Patriot lines, seeming close to victory. However, the tide turned when a Patriot squadron under Lieutenant Colonel Isidoro Suárez, acting without orders, wheeled around and hit the Royalist cavalry from the rear.

Caught off guard and exhausted by the altitude and long pursuit the Royalists collapsed in confusion. The Patriot cavalry regrouped and counterattacked, driving the Spanish horsemen from the field. The entire engagement lasted less than an hour. Not a shot was fired.

Though not a massive battle, Junín was a vital morale boost. It crippled Royalist cavalry strength and paved the way for the decisive Battle of Ayacucho four months later.

(I gave this a quick run through and it was as wild and silly as you might expect)

Tuesday, 5 August 2025

A Simple War Of Spanish Succession Campaign


This is a campaign designed for two players, although it could be extended to more with very little effort. It's designed for use with the 'Dominion of Marlborough and Peter The Great' rules, but could easily be adapted to other sets.

It requires a standard deck of playing cards with the jokers removed.

Deal each player a hand of six cards which are kept hidden from the opponent. Deal four cards from the deck between the two players. This is the pool.

Before each battle each player randomly selects one of their cards and places them face up in front of them. This is their stake. If a player only has one card left then they put just that in as the stake. If they lose it then they lose the campaign.

Armies can be determined by any means the players see fit, but there is a random army generator HERE

Fight the battle. At the end count up how many points of troops the winning side has left in play. Count untested unreliable units as still being unreliable, but any that passed and are in play at full cost. If the winning side has 8 or more points of troops left in play, then they have won a decisive victory.

The winner can then take one of their opponent’s stake cards OR one of the cards from the pool . If they win a decisive victory then they take their opponent’s stake AND one of the cards from the pool.

If a card was taken from the pool, then draw a card from the deck to replace it.

At the end of the third battle, and each subsequent battle, roll 2D6 and take the lowest score. Add to it the number of battles that have been fought. If the total is 9 or more then both sides are exhausted, and go to the negotiating table.

At the negotiating table each side creates the best five-card poker hand they can from their cards. If a player has fewer than five cards in their hand then they draw cards from the deck to make up the shortfall.

The player with the best poker hand wins the war.

When playing solo do not look at the dummy player’s cards. Deal one at random to be the stake in each battle. If the dummy player wins a battle then they will take the highest card or cards available. If there is a choice then they will dice for it. At the negotiating table draw one card from the deck and add it to their hand before checking to see what the best poker hand is for them. This is to offset their inability to manage their hand during the game.

Note that it’s entirely possible for a side to lose a run of battles but still get a good draw of cards and win the treaty negotiations. That’s politics for you.

And, for anyone like me who struggles with remembering these things, here's a list of poker hand, in order of precedence.

For the purposes of this campaign Aces are always (and only) high.
Suits do not break ties. The campaign can end in a draw if both sides have hands of equal rank.

Ranks - Highest card breaks ties.

Straight Flush - A run, all of the same suit.
Four of a Kind - Four cards, same value
Full House - Three of the same value and a pair of another value
Flush - All cards the same suit, any values
Straight - A run of values, any suits
Three of a Kind - Three cards, same value
Two Pairs - Two lots of two cards of the same value.
Pair - A single pair of cards of the same value.
High Card - The best card in your hand.

Sunday, 3 August 2025

The Battle Of Pruth River - A Scenario For 'Dominion Of Marlborough and Peter The Great'

This is a scenario for 'Dominion of Marlborough and Peter The Great from a side-conflict of the Great Northern War. It's an excuse to get Ottomans on the table (and for me to use my Nottomans).

The 1711 battle of the Pruth River was a pivotal confrontation during the Russo-Turkish War of 1710–1711, which saw Tsar Peter the Great of Russia take on the Ottoman Empire under Grand Vizier Baltacı Mehmet Pasha. The battle was more a diplomatic and logistical crisis culminating in a negotiated escape for Russia, but I have set it up as a conventional battle. It represents a couple of days fighting, with the cavalry forces of both sides clashing before the Ottomans besiege the Russian camp.

The Battle of Pruth River (July 18-21 1711)


In the early 18th century, Russia was expanding its influence southward, especially following its victory at Poltava (1709) over Sweden. The defeated Swedish king, Charles XII, took refuge in Ottoman territory, encouraging the Sultan to declare war on Russia. Eager to establish Russian access to the Black Sea and check Ottoman influence, Peter launched a campaign into the Danubian Principalities (modern-day Romania and Moldova) in 1711 hoping to strike a decisive blow.

The Russian army was a large one of over 38,000 troops, supported by the Moldavian prince Dimitrie Cantemir, who had defected to the Russian side. However Peter underestimated the logistical difficulties and overestimated the support he would receive from local populations and allies like Wallachia. Meanwhile the Ottomans quickly mobilized a larger arm - some 120,000 men - comprising Janissaries, Sipahis, and provincial levies, and they were also joined by Crimean Tatars.

By July, Peter’s army had advanced as far as the Pruth River, but became dangerously overextended, cut off from resupply, and trapped between the river and a superior Ottoman force. The Ottomans used their numerical advantage and superior knowledge of the terrain to surround the Russians near Stănilești.

Ottomans: 1 x Elite Line Infantry (Janissaries) , 1 x Elite Artillery, 1 x Pistoliers, 2 x Dragoons

Russians: 2 x Fortified Line Infantry, 1 x Line Infantry (Moldavians), 1 x Dragoons , 2 x Unreliable Dragoons

Ottomans (Attackers)

Line Infantry (E), Artillery (E)

Dragoons

Pistoliers

Dragoons

Dragoons (UR)

Dragoons

Dragoons (UR)

2 x Line Infantry (D), Line Infantry

Russians (Defenders)


Fighting took place from July 18–21, primarily as a series of skirmishes and defensive actions. The Russian infantry entrenched themselves in a fortified camp after becoming separated from their cavalry. Ottoman forces launched repeated assaults and maintained pressure through cavalry harassment and the deployment of around 300 pieces of artillery. Despite being surrounded and outnumbered, the Russian troops held firm in a desperate defense.

Russian supplies dwindled rapidly and disease and starvation set in. Sensing the vulnerability of Peter's position the Ottomans pressed negotiations. Despite having the upper hand militarily Mehmet Pasha was cautious, possibly fearing a drawn-out campaign, or having been bribed by Russian envoys.

The resulting Treaty of the Pruth allowed the Russian army to withdraw in exchange for territorial and diplomatic concessions, including the return of Azov to the Ottomans and the destruction of Russian forts. While a humiliation for Peter diplomatically, he avoided disaster. The Ottomans, despite their advantage, failed to exploit their victory decisively.

As with anything I post here, feedback is more than welcome, especially alternative views on the setup or  army compositions.

Design Notes: I gave the Ottomans elite infantry and artillery to represent the furious assaults on the Russian camp as well as the sheer weight of artillery they were able to bring to bear. Another option would be to make the artillery disciplined instead, which would increase its longevity against the Russian infantry. The Ottoman pistoliers represent some decent cavalry, using missile to weaken an enemy before charging. All other cavalry, on both sides, is represented by dragoons, and these could also represent Cossack foot units as well. The Russian cavalry went off looking to attack the Ottoman's supplies and camp, and became detached from the main army. Hence the unreliable rating. The initial setup means that the battle should flow from an initial series of cavalry actions to an assault on the Russian infantry in their fortified camp.

Saturday, 2 August 2025

The Warhoon Ride!

I'd planned to go out today, but the weather has been absolute shite, so I gave it a miss. But it's your gain, because I got out my two Green Martian armies so I could have the head-to-head fight I've been waiting to do for so long.

So the Tharks, under their Jeddak, Tars Tarkas, find themselves under attack by the savage Warhoon. The two armies, whilst essentially the same, had slightly different makeups:

Tharks: 1 x Hero General, 6 x Knight, 4 x Shooter (The classic Peter Pig configuration)

Warhoon: 1 x Knight General, 7 x Knights, 3 x Shooter, 1 x Beasts

I did stick the alternative Thark general in (as a normal knight), since I'd gone to the effort of painting him. And the beasts in the Warhoon army were so I could use at least some of my newly-painted calots.

Tharks on the left, Warhoon on the right. The Warhoon army was broken up by bad going, whilst the Tharks had some useful hills in their deployment zone.


I opted to push the Tharks forward, though, as the Warhoon struggles to extricate themselves from the bad going.


On the Thark right they pushed their infantry forward, hoping to shoot down their more numerous Warhoon opponents before they could form up.


But they were attacked by the supporting calots ...


... and this left them vulnerable to the Warhoon who quickly spread into a line to oppose them. First blood to the Horde of Warhoon.

(You'd notice that I've painted coloured dots on the rear corners of the elements - red for the Warhoon and blue for the Tharks. Whilst there are some differences in the paint-scheme for each army, they're not obvious to a first glance.)


On the Thark left they had more success, pushing some Warhoon into an area of ravines ...


... where they were quickly destroyed.


The two centres closed up on each other. The Thark right was looking very weak though.


More so when the savage calots tore some Thark soldiers apart.


The fighting was now full-on, with the last of the Thark shooters being overwhelmed on their right, and the Warhoon attacking in the centre.


The Tharks had more success on their left, although they did lose some knights.



The centre was a bit to and fro, with the Tharks unable to bring Tars Tarkas to bear with any great effect.


Both sides were in a position to bring their left flank troops in to win teh battle. But the Warhoon did it first, and the calots tore across the battlefield into the flank of the Thark centre.


More Thark riders fell, and that was it for their army; they broke.


The score was 12-8 to the Warhoon, but it was a close-run thing; the Tharks were set up to get some kills themselves on their next bound and could have just as easily won the day. But they didn't.

Alarmed by the defeat of their Thark allies, Helium sent an expeditionary force to punish the Warhoon. The Warhoon met them in rough terrain that would counter the Red Martians' aerial navy. They added another element of calots as well, losing an element of knights.


The Warhoon formed up with strong flanks in rough terrain and their centre on a series of hills. John Carter sent his army against the Thark left and centre, trusting to the navy to hold of any Warhoon moves there.


In go the Martians. John Carter directed from the rear, ready to leap in as a reserve where needed.


The airboats went in as well, but were pushed back. In addition the Warhoon calots destroyed some Red Men, breaking their line.


The calots on both flanks now swung into action, one element taking the flank on the airboats and the other going after John Carter himself. This was a suicidal move, but it would tie him up for a bound or two and also blocked the recoil of some of his foot.


A mighty airboat was brought down by the Green Men and their beasts.


John Carter was pushed back by calots! And some Red Martians had their recoil blocked and were destroyed.


John Carter finally did something useful and cut down the calots facing him.


But things were looking pretty dicey in Helium's centre as theWarhoon pressed forward.


They pulled back their fliers to get them into a better position.


But the Warhoon were everywhere now. More Red Men fell.


What was left of the Helium centre pulled back to regroup.


But over on their right another element fell trying to clear Green Martians out of the rocky ground, and that was the end of Helium's army.


Warhoon beat Helium 13-2 - a decisive victory by any standards.

So the new Green Martians won both of the debut games; always a good sign for a new army.

Ten Years Ago - August 2015

This blog has been around for over 13 years now and has, I think, seen a fair amount of activity compared to many. The other day I was idly looking through old posts and sometimes came across things that I didn't even remember posting.

So I thought that it would be fun to resurrect an old post each month, and I have decided to go back ten years to do it. Hopefully it will allow me to revisit forgotten projects and maybe introduce you to things you haven't seen before.

So as we begin August 2025, let's have a look at something I was up to ten years ago.

Oddly enough I was playing a lot of games with my Risk-figure Great Northern War armies, mostly using a variant of the rules in One Hour Wargames. I was also working through my horribly stalled project to play all of the One Hour Wargames scenarios in order. And I was coming to the point where I was going to play the Fortified Defence scenario, which needed some forts.

So I built a couple of redoubts. 

This is the final post, that shows the finished products. There's three posts in August 2015 that show the build process, step by step.


So hop in your time machine and read In Which I Make A Redoubt - Part 4

I've barely used the redoubts since I made them. That needs to change, I reckon.

And here's the whole of August 2015

Friday, 1 August 2025

Dominion Night

Last night I ran some games of 'Dominion of Marlborough and Peter The Great' at the Wollongong Wargamers. Caesar and Daniel played most of them, whilst I sorted out troops and explained the rules.

Since I knew we'd fit in multiple games, I decided to use the evening as an excuse to try out my simple WSS campaign mechanism. Rather than use random armies, though, I simply picked eight scenarios from the book, mostly covering the battles on  the Low Countries, but with a couple of Italian ones thrown in for fans of Eugene of Savoy.

Caesar bravely took the French and their allies, whilst Daniel commanded the Grand Alliance.

I don't have detailed reports of each battle, but I at least photographed the setup of each. We used my Great Northern War armies, with Swedes playing the French and the Russians playing the Alliance.

The first battle we played was a learning game - Chiari (September 1701). The French were assaulting Eugene, who was in a prepared position.


The French right turned into a cavalry battle


The French lost it, and Eugene rolled up the French line for a win.


With the basic game mechanisms under their belts, Daniel and Caesar were ready for the first campaign battle. We opened with the Storming Of The Schellenberg (July 1704). In all of the French and allies are on the left and the Grand Alliance on the right. Terrain is mostly garnish, but does sometimes indicate troops with defensive bonuses.


The fortress of Donauworth held off the initial Alliance assault.


But it all went horribly wrong for Caesar in the centre, Donauworth fell and the Bavarians were defeated.


The second battle of the campaign was Blenheim (August 1704). The playing cards are the campaign. Basically each player has a hand of cards, one of which is randomly placed in front of them as a stake. There are also four pool cards available. The winner of the battle gets to take one card. If they win decisively then they get to take two. At the end of the campaign - which will be after 3-8 battles, randomly determined - the player who can make the best five-card poker hand from their cards wins campaign. I'll write it all up properly soon, though.


The fighting around Blenheim descended into a slog so teh battle really became about cavalry smashing into each other in the centre.


Both sides saw units lost and then rallied, and the fighting continued.


But, once again, Marlborough was victorious, this time decisively.


Two games in and the French had yet to win a battle. How would they do at Elixheim (July 1705)?


This starts with a big cavalry fight along the line, with the French infantry at the rear defending a sunken road. Naturally the French lost the cavalry action and Marlborough's horseman rode down the infantry as well. Another decisive win.


On to Ramillies  (May 1706) and things were not looking good for the French. Daniel had a nice fat hand of cards, and Caesar ... didn't. Would the French dice finally come good?


The battle was hard-fought ...


... and the French cavalry was victorious on their right.


... and then it all went horribly wrong, and Marlborough won again.

On to battle number five and a return to Italy and the exploits of Eugene of Savoy. The battles was Turin (September 1706). The French were defending earthworks against an Allied assault. Their morale was not high.


And what ensued was another French rout!


The dice spoke at that point, ending the campaign and putting Caesar out of his misery. Comparing hands, Caesar could only manage a pair of threes, whilst Daniel had a nice six/ace full house. So the Grand Alliance very much dominated the negotiations of the Treaty of Utrecht.


To be fair Caesar's die-rolling was abysmal all evening; he barely rolled above a 3 in any combat. A couple f times he actually had a decent position and could have turned the battle in his favour, but a run of rubbish rolls threw it all away.

With plenty of evening left I thought we'd switch to the Great Northern War, and try out that old classic, Poltava (August 1709). In this picture the attacking Swedes (Caesar) are on the  left and the Russians (Daniel) on the right).


Initial Swedish successes were stymied by some stubborn resistance from the redoubts and a solid Russian infantry performance beyond them. History repeated itself and the Swedes lost.


Daniel and Caesar swapped sides. 


The Russians won again - Caesar's only victory of the evening.


Caesar decided to rest on his laurels and we decided to fit in just one more wafer-tin game. I'd scribbled some notes for a new scenario, and we tried it out - the Battle of Pruth River (1711). This was really an excuse to get my Nottomans out, as this battle saw Peter the Great's Russians attacked by an Ottoman army in modern-day Romania.

The Russians are in a fortified camp, and the Ottomans had a lot of guns.


Ottoman cavalry in action with the janissaries being rallied in the foreground.


Janissaries assault the camp and are repulsed.


But the Ottoman guns win the day, forcing the Russians to sue for terms.

So we managed nine games in about three hours, including a complete campaign, which I thought was pretty good. I think that the campaign was probably a little biased towards Marlborough, Caesar's die-rolling aside, because I don't think that the scenarios are intended to be entirely balanced; they are slightly weighted in favour of the historical victors. So whilst it was a chance to test out the card-driven mechanisms of the campaign it was kind of a skewed result owing to the complete whitewash of the French. I need to try it out with some random armies.

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