Thursday, 6 February 2025

I have managed to track down several contemporary sources which provide orders of battle for the French army during its operations in Flanders in April to July 1676. I have translated and edited them, providing footnotes with a variety of additional, if limited information about the regiments concerned. I have also added some explanatory sections about the sources where appropriate. I hope they are of use to anyone interested in the Franco-Dutch War of 1672-1678. Any errors are entirely mine but I would welcome any information to improve their accuracy! The link to the PDF is below.

French Orders of Battle 1677


Thursday, 30 January 2025

The second game in my Petaudia week of Dragon Rampant games involved the Orelians under the Baron of Cairbar chopping down trees in the Odhaernir Forest for fuel and construction purposes, actions which brought the elves down upon them in an attempt to drive them away. The game had woodcutters scattered around clearings, Orelians units deployed to protect them, the elves entering from off table, and two forest creatures to disrupt matters. In the end, victory went to the elves as I played them in a much more sensible way - keep to the rough terrain and over of the woods and pick off the humans with deadly archery before rushing in to finish them off. Also the elves had more success winning the dice rolls to control the forest creatures. The elves did not manage to kill or capture many woodcutters, but they did drive them off and cause a lot of losses to the Baron's men. Honours now even!

The table (four feet by three feet again) set up with the woodcutters busy chopping down trees.
One of the forest creatures - a giant lizard, a very old Grenadier model I think.
The elven host ready for action on their new round bases.
The Orelian host ready to be placed to defend the woodcutters.
"I'm a lumberjack and I'm okay..."


The Baron's Household Longbow unit - all Essex Miniatures -
they have the Sharpshooters ability under the rules.
The goblin mercenaries.
Orelian Spears. Blue and white is the national colour for Orelia, each of my Petaudia countries having a particular heraldic colour combination.
Orelian Levy Longbows.
Here come the Wild Fungi. I give them a Spore Weapon which they can use to stroke from a distance.
Levy Longbows to the rescue.
Here come the elves. I counted the ponds as shallow, so they were rough terrain for movement. But all the elves had the rough terrain bonus, so it did not hold them up at all!
The lizard takes on the spearmen.
And gets repulsed. The elves are moving into position for a crossfire of archery.
The Orelians trying to get organised against the various threats - lizard, fungi and elves.
The Orelians have lost a spear unit to elven archery.
The lizard takes on the Household Longbows.
The goblin mercenaries attack the Elf Rangers.
The woodcutters have abandoned one clearing and the Orelians have fallen back to the other one as the elves advance into the centre of the table and send a force around to their right to try and cut off the Baron's line of retreat.
The Elf Rangers in action against the lizard. The elf figures are so old I have no memory of their manufacturer. I think I bought them in the 1970s? And they are not actually elves, but humans, but they are all wearing hoods and cloaks to I use them as elves.
The lizard is driven off easily and heads for the safety of the forest.
The Elf Ranger commander.
Things not looking too good for the Baron, as his men are engaged in front by archery and he is slowly outflanked by other elves. He has got away most of his woodcutters to safety though.
Everything going wrong for the Baron now as his last archery unit breaks and runs and the goblin mercenaries fall back, unenthusiastic about fighting it out with the elves on their home ground.
The last Orelian spear unit breaks and runs and the Baron's force is defeated, the elves barely suffering any losses. And the Wild Fungi? They suffered a Battered result on their morale test about half way through the game and never managed to rally, retreating off the board.

Here are the rules/background for this game:

Scenario No. 2: The Woodcutters’ Clearings.

Bevorod, Baron of Cairbar, has sent woodcutters into the Odhaerir Forest to chop down the trees for firewood and to clear ground for settlers. Aware that the elves will try to prevent this destruction, he has posted himself with troops to protect the woodcutters. The elven princess, Elendrin, who rules the Odhaernir, has been warned by her scouts and eagles that the forest is in danger. She sends a force under the command of Geraynddrin, another brother, to drive the Orelians out and slay the wicked humans who trouble her lands.

The humans are already in position in an area of the forest where the woodcutters are at work. Irregular swathes of cleared, though interconnected, ground should be bordered by large clumps of trees, rocks, ponds, covering the table to its edges. The elves will attack from through the woods, hoping to surprise the humans.

The elves must drive off the woodcutters and defeat the latter’s defending troops. The Baron and his force must prevent the woodcutters being slain and defeat the elves.

A side is defeated if only two units remain or its command unit has been lost at the end of a turn.

The woodcutters are placed at random along the edges of the trees, busy at work. The Baron’s units are positioned at least 9” apart (centre to centre) in the cleared areas. The woodcutters remain in position until they are directly attacked or see an approaching threat.

Any woodcutter contacted base-to-base by an eleven unit is removed from the table as lost. The elves cannot shoot at the woodcutters, they have to move into contact them with them (they do not need to make an Attack activation, a normal Move activation is sufficient). If an elven unit is seen by a woodcutter in time, they will run away (8” speed) directly towards the nearest friendly unit and then head for the south exit from the forest, continuing to move until they leave the table.

The elves enter from the north-west corner of the table, concealed by the trees. The elves count as the attacker in the scenario for every turn.

In addition, the activities of the woodcutters and the sound of fighting have disturbed a forest lizard and a small tribe of wild fungi. Place the forest lizard at the south-west corner of the table, the wild fungi at the north-east corner, within the trees. Each side rolls 1d6 at the start of a turn for the two groups of creatures; highest score controls them, as long as they are within 18” of their command base at the beginning of the turn. They can be directed to attack any opposing unit. Therefore, it is possible for each side to control one of the creatures during a turn. The forest lizards and wild fungi will fight to the death. However, they cannot be ordered to attack each other. The woodcutters react to the forest lizards and wild fungi in the same way as they would to an elven unit.

Cairbar Force

Baron        RMU [2]        Elite Foot        6 Points        x1

Household Longbows        12 x figures        Light Missiles        6 Points        x1

Levy Longbows        12 x figures        Light Missiles        4 Points        x1

Spears        12 x figures        Heavy Foot        4 Points        x2

Goblin Swords        12 x figures        Light Foot (Merc.)        3+1 Points        x1

(Mercenary units cost 1 point extra, being trained and ready to fight) 

Odhaernir Force

Elf Ranger Lord        SMU [1]        Elite Foot        9 Points        x1

Elf Ranger Longbows        RMU [8]        Light Missiles        4 Points        x1

Elf Guard Longbows        RMU [8]        Light Missiles        5 Points        x1

Elf Longbows        12 x figures        Light Missiles        5 Points        x1

Elf Band        12 x figures        Light Foot        5 Points         x1

Forest Creatures

Forest Lizard        Special SMU [1]        Greater Warbeast        8 Points        x1

Wild Fungi        Special RMU [2]        Lesser Warbeast        6 Points        x1

Sunday, 19 January 2025

Last week was a Petaudia campaign week and managing to get control of the dining room for several days, I managed to play three games using Dragon Rampant rules. The games followed in sequence, each scenario leading on to the next one, so like a mini-campaign. I hope to carry on with further games in the sequence.
It also gave me a chance to play with some of my re-based figures. Here are pictures of the two sides in the first scenario - the Orelians in blue and white (human troops) and the Wood Elves in appropriate green below.



As you can see I have abandoned the single-base figures of the original rules and fixed the relevant figures of each unit onto large round bases. I did this because Dragon Rampant units do not have to worry about facings at all; they have 360 degree line of sight and flank and rear attacks are not a problem. Plus it avoids the odd issue that when shooting only one figure needs to be in range for all the figures in the unit to be able to shoot, so you ended up with a figure that could be 24-30" away from the target, but still able to hit it even though its maximin range was 18". A similar problem applies with close combat as well. With the round bases, distances are measured from the edge. In addition, it rather speeds the game up, not having to move individual figures!
The main unit bases are 6mm thick cork coasters, which are a bit thick visually, but were needed to stay rigid enough for metal figures. Plastic figures I have stuck on thinner coasters of 4mm. I went for looser formations for some figure types, e.g. elven bowmen, and more ordered for others, e.g. close order spearmen.
Anyway, it seemed to work well with the first few games and so I intend to carry on re-basing the rest of the collection. 
On to the first game:

The table - four feet wide, three feet deep - set up for the game. Woodland in the corners and a rocky area in the centre.
The central rocky area.
Which is the wyvern's lair! The model is an inexpensive children's toy, heavily repainted. I think it was originally marketed as a dragon, but I thought it should be some kind of wyvern.
A band of elves.
The elf commander, I think this is an old Grenadier Models figure. Unlike the original Dragon Rampant rules, I do not include leaders within a unit, but count them as a separate unit in their own right.
Orelian hobilars. Good old Essex Miniatures figures which have done sterling service for many years.
The wyvern was controlled randomly in this game, so can attack either side. In the event, the Orelians got control of it the most, much to the misfortune of the elves!
The elf commander fighting it out with the wyvern. The small round bases nearby are magnetic casualty markers, which look much nicer than small dice.
The hobilars play cat-and-mouse with the elves in the woods.
The Orelians are only just all on the table, while the elves are all over the place by this stage.
The wyvern has been driven off by the elf commander and the hobilars are retreating away from the elven bowmen in the forest.
The Orelian commander with his banner bearer.
Orelian longbowmen retainers.
The wyvern takes on the eleven band.
And then the elven spearmen.
The elven band has broken and run, as has one of the Orelian longbow units - I like to leave such units on the table for a turn or two for the photographs, ordinarily they are removed immediately under the rules.
The hobilars, supported by their spearmen, have galloped forward as the elven spearmen break and run. The wyvern has retreated to its lair, from where it then flew away from the battle.
Orelian spearmen taking on elven bowmen, but in this instance the elves won the fight
and broke the spear unit.
A much thinned out table.
Another elven unit breaks and runs, which means the Orelians win the game, but only just!

Here are the rules for the scenario. I use a slightly different point system for Dragon Rampant, but both sides should be equal points, while the Hobilars as Medium Riders are a made up unit type for the rules. RMU = Reduced Model Unit, SMU = Single Model Unit.

Scenario No. 1: The Forest Wyvern’s Lair.

Bevorod, Baron of Cairbar, has led his army into the Odhaerir Forest in search of plunder and elven captives to sell in the slave markets of Urganda, where they fetch high prices. The elven princess, Elendrin, who rules the Odhaernir, has been warned by her scouts and eagles that the forest has been invaded. She sends a force under the command of her brother, Anarwadrin, to drive the Orelians out and slay the wicked humans who trouble her lands.

The opposing sides encounter one another in a large glade in the forest wherein is the lair of a forest wyvern. The centre of the glade should have a clump of trees and some rocks wherein the creature dwells. It counts as rough terrain. There should be a track into the glade from opposite sides of the table, with large clumps of trees, rocks, ponds, distributed all around the rest of the table.

The side which defeats the other can plunder the creature’s lair as long as it has been slain or has fled the battlefield.

A side is defeated if only two units remain or its command unit has been lost at the end of a turn. Otherwise, end the game at 15 turns and total up each side’s lost points; highest total wins. The two sides enter the table from opposite sides. As it is an encounter game, roll 1d6, highest wins, to decide who the attacker is for that turn.

The forest wyvern is neutral at the start of the battle. Each side rolls 1d6 at the start of a turn; highest score controls the creature, as long as it is within 18” of their command base at the beginning of the turn. It can be directed to attack any opposing unit.

If the forest wyvern’s SP is reduced to 1, it can no longer be controlled, but roll 1d6: 1 or 2 – it retreats to its lair and defends it to the death against any side; 3, 4, 5 or 6 – it abandons its lair and flees the battlefield in a random direction.

If one side is defeated, no further control die is rolled and the defeated side controls the forest wyvern against its opponent until the creature is slain or flees.

Whichever side wins the battle will plunder the forest wyvern’s lair, roll 1d6:

            1 – A Scroll of Dispel Thee!

            2 – A Stone of Power = automatically cast one spell which cannot be dispelled.

            3 – A Magic Sword = enchanted weapon.

            4 – A Scroll of Befuddle Thee!

            5 – A Coat of Magic Armour = mystical armour.

            6 – A Staff of Power = automatically cast a Power Bolt!

Cairbar Force

Baron    RMU [2]    Elite Foot    6 Points    x1

Household Longbows    12 x figures    Light Missiles    6 Points    x1

Hobilars    RMU [4]    Medium Riders    4 Points    x1

Levy Longbows    12 x figures    Light Missiles    4 Points    x1

Spears    12 x figures    Heavy Foot    4 Points    x2

Odhaernir Force

Elf Guardian    SMU [1]    Elite Foot    9 Points    x1

Elf Longbows    12 x figures    Light Missiles    5 Points    x2

Elf Spears    12 x figures    Light Spears    4 Points    x1

Elf Band    12 x figures    Light Foot    5 Points    x1

Forest Wyvern

Forest Wyvern    Special SMU [1]    Greater Warbeast    10 Points    x1

 



Wednesday, 8 January 2025

Continuing the theme of Neil Thomas's rules, I had a go at the Napoleonic set from his book, "Napoleonic Wargaming", using my Fescennia Napoleonic "imagi-nation" armies - Erymanthia in blue and Nemea in red. I tweaked the rules to start with after a read-through so that they would fit with my unit sizes and bases, as well as some points about being slightly more realistic, and then proceeded to play a game. I used Scenario One from his "One-Hour Wargames" book, but added two units per side as I was using a 4 x 3 table, not a 3 x 3. Also I added a bit of extra scenery just for the look of the thing, but nothing which would affect the scenario itself.

The two sides ready, Erymanthia nearest the camera, Nemea in the distance.
Erymanthian lancers.
Three Erymanthian musketeer regiments. These are in Column of March.
Erymanthian artillery.
Another Erymanthian musketeer regiment, plus a fusilier regiment (light infantry)
and a dragoon regiment.
A Nemean heavy dragoon regiment.
Three Nemean infantry regiments.
Off we go! Blue or red solid arrows show direction of advance; dotted arrows will show direction of retreat. The objectives of both sides are just to defeat the other.
Lancers and heavy dragoons facing off.
Nemea's symbol is the red griffin.
Nemean artillery opening fire.
A Nemean grenadier regiment nearest the camera, with a fusilier regiment (light infantry)
deploying for action.

The lancers were beaten off by the heavy dragoons.
The Nemean regiment on the left has gone into Attack Column (my version - 6 figures wide and 4 ranks deep, which is more like the Column of Divisions from which it would have been formed).
The Nemean general and his ADC. Rather than having the general attached to one unit, as in the rules, I had him as a separate figure able to influence any unit.
The Erymanthian general and his ADC.
Not much happening in the middle yet, but lots in the distance.
Light infantry form both sides skirmishing as close order infantry and cavalry move up.
The lancers and heavy dragoons have another round of close combat.
Column against line on the Erymanthian left wing.
Worried about the Nemean heavy dragoons, this Erymanthian musketeer regiment has gone into square.
Lots have happened, with the lancers soundly beaten by the heavy dragoons, while in the centre the Erymanthian musketeers have gone onto the defensive and formed lines; in the distance, the Nemeans are pressing forward.

Column versus line in the centre of the battlefield.
The Nemeans are repulsed with effective flanking fire.
The Nemean infantry on their left and centre are pushing forward as their right wing's advance stalls.
Time to get out of square!
Ouch! The Nemean fusiliers are caught by Erymanthian dragoons and soundly thrashed. Light infantry do not fight back in these rules and cavalry have a big advantage over them in close combat.
The Nemean heavy dragoons charge the Erymanthian right wing musketeer regiment in line.
Hand-to-hand fighting in the centre of the battlefield.
Having dealt with the Nemean fusiliers, the Erymanthian dragoons prepare to charge the Nemean grenadier regiment.
The Erymanthians are falling back on their right and centre, but holding out on their left wing.
The Erymanthian dragoons charge home. The defence are always allowed to shoot before the attackers close in under these rules.

Things going wrong for the Erymanthians, with their right wing collapsing.
And now their centre pulls back. I called the game in favour of the Nemeans after ten turns, mainly because the table was needed soon for dinner!

I enjoyed the rules, they gave a fast game and were very much in the style of many, many years ago, with not a lot of morale testing, fighting by groups (bases in the actual rules, but I did it by groups of four infantry or three cavalry figures), and quite bloody results! I did not use the rules' victory conditions of destroying 75% of an opponent's army, which I think is a bit unrealistic! I also added some amendments as the game went along. There is no command & control stuff, which I like; let the gamer move all and sundry - after all, I want to be moving my figures/units, not waiting for them to be allowed to - and make his own mistakes, such as letting light infantry get caught by cavalry in the open! I plan to do another game soon and try out the rules with the amendments and maybe a few others, based on further thought, but not enough to get away from Mr. Thomas' principles.

Oh, and the Sun King game was Mollwitz 1741, well done if you guessed it.