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.
Thursday, 6 February 2025
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!
Scenario No. 2: The Woodcutters’ Clearings.
Bevorod, Baron of Cairbar, has sent woodcutters
into the
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
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 Lizard Special
Wild Fungi Special RMU [2] Lesser Warbeast 6 Points x1
Sunday, 19 January 2025
Scenario No. 1: The
Bevorod, Baron of Cairbar, has led his army
into the
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
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 Special
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.