Wednesday, June 24, 2026

Dōmyōji, The Battle Among the Tombs 5th June 1615 - AAR

It's been a little while since Jonathan (Palouse Wargaming Journal) and I got together online for a Samurai game.  So, accepting an invitation to try out this Battle Among the Tombs was a no-brainer.

The starting deployment.  The Osaka army to the north by the tombs and just beyond them.  The Tokugawa forces, having just forded the river, approach the tombs and their enemy.

Background

The Battle of Dōmyōji was one of a number of battles that led to the siege of Osaka. The battle ended with the Osaka army withdrawing toward Osaka Castle after losing key commanders.  Would history be repeated?


The Battle
Jonathan took command of the Osaka Army while I handled the Tokugawa troops.

Both sides began to draw closer and into battle lines whilst also exchanging missile fire.

Tokugawa urged his Samurai foot forward to open up the Osaka right by throwing back their Samurai spear.

Alas, with Ashigaru spear in support the Osaka Samurai threw the attackers back in disarray...

... and leapt forward into the arquebus wielding Teppo unit.  This was not looking good for Tokugawa!  The Teppo were likely to be slaughtered.

However, Teppo valour, doggedness and martial spirit taught the Osaka Samurai a bloody lesson.

With a kind of status quo restored on the right flank, both sides continued the work of organising their lines.  At the same time, Tokugawa's Samurai cavalry were beginning to join the fray.

Having seized the initiative, the Samurai cavalry on the Tokugawa left fell upon the Teppo unit guarding the tomb.

The Osaka Teppo were sent reeling backgrounds.  However, despite having an enemy flank open to attack, the cavalry proved reluctant to make good the advantage.  Nonetheless, the leftmost spear foot sought to crack the Osaka right with a charge.

Despite the best of efforts, the Tokugawa left was thrown back into the woods.  Luckily, they held their position and repulsed their pursuers.
On the right of the line, the Osaka Samurai foot flew at the stubborn Teppo unit only to take more losses and retire.  Determined to break this tenacious end of the Tokugawa line, a spear foot followed their Samurai betters into the melee.

Having shown a level of determination above expectations, the Tokugawa Teppo finally succumbed having shed copious amount of Osaka blood.  With success finally attained the Osaka spear fell on the Samurai cavalry...

... and were speedily repulsed!

A brief pause as lines were redressed.

Grabbing the initiative, the Osaka commanders sought to break the Tokugawa left.  However, one unit was repulsed...

... before the defenders were annihilated.  However, this was not the level of victory initially hoped for.
Meanwhile, on the right flank, the Tokugawa Samurai cavalry crashed into the Osaka foot.

As the Osaka infantry on right of the line took heavy casualties and retired in disorder, their compatriot Samurai cavalry on the left spurred their steeds into the Osaka defenders...

... and rode over them to their utter destruction.  As fortunes were being worked out on the flanks, Tokugawa infantry attacks on the Osaka centre cracked open the defender's line.  The Osaka cavalry prevented a complete debacle.  However, the result amazed everyone.

Seeking to retrieve the situation, the Osaka Samurai cavalry pounded into a Teppo unit.  Now, the Osaka commanders should have known by now to not mess with the Tokugawa Teppo.

And so it was that the Osaka horsemen met a humiliating death.
The Tokugawa left now moved to threaten the flank of the Osaka remnants.  While on the right, the Samurai cavalry ripped into the much depleted Osaka spear; sending them reeling.

A successful pursuit and victory smiled on the Tokugawa army.

A Tokugawa victory!

Afterthought
A really interesting and entertaining scenario.  From much earlier than expected in the game, I found that I had difficult choices and decisions about what to do first and how.

Jonathan had the misfortune to bump into my Teppo units, that should have folded quickly in melee, who gave much better than expected - twice throwing back a Samurai infantry on the right, and finishing off a Samurai cavalry on the left.

Whilst my dice weren't exceptional, the right results arrived at the right time.  This helped my attacks on the Osaka centre achieve such high levels of success.  So startling, that I completely forgot to take screenshots to record the scattering of the Osaka centre.

So, the army score at the end was a 6-1 win for the Tokugawa.  One point away from a major victory.  I'll have to be content with a minor victory.  Nonetheless, the level of enjoyment was such that it felt like a major victory.

Great job, Jonathan, in creating and executing a wonderful and entertaining scenario.


Friday, June 19, 2026

French Revolutionary Wars Cavalry

It's been a while since I added to my 6mm MDF French Revolutionary Wars collection.

After doing some reading around Jourdan's campaign in Germany, 1796, I decided that I'd like to work towards refighting the Battle of Wurzburg.  However, an inspection of the order of battles revealed that my main deficiency is in cavalry for both the French and the Austrians.

I had enough to start two Austrian cuirassier regiments and two French dragoons.

In the meantime, an order has gone off to Walt at Commission Figurines for more cavalry and, while I was at it, for troops to start putting together a Prussian army for the War of the First Coalition.

For now, here are the four units.

The Austrians first.


They are based for Volley and Bayonet rules.


Next up, two units of French dragoons.


The ones with the yellow plumes are the 20th and the ones with the pink plumes ares the 18th.



Lastly, an unlikely parade of all four regiments.


I've got a mix of 6mm and 2mm in the painting queue.  I guess that they'll give me some quick wins.




Sunday, June 14, 2026

Broadside Show, 2026 - not really a report!

As usual, the Rejects put on a demonstration game at this, our local, show.  This year it was the turn of Lee and Ray to display their retreat from Moscow collection with a game centred on the crossing of the Berezina.

As my gallic wife pointed out to me, "c'est la Berezina" is a old saying in French to signify that things have "gone pear shape."  Other more earthy and impolite variations are also available.  Either way, we all trusted that the game would go smoothly.

As it turned out... it all went very well.

Here are some pics of it.




I didn't really follow the game closely.  I just moved my bits, rolled some dice and filled the spaces chatting to passerbys and wandering around the show.

Others will do a more comprehensive report of the show, but here are my pics and impressions.

The first observations I'll make are that it seemed to have more traders and games.  It also appeared to be really busy.  When I stopped to chat with the guys at the entrance, they said that there were just over 700 people who visited.  Apparently, there were around 500 last year.  The hall was certainly buzzing.

What was really exciting and encouraging was the number of families and young adults in attendance. There also seemed to be a better gender balance.  For sure, the numbers still biased towards white males, but better a balance nonetheless.  What should also be noted is that everyone seemed to really enjoy the show and looked happy.

I didn't take loads of photos, but here's a few games that I liked the look of.

First up is Polish Blitzkrieg from Deal Wargamers.



A nice participation game about Buffalo hunting which appeared to attract some younger players.


Not my thing, really.  However, I kind of liked this game of towns on wheels fighting it out.  Reminded me of a sci-fi book I'd read on the same subject called Mortal Engines by Philip Reeve.



Next up is my personal favourite from Hailsham Wargames Club, the Battle of Malplaquet 1709.  I saw this at Cavalier in February and still like it.  I guess that it reflects my preference for the horse and musket period and games that look like big battles.

The lads at the table were easy to talk to and friendly.




The host club, Milton Hundreds Wargame Club, showed off their Sword Beach Club.  A beautiful, well crafted table.  Rather honourably, they excluded it from the vote for "best in show".




The gorgeous figures and units on the table for the Battle of Gaugamela.


And lastly, I just like the idea of lego-esque gaming as a nice way for youngsters to be introduced to the hobby.  What's not to love.  You build little brick features AND wargame.



There were other games that fellow bloggers will comment on more fully.  These were just some that I enjoyed.

I must put a shout out to David (The Ragged Soldier) and Chris (Nundanket of Horse and Musket gaming) with whom I bumped into and had an enjoyable chat.  It was great to see you both.

I huge thank you to Milton Hundreds Club.  The show was fantastic.  The organisation was smooth and friendly.  The members on duty were great ambassadors for their club.

Lastly, a big well done to Lee and Ray for making and putting on their excellent game. It was extremely well received and admired.  No surprise that it won "best in show."  Congratulations.



Wednesday, June 3, 2026

Prussian Guards' Assault of St Privat, 18 August 1870

With a couple of minor amendments from our situation testing (see Event Testing of FPW Rules), Jonathan, of Palouse Wargaming Journal, and I reconvened for a test game.

For the action, I chose the section of the Battle of Gravelotte-St Privat (18 August 1870) that turned the battle decisively for the Prussians.

This should be a very different test of my rules as the Prussians are of a better grade to the French.

French defenders await the Prussian advance up the slope.

Briefing

After being driven back towards Metz after the Battle of Mars-La-Tour two days earlier, The French commander, Bazaine, dug in on a line from just south and east of Gravelotte to St Privat in the north.

The battle commenced at c.11:45am with the Germans frontally attacking the left and centre of the French line.  These were well dug in and very well defended.  The Germans suffered heavy losses and the attacks stalled.

As the day wore on the Prussians extended their line northwards with the Saxon 12th Corps and Prussian Guard Corps.  The Saxons took Ste Marie aux Chenes but were forced to withdraw from before St Privat after heavy losses.  It was looking good for the French defenders.  However, their right flank hung in the air at the village of Roncourt.  As evening began to draw in, the Germans had found the end of the French line and the Prussian Guard advanced up the long slope towards St Privat.  By 7pm Roncourt was overrun and the French flank turned.  By nightfall St Privat was on fire and captured.

With the escape to Verdun now closed, Bazaine was forced to retreat into Metz.

The Guard Corps lost 2440 killed and 5511 wounded.

Scenario
This scenario is set at the commencement of the Guards’ advance up the slope.

French infantry and artillery are all Grade 1. They may start formed or in open order, standing or prone.

Prussian infantry and artillery are all Grade 2.  They must start formed.

As was often the case in the early frontier battles, the German artillery was not immediately deployed as it ought to have been.  So, the Prussians start with only their infantry.  When the artillery arrives, their shooting results are counted before the French can shoot their artillery.

Victory Conditions
The Prussians (me) must capture both Roncourt and St Privat for a decisive victory.  Capturing just one will be considered a minor victory.

The French (Jonathan) must hold both.  Nothing else will do!

Alternatively, the first side to lose 50% breaks.

The Armies and Deployment

The deployment map that I sent to Jonathan.

The French are deployed on the upper slope. The Prussian Guard start from Ste Marie without artillery in support.  They will arrive on turn 2 on a successful die roll, or automatically on turn 3.  Each unit represents approximately one regiment.  This is halving of the number of battalions in this part of the overall battle.


The Battle
It might be helpful to know the sequence of play:

  1.         Check command
  2.         Pivot and shoot artillery
  3.          Player A declares charges
  4.          Player A moves/rallies
  5.          Player B small arms fire
  6.         Melee
  7.          Repeat 3-6, reversing players
  8.          Voluntary Fallbacks

The Prussians being the attackers move first as Player A.

The French artillery opened up at long range, damaging a unit and compelling it to retire.  The rest of the Prussian line advanced.  Meanwhile the French front line withdrew slightly. 

As the Guards continued their advance, both sides opened up with rifle fire.  Another Prussian unit took considerable punishment and was withdrawn from the line before it disintegrated.

At last, the Prussian Guard artillery caught up with the front line.  The impact was immediate and devastating.  A French battery was forced to limber up and retire, while another saw a significant reduction in its combat efectiveness.

The Prussian guns were laying down a punishing fire.  Another battery was destroyed and the defenders of Roncourt on the French right (Prussian left) were left barely able to muster a defence.
In a bid to stall an assault on St Privat, a regiment charged the Prussian right.

With the advantages and disadvantages to the combattants being about even, the intervention of good fortune was critical.

Alas, lady luck was not smiling on the Emperor's men.  They were thrown back and forced to retire behind St Privat. 

Having suffered from artillery bombardment and heavy rifle fire, half of St Privat was ablaze and her defenders dead.  A Guard unit was quick to occupy.  Meanwhile, the other half of the town was being assaulted.  However, the plucky defenders poured sufficient lead into the advancing Germans to force them to go prone.  The charge was stalled.

At the other end of the line, the weight of fire was too much and Roncourt was captured.

With Roncourt and half of St Privat in Prussian hands, the quantitive and qualitative difference was deemed too great for the French who chose to withdraw from the field.

As night fell, the Germans controlled the field as Marshal Bazaine ordered his army into Metz.

After thoughts
Whilst the result of the battle mirrored the events, the nature of the outcome was less in keeping with the battle and rather less plausible... in my opinion.  The Prussians took relatively little damage from the defenders in this game.  Whilst I anticipated a Prussian win, I would have expected the attackers to suffer rather more than they did.  Other than that the game went well, with the mechanics of my rules faring reasonably well - more detail on that in a moment.

A scenario based issue was that the Prussians had too many guns.  Prussian guns are better, but the number of them made it rather too lop-sided a game.  My experience is that, regardless of the rules, the superiority of the German artillery makes the scenario design of a FPW battle a delicate balancing act.  As I said, this is a scenario design issue, not a rule design issue.

Jonathan made for a great opponent playing the French.  Our post-game discussion was really useful with the following arising from our analysis of the game for me to now ponder:

  • There is some stacking allowed in a hex.  Either two artillery or one artillery and one infantry unit.  Each can be targeted separately.  One change is that all units stacked in a hex will now be affected as per the result on the ladder.
  • Should prone units be able to fire with the same effect as standing units?
  • Should there be a difference between formed units shooting and open order units shooting?
  • Which has led me to consider whether to abstract the unit and formations further.  I'm wondering whether all infantry units should be in either a "combat ready formation" or march column.  This leaves the player without worrying about formations.  The assumption is that the commander of the regiment or battalion will just do that job as the player is higher up the command structure.  The only obviously open order troops would be the chasseurs and jagers.
  • I need to refine the ladder of results for rallying off disruption points (DP) and doing voluntary fallbacks.  The latter is an option to quickly withdraw damaged or endangered units from the front line, and is extra to the normal movement.
  • I currently, and deliberately, don't have leader casualties in the rules.  So, that is now something to mull over.

So, a number of things to reflect on. 

My thanks to Jonathan for his time, reflections and openness in discussion. We will refight this game with amended rules at some future date.  Between now and then, I and other Rejects will be helping Lee and Ray put on their Retreat from Moscow game at the Broadside Show at Gillingham on the 13th June.



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