Wednesday 12 July 2023

Borodino part II




Part I discussed the setting up and mechanics of the game / scenario. This post covers the action. There is a link to part 1 in the Resource Section below.


The game opens with a pre-game bombardment. With half the French guns still limbered, this advantage very much falls to the Russians. Their guns from the Great Redoubt wreak havoc amongst three French batteries that have set up opposite them.


In the opening hour, the Russian guns continue to deal destruction - the French must do something urgently.


For the rest of this post, please use the ‘read more’ tab.




The Fléches.

In the French centre, the commander of 2nd Division had been fortunate enough when setting up to be rated as inspirational and if that was ever needed - it was now!


He has at his immediate disposal two cavalry brigades, one heavy and one light. He knows it is perhaps early in the battle to deploy the cavalry, especially against the dangerous prospect of charging into a gun position ….. but, this is a calculated risk, set against the certainty of high casualties that will ensue from standing idle in front of the Russian guns.


[note - the system will allow The Fléches defences to be charged, but the charge bonus modifier will be negated. If the cavalry reach the guns for close combat, the crews will automatically abandon the guns, which will each be marked with two hits and the crews will make for the safety of the light infantry battalion to their rear. If the French leave the high ground, the crew will be able to return to their guns, so ultimately, the French will want infantry to move up and hold onto this gain. Being ‘inspirational’ has the chance of increasing unit movement distance - which happens here, to the Russian surprise!].


The order is given and the cavalry advance to get into charge positions and then charge to contact. They are lucky, the Russian guns seem to have lost some of their potency [when guns are charged, the system penalises the defending gun fire with the ‘significant move’ penalty to represent panic and urgency, so they fire at -1, though they do get +1 for canister at these ranges].


Heavy cavalry are on the right, in the background are Russian light infantry.



The lead regiment of each cavalry brigade strikes at The Fléches. The guns are overwhelmed and abandoned by their crew, who flee to the nearest unit, the light infantry to their rear. An ideal opportunity presents itself to press on and attack the light infantry battalion on the rear slope, while they are unprepared, but annoyingly for the French general, the cavalry do not pursue (failed die rolls) and an excellent opportunity in this sector is lost, but importantly, the Fléches are now in French hands.


By the time the cavalry decide to attack the infantry below them, it is too late, they have formed square and both cavalry regiments are repulsed, but The Fléches remain in French control as a light infantry battalion moves up to occupy the position.


Borodino village.

The French assault the village with two infantry battalions. The first is repulsed, taking particularly harsh casualties from a nearby Russian gun battery, but the second brigade, attacking in assault column does break into village and pushes the defenders out. 


Borodino village, two French battalions attack.



The French have managed to take two of the six objectives, but in front of the Great Redoubt, the French guns continued to suffer horrendously at the hands of the Russian gunners, having now lost two of their three batteries.


Borodino and the Fléches are now in French hands.



Utitza.

On the French right, their Polish allies directly assault the right side of the village with two infantry battalions, while a third battalion and light cavalry regiment make to a position that sits between Utitza and The Woods.


The two Polish battalions take very heavy casualties for no obvious advantage and are forced to fall back beyond small arms and artillery canister range, while they re-organise.


French light infantry start to attack into The Woods.


The French attack into The Woods



The Russians react.

At Utitza, the Russians are not strong enough to counter-attack and are content to simply hold the line. Over on the far right however, cavalry and infantry start to slowly assemble at the river’s edge, in readiness to retake Borodino. 


In the centre, two regiments of Russian heavy cavalry (one being Guard) are released from the reserve, to move towards the gap between The Fléches and Semenovskaya to contain the potential French break-through there.


The French are in the middle of re-deploying most of their artillery for the next phase of battle.


At Borodino, seeing that the Russians are preparing to attack across the river, the French infantry battalions move to protect the banks, both above and to the right of Borodino village. So transfixed are they by the Russians at the riverside that the French battalion on the right, fails to consider their left flank that is open to attack from the bridge - and of course, that attack does come! Russian light cavalry race across the bridge.


Russian cavalry charge across the bridge at Borodino



The infantry battalion attempt to reposition their exposed flank, but fail [die roll] and the cavalry crash into them, pushing them back down the road. Here the infantry re-establish their front and bring the cavalry to a halt [drawn close combat] and the cavalry having lost momentum against formed troops find themselves obliged to fall back. The brief possibility of retaking Borodino has been and gone and the counter-attack is called off. Borodino is firmly in French hands.


The French press on.

At Utitza, the third French battalion successfully takes the village, with their light cavalry moving up behind, ready to exploit the rear of the Russian position. The only available body able to plug the gap is the Moscow Militia, who immediately assault Utitza and though for a moment, the occupants have real concerns, they eventually throw the militia back and Utitza is safe.


Militia (top right) attempt to re-take Utitza. The Russian artillery is limbered and retreating.



To their left, in The Woods, two battalions of French light infantry have routed one enemy light infantry battalion and are presently pushing the other one back, The Woods will likely be held by the French soon enough.


In the centre, four French batteries have deployed to bring Semenovskaya under terrible bombardment, yet their line holds and as units fall away weakened by the artillery, others move forward to take their place, but the troops are thinning. Fearing the collapse of the position, the final Russian reserve, the infantry Guard, is released and ordered to defend Semenovskaya.


Sensing the time is right and not knowing that the Russian Guard is on the reverse side of the hill, the French Guard are released and ordered to take Semenovskaya.


View from Semenovskaya as the French Guard advance



Both armies believe that victory for them is close at hand!

An observer of the battlefield might be forgiven in thinking that a French victory is almost in the bag [and the victory point distribution would support that view], however, the situation is slightly precarious for the French, as the hard fight has left several of their units close to breaking and it is possible that a final Russian push might just take the French army over the edge.


A sense of desperation!

At the Fléches, French heavy cavalry are pouring over one side of ridge, while on the other side, the two Russian heavy cavalry regiments are hitting the light infantry and a regiment of light cavalry respectively.


At The Fléches, French heavy cavalry on the left, but on the right, two Russian heavy cavalry units attack French light infantry and light cavalry. 



The French light cavalry take heavy casualties and are forced to fall back a good distance to a position behind their own guns, but losing discipline and rushing straight into a pursuit, the lead Russian cavalry regiment suddenly finds itself positioned directly in front of those same French guns ….. four batteries!


Russian heavy cavalry while in pursuit, suddenly find themselves facing 4 French batteries!


Though the French do suffer the further loss as two more units collapse, the Russians themselves are only one point away from total defeat and when another Russian infantry battalion is lost, escaping from Utitza, the game comes to an end, with a French victory, as costly as it was!


Conclusion.


The French end the game controlling Borodino and Utitza. They also have held onto The Fléches, despite repeated counter-attacks.


The Russians control The Great Redoubt and Semenovskaya. They also control The Woods - though in truth are likely about to lose them, making the French victory all the compelling.


Casualties are fairly close, though stand in the French favour and if the French were to retain The Fléches, the two abandoned Russian gun batteries still sitting there would, be counted as fully lost to the Russians, making the French victory even more complete.


The opening pre-game bombardment for the French artillery facing the Great Redoubt was a disaster for them, from which they never recovered, but that was just a dice (luck) thing and could equally have worked the other way.


I did find myself in the rulebook quite a bit, even though I am experienced with the rules, but I think that was in due part to playing Russians for the first time as many of their units have split ratings, such as being regular or inferior for training aspects, but superior for motivation side of things. It is a system that I think helps capture the stereotype of the napoleonic Russian quite well. The Russians are also ‘Old Regime’ and all my previous games have been with ‘New Regime’ forces, so there was some extra double checking there as to movement limitations.


The Warlord Game Epic figures worked well. Unit frontage of 120mm when in line seemed to work okay with my table space.


I recently watched a video on the ‘Sons of Napoleon’ rules (by Warwick Kinrade) and he was using a 6x4 table with 28’s for his system. It looked fairly packed, but also very eye-catching for that, so the decision of what scale I want to end up doing my napoleonics in is by no means settled (will it ever be!). 


I have tried to give an overview of the battle without going into too much detail and there was a lot of nuance going on that could have been commented upon. The activations ‘by division’ brought some interest, as the order of activation changes each turn depending upon dice rolls, with advantage both lost and gained by both sides as this interface plays out.


I have thought as to how the game would run with other rules such as Black Powder, but I wonder whether the mechanic of units not activating at all, perhaps for several turns in Black Powder, might be too impactive on this scenario. Keith’s sequence of play, brings a much gentler chaos to unit involvement.


I thought the six linear objective idea worked well and even on a 6’ table, each location felt insular enough that there was a definite sense of individual focus in several parts of the table during each turn i.e. I am winning over there, but losing over there, oh yeah and over here as well.


The author warns that this scenario is a long play and to set a good half day aside for it. I am just at the end of a heavy cold type thing that seems to have gifted me with some aches and pains in my joints. As I stand at the figures table (sit for boardgames), I did particularly feel the length of this scenario and that (and some recent play experience) has left me wondering whether aches / fatigue aside, I am now just starting to prefer fast and cheerful scenarios / systems / games, the ones that fit into a shorter session rather than a very long one.


Part of that is that I like to see a game played to a proper conclusion, so this idea of playing all day and then having to call an unfinished game and ‘reflect’ on which side may have had the better game to establish the win, for me is just like having a bath with yer wellies on! - pointless, but that’s just me.


I suspect as a hobby, we could do with turning more of our media attention to providing a wider range of scenarios, to suit all player types and needs, rather than creative energy being invested in the habit of having a constant flow of new rulesets coming to market.


I liked this scenario so much, that it leaves me with a bit of a personal challenge of how to get something similar done, but in a shorter time. Less units might make this feel a bit too generic, with not enough swing at each locality, but I might give that a go, just to see.


Overall though, as do all things that require some investment, it did give me a thoroughly enjoyable experience. Mrs. Wargamer wondered who I was was talking to, turns out I was muttering to myself, not always a good sign, but here I think it was a reflection of full gaming emersion.


If you have read both parts I and II of this article, then thanks for taking the time to do that. 


Resource Section.


Part one to this article can be found here LINK

https://battlefieldswarriors.blogspot.com/2023/07/epic-borodino-1812-sort-of-part-1.html


My sister webspace ‘COMMANDERS’ is being re-configured to showcase various figure and boardgame systems that I am enjoying and gives a flavour of where current projects are up to. Link.


https://commanders.simdif.com


36 comments:

  1. Stick with these Epic figures Norm, you’ll get more bang for your buck than with 28´s. The game was very interesting to read through and th3 action seemed to flow logically. I totally agree with your desire to see greater emphasis on scenario design. I get more inspiration to play a game when confronted with an interesting situation than I do with yet another set of rules with a gimmicky mechanic or two.

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    1. Hi JB, I found myself really getting drawn in to each of the 6 tactical situations, playing them in an almost singular manner, which I think reflects the good scenario construction.

      I watched a video today on a bloke doing a British Napoleonic base of 2 strips. He reckons it was 45 minute job and it looked good, mine are coming in at a good 2 - 3 hours each, so there is some technique that I think I need to borrow from him.

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  2. That scenario worked really well I thought, the rules handled it splendidly too. A pleasure to follow and lots of food for thought, I will have to dig my copy of the book out.

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  3. Hi Phil, glad it ended up as a worthwhile read an I will be interested on your thoughts after you reacquaint yourself with the rules.

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  4. Norm -
    You know: I don't reckon I have ever considered a formalised 'sector format' method of gaming in just quite the way you have done it here. It seems to me a very accessible method, and I think very effective if you happen to have a narrow table.

    Those epic figures and stands look pretty nice, too!
    Cheers,
    Ion

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  5. Hi Ion, yes I know what you mean, I am surprised how something so obvious has never occurred to me before, it is certainly a well executed scenario and well worth a re-run as the French have a lot of latitude in their set up options. The Epic worked well, I just need an organised way to get them painted faster.

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  6. Intriguing approach to game a large battle. We have done sectors as scenarios before, but not all at once as you did here. Smiled when you mentioned fatigue setting in during long games. Even Kuuzov took naps.

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    1. Hi, my brain has automatically gone to gaming individual parts of a battlefield as a single game, rather than knitting them together. I suppose in one way, as gamers, we tend to concern ourselves with exact replication the battlefield and perhaps a looser interpretation of the landscape for the sake of the game is something to embrace.

      From now on, I am going to see game fatigue as ‘historical’ and just part of the role play side of wargaming … I might even get good at it :-)

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  7. I must admit I really like the idea of splitting such a large battle into manageable scenarios, another enjoyable read.

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  8. Hi Donnie, on one level, it plays like a normal game, as units are free to roam, but on another level you do get this sense of six distinct locations - it is an imaginative approach for sure.

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  9. Another excellent read Norm! Have to agree with JBM - stick to Epic. 28’s make fantastic eye candy but hardly leave you with any room for maneuvre, especially with smaller tables like yours. They also take much much longer to paint too!
    Fully agree that there are too many rulesets out there - players end up spending ages looking for the elusive Holy Grail but invariably end up disappointed. Find a set you’re comfortable with and settle down with it. No more rebasing, learning new rules, and other related head scratching. Cuts down play time considerably too since you end up hardly ever referring to the rulebook. A QRS is often enough to see you through most of the game.
    Mrs W shouldn’t worry at all btw. I wager we all indulge in audience-less monologues at some point of a game……

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  10. Hi Mike, thanks for the comment on scale, I know you have produced some masterpieces in medieval 28mm and that you have 6mm armies, so your advice is appreciated.

    The Old School practice of gamers writing their own rules and allowing total familiarity with their system, seems a much less obvious activity these days. We are in many aspect of our lives spoon fed with glamorous pre-packed everything and multiple rule systems seem no exception. This year, I am going to force myself to part with the bulk of my rulesets.

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  11. A fine AAR there Norm and I did think at one point that it might be a tough ask for the French, but they did rather well in the end. The 6 sectors is a neat concept and one that could easily be used in other scenarios and periods too. Certainly in multi-player games given each their own area and objectives feels historical to me, helps them focus on their part of the table, leaving maybe an overall C-in-C to dish our reserves etc as they see fit.

    I couldn't agree more on the scenarios versus rules front. For too many years I kept 'looking' for 'better' rules, only to realise that loving BKCII, BPII & HoW, meant I had already found what I needed!

    Luckily I have the Grant & Asquith scenario books which provide a good resource along with of course the 30 from OHW. Interestingly I was recently reading the guidelines in submitting articles to Wargames Illustrated and in it they mention that scenarios aren't that popular as 'gamers rarely play them' or words to that effect. It did make me ponder whether I have ever played one from a magazine and I can only think of this years game with Keith Flint where he tweaked one from the Napoleonic era to Poland '39!

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    1. Hi Steve, I do see bloggers talking about playing scenarios that appear in WSS mag, but WI must know from feedback what works and what doesn’t to sell mags.

      I have the reprint of the Grant Programmed Solo Scenarios, which is very good, but it is a shame that we have to dip back to old school to get our fix. Warlord Games however did bring out a comprehensive Waterloo Epic scenario book with 19 scenarios (3 what ifs), so that is pointing in the right direction.

      I certainly enjoyed playing this higher level of games and the abstractions felt quite intuitive to good play in a reasonable space.

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  12. Glad you got to a resolution in the end. As you say, ending with a half finished gamed pointless. For Napoleonics I'm only ever interested n fighting whole battles, I can't be doing with skirmishes, which does require some ruthless simplification and abstraction, particularly when faced with something like Borodino or Leipzig. Wrt the Epic figures, Id treat them like 6mm. Spray them black, drybrush on the tunics and trousers, then pick out the highlights. As they are moulded in strips, the missed bits will be hidden in shadow.

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    1. Hi Martin, a lot of my big battle stuff is probably catered for by my boardgame collection, but it is still nice to be able to dabble with the figures. I will take two Epic sprues and try out your suggestion, as I am desperate to short circuit the painting patth.

      When I bought the Prussians from Warlord Games at a show, they were doing an offer of a free can of blue spray with the starter box ….. so that can be my starting point :-)

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  13. Great read with my breakfast this morning. Another incredible close-run thing. Like others have said, the multiple location format worked so well. Considering time, would a three location scenario giving a left, right and centre situation provide a satisfactory experience? Thinking of the miniatures sessions we’ve played, especially the ACW ones, that’s been generally how they’ve played out and always come down to the sort of nail-biting close that Borodino here did.

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  14. Hi Mike, yes, even as the player, I really wasn’t sure which side would win until the end - very interesting game.

    I’m sure the three sector idea would do fine and feel ‘right’ with the notion of centre and wings. The Commands & Colours series of games are underpinned by that 3 sector principle and they always seem to give a good game.

    Some years ago, I was writing rules for a pinboard sized game and that had the three sector principle in mind in that units did not have enough movement to allow them to go dashing off to ‘other’ areas of the battlefield within the time limits of the scenario - it seemed to work.

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  15. Norm, thanks for a very interesting post on several levels. The scenario is a clever way of skinning the Borodino cat. I absolutely endorse your point about the importance of scenario design. In our gang, Mark Smith has done a great Borodino scenario that we fought in January:
    https://bloodybigbattles.blogspot.com/2023/01/borodino-majestic.html

    To your point about wanting shorter games, I agree and that was fundamental to the design of BBB. The Borodino game took us just four hours to play, despite only having 2.5 players.

    The 'multiple objectives' formula is also fundamental to BBB scenario design. With well balanced scenarios, what you typically find is that several objectives are all being contested on the last turn, so all three results (win, lose or draw) remain possible, often down to the last few rolls of the dice. Note the importance of the draw as a possible result!

    Where your game sounds a little different from ours is the matter of reserves. I see the Russians did have a few reserve units to commit, but mainly it was six isolated battles. Ours was much more about reserves in depth, grand maneuver to shift pressure, and the fall of one objective affecting the battle for the next. We also had objectives at the back of the table to represent lines of communications, so exploitation beyond the front line objectives came into play as well.

    In short, there's more than one right answer to this challenge and I echo much of what you've said above. Thanks again for a thought-provoking piece.

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    1. Thanks Chris, for convenience, both sides were divided into 3 divisions and then those 6 divisions will activate in an order determined by dice.

      For the Russians the left 3 objectives are one division and the right 3 objectives a second division, so that leaves the units in the rear and which can set up anywhere on the back line and they are the 3rd division and can conveniently thought of as a reserve.

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  16. Greetings Norm, as usual a delightful post. My 2 cents are the epics are the way to go. Take a look at your picture "the French attack into the woods" with the bent line. That picture is so convincing of a horse and musket battle scene with these troops it could have come straight from a period painting. While the 28s are gorgeous, I don't believe you could achieve the same spectacle, but that is my opinion.
    Pairing this post with your previous post I feel as if I need to go back and give SOTE a reread!

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  17. Hi Steve, your championing of the smaller scale is clearly supported by others visiting this section. You frame the point well of ‘gorgeous’ Vs practical …. or as I have been thinking …. heart over mind :-)

    If you do give SotE a reread, I would suggest spending a bit of time with the optional Mixed Quality rule on page 11. This would allow Russian line to be rated inferior for training (impact, they get a -1 on firing), but superior for motivation (so they are harder to ‘weaken’ and rout - representing their reported stoic nature), which is a rather interesting use of the system as it stands without extra rules to represent some of the Russian soldiery.

    I am just waiting for the wind to drop outside, so that I can spray some Epic Prussians in dark blue and see if I can develop a technique for faster painting …… but I have just washed some Austrian Grenadier 28mm plastic sprues, which are drying in the said wind! …. What the heck!

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    1. I'm of the mind of late to just paint what I want, regardless of goals. It won't get me any closer to Eylau, but it brings me joy. If painting the 28s bring you joy, then you ought to be painting them :). Also I've found the best progress I can make on the Pike and Shotte epics has been 1 unit per week. It's barely putting a dent in the pile, but it's still progress.
      Also I was reading over the SOTE this morning after reading your blogrep. I am going to put them on the table soon.

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    2. Hi Steve, meant to say, keith on his Shadowsoftheeagle dot com support site has posted some rules for skirmishers that he feels better represents their function (basically they operate further out in front), worth checking.

      Hadn’t realised that you had jumped on the Epic ECW, agree totally on painting when the mood takes, rather than it becoming a task. no matter how fast we paint, there will always be one more unit to do!

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  18. Seemed like a great game Norm that worked well at keeping you (and us) guessing who would prevail right to the end. One of our gaming mates is half way through a pretty large Epic collection ( I think he told me he has two French corps completed, bar the basing!) so one day, we should get a chance to try them out. The smaller scales have obvious advantages...just look at Ray's (Don't Throw a 1) WSS collection in 2mm, for example....it's really just, as you say, a struggle between the heart and the head....I doubt many would prefer 2mm over 28mm aesthetically, all other things being equal....but for most, forty or fifty battalions per side in 28mm is impractical, so the Epic figures seem like a good compromise.

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  19. Hi Keith, it would in any case be nice to think that the industry is once again understanding that the home setting (kitchen / dining table) is many people’s default playing space and if supported, buyers will open their wallets. Your mate’s 2 French Corps will look amazing.

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  20. Nice report Norm. Not too wordy and gave a sense of the overall battle. Nuances are great but unless one is familiar with the rules tend to be ignored.
    Game looked nice and pretty even without all the miniatures painted.
    Smaller / quicker games are great, but it’s always been my pleasure to play slighter larger games and the occasional grand spectacle. I like a game to take around 4-6 hours with a break included. Though part of that is because I don’t play really all that often so when I do I want to indulge. 😀
    I got no advice on miniature size. All choices are correct.
    I do agree that folks can go down the rabbit hole by trying out too many rules. There’s a period experimentation of course, but once you find one that you like well enough I think it’s a better use of time to start designing scenarios. Scenario design gets easier when one is very familiar with the rules. 😀

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  21. Hi Stew, all good points.I suppose in some respects, since I am not coming to figures for all of my wargaming, as I do a lot of boardgaming, I have additional solutions to gaming mood or available time, the downside being it is just more rulebooks to know!

    Your scenarios that you do for your cons seem to work out pretty well.

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  22. Great AAR, very immersive, close run thing high casualties and the French in possession of the field sounds pretty close to the real thing! You know I'm strictly a 28mm man but if I were doing epic I think I would adapt my painting to black prime, wet brush blue if French, fast and dirty, flesh metal white, maybe a touch of red base , call it done otherwise you're not getting the benefit of the smaller figures? I do like the sound of the rules but as I have a number of Napoleonic rulesets already I think I'll stick to Blackpowder as I am a bear of little brain and can't remember more than one ruleset at a time!
    Best Iain

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  23. Hi Iain, yes, I am increasingly seeing the need to ‘really’ fast paint these, as every approach I take seems to always resolve back to a bit of detailed paint and there are just too many for that.

    Last night I sat down with the Hail Caesar rules and it did occur to me that the family of Hail Caesar / Black Powder alone would pretty much cover all my current interests and that Pike & Shotte would of course deal with a ‘future’ project - so that thought has much to commend it. I also have quite a lot of the supplements and they do expand things to negate the potential of the generic side of things and the bolt on rules were always there for that anyway.

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  24. Very impressive gaming, Norm. As others have stated you can't get the look of the sweeping battlefield with 28's as you can with this scale.

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  25. Hi Dean, they are woking well here.

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  26. Really enjoyed this and I think the scenario has been quite cleverly constructed - certainly gives an insight on how to compress other large battles. I agree with JBM stick with epic. The more I’m painting the more impressed I am with their look on the table. I know the 28’s look fine on a 6x4 with the SON but it still gets cramped once terrain etc starts to appear.

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  27. Hi Graham, I am very much looking forward to seeing your Epics hit the table. I did have a ‘wobble’ and put my British (still on the sprue i.e. new) Epic, plus commanders, plus the 100 days campaign book up on e-bay, but was torn by the decision, so took it down the following morning. Fortunately it had 1 watcher and no bids, otherwise I would have been compelled to leave it up …. The watcher was obviously planning on doing the sniper thing, but lost themselves the chance of a bargain in the process.

    I had it all up at £45 and decided that it was worth more to me than the cash! Especially once commissions etc are paid.

    Also totally agree that it is the terrain is a considerable obstacle - for both tabletop and storage!

    I had been defaulting to 3 Epic bases per unit, which looks much better than 2 …. But to get this onto the table, dropping to a frontage of 120mm seemed the only way to go. i have my next Epic unit on a painting block …. So I am not totally lost to the cause :-)

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  28. Great AAR and nice to see RFReloaded in action.

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  29. Hi, thanks. It’s been nice getting two very successful games to the table.

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Thanks for taking the time to comment