How Men of Quality Resolve Differences

How Men of Quality Resolve Differences
Pudel and Peper attacks - an ugly but inevitable part of any 17th C. British Civil War, "Oh! The Shame of it All!"

Saturday, January 3, 2026

2025 - Looking Back at Progress


"Take your men over thru those trees over there, Captain"
"Which trees over where, Sir?"
"Them, those trees, right there!"
"Sir, that entire horizon is filled with trees..."
Ah yes, a Soldier's life in the wilderness... lots of trees, little food, but plenty of weather.

This blog, Commission and Regiment, is my original blog but is now specifically my Horse & Musket blog. I'd done most of my "Self-check" on gaming, here however. This time I'm just checking in with periods covered in this blog, and how they fared in 2025...
  1. French Foreign Legion v. Arabs, strong showing!
  2. Franco-Prussian War, weak showing.
  3. American Civil War, a no-show.
  4. Napoleonics / War of 1812, a strong showing!
  5. American Revolution, weak showing.
  6. French & Indian War, weak showing.
  7. English Civil War, very little to show.
...mostly because my Up the Blue! blog [click] and gaming has been so busy the last few years that it needs it's own 2025 year in review.

So, how did they goin 2025?  Overall, pretty well!

1) French Foreign Legion v. Arabs [click]
This project returned from a shallow grave in 2017. I used them to try out Neil Thomas' "Wargaming, an Introduction" rules [click]. Then, forgot about them for a while. Finally, in a fit of nostalgia I decided to both dive deep into The Sword & The Flame AND get the figs on the table, since they were initially a project for those rules, anyway. This resulted in several plays and posts [now HERE], lotsa fun, and I have plans to re-base them onto 3-fig bases and paint up a few more units of them.

2) Franco-Prussian War
After my last big battle, Colomby-Nouilly 1870, in 2023, the project lost some momentum as I had to make the hard decision about basing.  They clearly need to be rebased [as the small metal ones they are on tip over and also allow the figs to rub together] and that is such a permanent choice!  Also, I had some dissatisfaction with the rules, and needed some space to ponder them. So nothing happened in 2024 except I acquired some books on uniforms to paint more of them.  

All that has been managed in 2025 is to decide on the basing and buy the bases, altho I've started to spray primer them, also. But I got some plans now!


3) American Civil War
Projects in 54mm and 13mm languish in boxes. They need to have decisions made about them in 2026!  Overall, I find 19th C. Europe a more interesting period than ACW. A shame since there is SOOOO much available locally on it, including re-enacting and battlefields.

4) War of 1812 [click]
I read a few histories, which was enjoyable since it's a period I don't know a lot about. I also dug into the mess of 15mm figs I was gifted and found a painted War of 1812 project, 200 mostly small "true 15s" in the slender side, nice figs.  I ID'd them as Heritage "Napoleonettes", based them on 1" bases for "The Complete Brigadier" gave those a read and then played them several times. Tactically, 1812 is the same war as American Revolution in Canada.  No new rules needed. Swap tricornes for shakos.  

 


Playing "The Complete Brigadier" has been a real eye-opening experience for me, as in many ways it is a traditional rule set. However, it has written orders and simultaneous movement [like a naval game] and - as written - no dice rolling for morale, movement or fire.  Fun, nostalgic, and thought-provoking, this has been a surprise for me.  Uncertain where the project will go next.  I definitely need some red coats!

In the area of Napoleonics, I carefully evaluated the painted 9mm Scruby's I have, which are a bunch of Russian, Austrian, and some French. I'm pretty sure I can make a boutique game out of what I have already.  Decided upon 40mm by 30mm deep bases, in groups of 3-4, for the figures. Did some reading and researching. Again, a boutique project with several rule sets on the table to try out. No posts since the Rage occurred with Blucher [click]... but it'll get there.

5) American Revolution.
2025 has been mostly reading some books, working on my "Zeal & Bayonet" rules, researching the Battle of Whitemarsh with my son, and re-visiting the boxes filled with NINE BRIGADES of painted Scruby 30s.  Plus hundreds more in various stages from primed to mostly painted.  I also did some research on suitable leader figures and bought the oval stands I want to use for the command stands. Lots of plans to get these units ready and then get them on the table in 2026!

6) French & Indian War [click]
Again, more reading and another close read of the Canadian Wargames Group books and rules. Seriously considering what else can be done with the figs I have before I get any more.  I love the Armies in Plastic 54mm French Line box of plastic soldiers. I was gifted some painted plastics, so it wouldn't be much to make a skirmish project out of them.

7) English Civil War
Love the period, the unusual uniforms / gear, and my Sash and Saber 40s. Read "Pikeman's Lament" and got a copy.  Seems like a doable way to game with what I already have. Would pair nicely with colonial wars if I throw in Indians, and there are several scraps with French forces and themselves.  Meanwhile, should go ahead and paint the figs I have assembled and prepped...

Rules that got attention in 2025:
A) "The Complete Brigadier" [click] and "The Sword & the Flame" [click] got both close reading and study, then several playtests; made players sheet for TSATF.
 

B) My "Kepi & Picklehaub" and "Zeal & Bayonets" rules were reviewed and updated. Various design notes and theories were noted. Organized the material, also.
C) "A Gentleman's War" [clickwill get more play soon, but I re-read all the posts on the rules, as well as gave them a close read.


D) and Canadian Wargames Group Horse & Musket rules from "Rocket's Red Glare" and "Habitants & Highlanders" books got a close read due to some of the design mechanisms. They are more interesting than I thought at first! But they'll get a playtest with the War of 1812 15s I've prepared. Both books are great resources if you can find a used copy somewhere.

E) "Pikeman's Lament" got a read-thru, and some researching of batreps on line. I think it is a promising set for the figures I already have. This was partially provoked by some games of "Dragon Rampant" hosted by a buddy in 2025.

Well, that's 2025.  I was glad to get some projects on the table and furthered along. I was especially glad to be inspired by several excellent rule sets that I am beginning to appreciate more and more.  I also feel like I am learning a lot about game design and why I like what I like, and what I want to tweak and/or design next.  

With all this in mind, 2026 should be looking good!

The Complete Brigadier: Playtest #2

#8 Lundy's Lane... actually fought in the War of 1812!


I've played #8 Melee from "One-Hour Wargames" at least a score of times, using a variety of rule sets, including Neil Thomas' "4-Base" rules, Simplicity in Practice, and several others including ones from different historical periods. The series of decision tensions created in it make it a great battle, time after time: 
- Defender starts with 1/3 of Force, gets two reinforcements of 1/3 more each.
- Attacker starts with 1/2 of Force, gets one reinforcement of 1/2 between the two Defender reinforcement arrivals.

NOTE: due to the different move rates between the games, the arrival of reinforcements is about 50% later each.  Also, there is no time limit as TCB uses a fatigue mechanic and morale rules that will end the game.





There are three tactical choices for the Attacker:
1) Attack left, leaving the woods to the right;
2) Attack the woods, use them as a base of fire to make the near portion of the hill untenable to the defense;
3) Maneuver straight then attack around the woods to left - this requires fighting the first reinforcements coming on at the road at 3-2. 

This is a tough scenario to win due to the difficult victory conditions:  
Victory. Winner has complete control of the large hill [ridge].

How will The Complete Brigadier [TCB] fare here?  Let's see!

Above and below, two maps of this War of 1812 battle, none detailed enough to be  definitive:

Here's the two side by side for a close comparison:
 
[left from click]

Note that the left includes the river, but less of the battlefield. The right seems to be a higher level view and includes all the troops involved, but historically they arrived sequentially, so there's some time distortion there unless you figure it as the final phase of the battle. 

Hopefully, you get a pretty decent idea of the battle despite the limits of these maps... which are more like diagrams.

For the forces, especially the numbers, I used:
...since One-Hour Wargames doesn't do detailed OOB or unit compositions. This suited TCB better than generic units, but I could have done that, also.

American forces - 2 Generals, five Infantry battalions and one Heavy Battery.
Turn 1, General Scott, three Infantry: 9th, 22nd & 25th U.S. [Green, Green, Regular] on left;
Turn 6, General Ripley, two more Infantry [Regular, Green] and the Towson's heavy battery [Elite] on right.

British Forces - almost identical: 2 Generals, 5 Infantry, 1 Medium Battery.
At start - General Pearson, Green Glengarry Fencibles and Elite medium battery on the hill.

Turn 6, General Drummond with two Regular Infantry, 103rd and 104th.

Turn 12, last two Infantry, Raw Militia [back] and Elite 8th Foot [front].

Turns 1-2. Americans send 9th & 22nd to pin the defender's front, and 25th to threaten their flank. They are generally moving at the Quick and Double rates. This will Fatigue them faster but I'm hoping the positional advantage will result in a relatively quick, cheap win. We'll see! 

Turn 3. Plan seems to be working. The 25th to right are almost clear of the woods. 

Brigadier leading from the rear!  Behind green units! Hardly seems inspiring...must be Ripley

Turn 4. Considering the hammer and anvil threat, the Guns did a limber and wheel. This will keep both American units in their sights, regardless of which charges. Note that they only *barely* kept the right unit - the 25th - on their front side...
Above, the 22nd - smaller unit to left - basically I'm having trouble maneuvering it well, and it isn't coordinating with the 9th on the right.

Turn 5 - what will happen to the limbered Artillery unit? The 25th is Charging!
Unfortunately, the column was *just* out of Quick charge range - they should have Charged at the Double!  Oops - my bad! I habitually try to conserve Stamina Points.

Below, the British battery ordered Unlimber and Fire. Which they do, causing several casualties. Musketry erupts on the hillside as well. NOTE: TCB includes the - historical but rare - penalties for musket fire between different elevations. This results in a general reduction in musketry effects between two elevations.

Turn 5. American reinforcements arrive at the road, 21st, 23rd, Towson's Battery. 
NOTE: I did the math wrong, so Turn 6 was too late, it's really Turn 5 for their arrival, a >50% later arrival. Similarly, the Brits arrive T9 not T12.

Turn 6. I maneuvered the American battalions poorly, so now the 22nd is partially masked. The 9th is re-positioning to get closer while losing the firefight against the Glengarry's on the hill. British Brigadier Gen Pearson had horse shot out from under him and can't move for a Turn.
Meanwhile, the poor 25th U.S. Infantry run away to fight another day [or turn].
Fortunately, help is on the way, and the heavy guns are laying down effective Fire against the British columns - they have to deploy in line.

Turn 7. The threat gone, British battery limbers up and moves back over the military crest to re-engage the threat from the front. Meanwhile, the 9th engages the Glengarry's in a Firefight, which will pin them in place.

The Americans rush towards the woods and the hill. The Heavy Battery is inflicting casualties, but the British correctly advanced with the large battalion -103rd, and maneuvered with the small battalion, the 104th Foot.

The 25th is Rallied from Broken by their Brigadier Scott who Commands them to "Rally On Me!" The bonus is just enough to improve their Morale up to Shaken.

Interesting series of difficult situations. 
The 25th has bad morale and is outnumbered badly by two regular Brits. It is also in the way of the guns field of fire. Obviously, my plan was a poor one!

The British guns will be flanked by the Americans in the Woods, the 23rd U.S., probably what I should have done with the 25th right from the beginning. But the 23rd will in turn be threatened from the British to their right flank, the 104th and 103rd.

Meanwhile, the Brit guns are also being threatened from the front by the 21st U.S., but they can fire some cannister into the 9th U.S. while that threat develops. Despite a bunch of casualties, the morale of the 9th stays Firm!
The Glengarry Fencibles on the hill are slowly being outflanked.  Their only option is to Fall Back, which they may be able to get away with since it is simultaneous Orders followed by [Melee, then] simultaneous Movement. 
This makes the units feel a lot like ships in Wooden Ships & Iron Men. Very interesting mechanic! As you are not alternating movement, you have to plan ahead and not try to constantly be in a "perfect reaction" mode
Or they can try and Break the 9th Infantry in front of them with Fire, then deal with the outflanking 22nd. I decide on this course of action, since the entire victory condition is the hill, not units, and I figured If they Fell Back they'd be off the hill and it would be hard to get back on it.

Turn 8. More of the same situation develops. The 25th took a chance and again Rallied, which was sort of pointless as they are also being Threatened.  So I need to pay more attention but it's hard to fight both sides. What they really need to do is Fall Back! Still, the heavy guns are going to cause some sort of morale check on the advancing 103rd Foot soon.

22nd U.S. Charges and rolls up the Fencibles Flank. Guns wisely chose to Limber Up and Move farther away, over the military crest of the hill.
This leaves the other U.S. units free to advance. Note that both Brigadier Scott and Ripley are on the scene, just in case...

Meanwhile, I incorrectly face the Brits with the Shaken 25th - they should have just performed the Fall Back! order, but I completely forgot they were Shaken. The Brits advanced and formed a battle line on Turn 9. 

Turn 10, the 22nd Pursues the Fencibles over the hill, causing some losses. The Artillery continue to move back, planning to unlimber and fire upon the Americans, then support a Brit advance upon the hill.
Meanwhile, the 9th U.S. advances up the hill and becomes Disordered.

Also on Turn 10, the British final reinforcements arrive, a unit of Crack Infantry - the 8th Foot [in green], and a unit of Raw Volunteer Incorporated Militia following. The small 104th Foot charges the U.S. 22nd in the Woods, who are able to face in time. Next to them the large 103rd Foot is facing off against the Unfortunate 25th U.S. because the Brigadier doesn't know the rules Completely!
The larger 21st U.S. advances up the hill in column, so doesn't get Disordered. This turns out to be the single most important thing an American General does all day!  It must be Scott...

Turn 11. 
The British 104th lose the melee in the woods and Fall Back Shaken. The Fencibles flee off the board. The 22nd U.S. Charges and catches the Battery as it wheels away, another oops...
The Elite 8th Foot advances up the hill in line, disputing the American victory condition.  The Raw Militia continue to advance in a Disorganized manner.
The Disordered U.S. 9th advances in Line, under the Brigadier's Command to Follow Me! which also gives a morale bonus. To their right, the 21st carefully Wheels in Column of Divisions and now is ready to charge the Disordered British troops next turn.

Turn 11 sees the British situation go down the tubes. The 103rd and 104th are Shaken and Broken respectively, and need to Rally. The large 103rd has taken significant casualties from the American battery.  I also corrected the error of the 25th and had them Fall Back! which they should have done earlier.
The British battery is overrun and Breaks. The Elite 8th Foot automatically Falls Back when faced with the American 21st advancing in Column, and in good order.

Turn 12, more of the same. Even having a couple of well ordered Units in Reserve would have kept the British on the table. 
Alas, I was too busy learning the rules to think through every situation!

Well, a decisive win for the Americans, so I can't say that I am unhappy about that!

Clearly, I violated a few rules of both gaming AND historical tactics:
- tried for a quick win on the hill's east flank,
- bungled a pretty straightforward frontal advance for Americans,
- spread defense too thin, resulting in them  getting shot by guns. Instead, should have moved to support the hill defense, where woods would have blocked gun's Fire.
- didn't stay focused on the victory conditions.

Most interesting aspect of the rules was closely examining the difference between a Charge and an Encounter [a contact between opposing units with no Charges ordered].  Disordered Units can Fire just fine [don't like that, but...] but they are not a Threat when they advance, and they will Fall Back if they encounter an enemy Unit that is not Disordered. If Charged, they will likely Retreat unless the opposing unit is very small and can't muster up enough Factors to win.

Since I was unaware of this, and the hill objective was a Gradual Slope that Disorders Infantry in Line, I ended up with a bunch of Disordered Lines that pretty much automatically lose against an orderly column.

I have found just a few small aspects of the rules that I will likely change as they are either mistakes or I question their historicity, e.g. Shaken units [which are always Disordered as well] Fire at half effect, while Disordered units have no Fire penalty. Doesn't match what I read about in history, where good order is considered key to good Fire.

Have really enjoyed getting these rules onto the table. The interaction of morale, maneuver and fire makes for a fascinating game. It is not easy to correctly use all the tools at your disposal without making a mistake OR having something unexpected happen with your opponent's choices. This optimizes the impact of player skill and decisions instead of relying on lucky die rolling to bail you out of trouble.

There's no doubt that an orderly, supported advance is the way to go, and any defense should have or build up a support line as soon as possible.

Cavalry?  I don't think I'm ready for that yet!

Friday, January 2, 2026

The Sword & The Flame: Another Geste!

This is a re-match from my last TSATF post that featured an FFL attempt to break through an Arab force that is encircling them [CLICK]. Excellent scenario - #25 "Infiltration" from One-Hour Wargames - has exceeded my expectations for a tense game! The French need to exit two of four units to win. 
--> Bonus points for either side re: the caravan, to exit it or to loot it.

As last time, the French mass firepower against the hill while maneuvering towards the northeast road exit. 

This time, I allowed the Arab rifles Class 4 Target status if at the hill's crest.
Experimenting with a "Pinning" rule, which suits the later part of TSATF period better than just plinking away until 50% casualties induces Major Morale checks. Here the Arabs pass MM needing an 8 or lower, rolling a '6'.

And in true Sword and the Flame drama... fist Arab shot wounds the squad's Leader, the renowned Sergeant-Major Acier!

Arabs survive another Pinning check after taking a couple casualties.

Despite the shocking event, the FFL squad passes morale and isn't pinned, either.
They are probably angry at this point - beware their wrath!

Arabs are snipers!  They pick off a cavalryman; Unit rolls '10' and is Pinned. 

Turn 3. Arab reinforcements arrive, spears and rifles. Rifles wound a Legionnaire but they are not pinned - after all, they expect to March or Die!

Cavalry roll an '8' and recover from the Pin.

However, they are clearly shocked at their loss, and roll a total of '4' for nest movement, hardly enough to adjust their position! I love TSATF...!

French return fire takes out a few of the Arab rifles and a spearman.
The French definitely need to break through the rifles so aggressively advance.  The spearmen move into a blocking position by attempting to charge, but are shot up. They are below Major Morale so they check and fail, and Rout.

The French are taking a steady trickle of casualties, but manage to gain a lot of ground by Turn 6 when the Arab reinforcements enter. These move up the road, but not very fast. The French try to block them with the cavalry, who charge, defeat and pursue the Camel-cav in the lead.

Unfortunately, this success allows the mounted Arab rifles to maneuver up the road thanks to a high roll.  The following turn, they charge the camel-train intent on looting it!  And torturing the wounded if they have time...

To prevent this, the French maneuver both infantry squads into support forming close order along the way. 

In the ensuing Close Combats, the Arab caravan drivers all survive [!] but the Infantry lose and are Shaken, and their officer is wounded.
They Retreat avoiding the spearmen, carrying Lt. Biftek on their backs.

Morale Phase, the French squad of 2 rally [fools!]. But next Movement Phase, the larger squad Routs off the board.

With only two infantry, and the cavalry, the French do not have enough combat power to win, and the last two Infantry will certainly be shot before they can escape on the road. The French cavalry could attempt to die to a man and rescue the caravan, but with the drivers having Retreated, Shaken, it's unlikely they will be able to pull it all off against a larger cav unit with rifles. There are still snipers on the hill.

This time, what appeared to be another easy French win turned into a disaster. 

The tactical mistake was the French cavalry charging the Arab reinforcements. It seemed like a good idea at the time.

This allowed the Arab cavalry to circle round, shoot the charging French cavalry, then continue on their way to attack the caravan. This appeared safe with the Infantry and Gun guarding it. But the Arab cavalry charge was devastating, consistently out-rolling all comers, and forcing the defenders to Retreat, Shaken. This pulled them way out of position, and scattered them in small groups.

When the last four infantry failed Major Morale, it was clear that a measly 7 cavalry would not be able to restore the situation.

I like the simple Pinning rule I came up with. Units that took Hits in the Fire Phase check Major Morale in the Morale Phase to be pinned. If they fail, they are Pinned per the usual rules, and are vulnerable next turn.

Another great time with TSATF!