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!"

Thursday, January 29, 2026

Zeal & Bayonets Playtest: Waverly Heights, 1777



      
 Col Joseph Reed  "Tastes Great"      Gen Charles Grey  "Less Filling"
An ugly scrap that should have been settled in Tyson's Tavern

All wisecrackery aside, the Battle of Whitemarsh, 5-8 DEC 1777, which ended the Philadelphia campaign, is quite an interesting "almost-battle".  Gen. Howe did everything except make a final assault on the American positions.  Along the way, the Patriots / Rebels made two probing attacks and two spoiling attacks against the British. Waverly Heights is the first of the two spoiling attacks. The second, Edgehill, will be handled in a future blog post here.

Historical Note: Tyson's Tavern was on the Limekiln Rd. north of this battle, and Gen. Charles "No Flints" Grey was marching in that direction on Limekiln when attacked by the Americans.  Unfortunately, Tyson's Tavern itself is not known, perhaps having been demolished.  None of the local history I've used says they know where the tavern is / was, unfortunately.

The details will be worked out in the future in a larger post about the Battle of Whitemarsh.  But an excellent document about it is here [CLICK]. It is a driving tour of the battlefield, which is better defined as the area over which Howe maneuvered to try and outflank Gen. Washington on Militia Hill / Camp Hill [both named for location of Washington's militia and main camp, respectively].

Suffice to say, that after an initial survey of Washington's positions on the hills / ridge, Howe decided to maneuver and outflank Washington's left flank.  To pin the Americans in place, he sent Gen. Grey "up the middle" straight at the center of Camp Hill [which is really a long ridge].  Meanwhile, his main effort under Knyphausen and Cornwallis went farther east.  

As their march took longer than planned, Grey got impatient and decided to advance north up Limekiln Rd.  His column was spotted from the westernmost portion of Edgehill [a long ridge about a mile south of Camp Hill / ridge] by Gen James Potter , Col Isaac Sherman, and Col Joseph Reed. They decided to perform a spoiling attack against the marching British [so really, an ambush] in a heavily wooded and hilly section of Limekiln Rd.  And that is the basis of this skirmish. Below, I've blown up the portion that shows Waverly Heights and the Twickenham estate.

Below, a view down of the battlefield, which is based upon One-Hour Wargames scenario #26 "Triple Line". The scenario demands that the advancing Blue army attack successive lines of Red army units, in the style of "The Cowpens", altho the scenario is not based on Cowpens but the somewhat pathetic battle of Bladensburg in the war of 1812.  Actually, I think The Cowpens is a better representation of this scenario than Bladensburg... but what do "I" know??
Anyway, I have taken the liberty of tilting the road 45 degrees to the right, and having all the objectives to the left of the road.  Now the hill is to the top left, and the road is heading scenario North-South.  As a nod to "Twickenham" the estate of Thomas Wharton Jr. [which is still partially extant today] I put some snowy walls up.  Always wanted to use them!  No proof that he had walled or fenced enclosures at any edge of his property, or that his property bordered the road, just an "historical flourish" at this point.  I feel they can help either the attacker or the defender so are "scenario neutral" overall.
The Victory Conditions [at present] are 6 Points for possession of the hill, which overlooks the road - and therefore interdicts it - and 1 point for each British Unit that exits off the North side on the road, continuing their march to demonstrate against Washington's center. Thus, if the British just march off the road North, the best they can get is a draw.  If they take the hill, and exit even one unit, they win.

Below, the "Grand Parade" of troops before the game. 
All Patriots are in position in three successive lines 45 degrees to the left: first line is one Unit of Militia [Raw] in the woods near the bridge; second line is two Units at the wall - a large Militia [Raw] and Col Samuel Webb's additional Regt [Veteran]; the third line is one Unit of the First Pennsylvania [Green] on the Hill.
All British will either be entering at the Road by the South bridge or alongside it. Entering along the road in column are the Line Units: 105th Irish Volunteers [16], the 63rd Foot [12], the 3rd Foot "The Buffs" [16], and the 40th Foot [16].  Enterain alongside the road are the Veteran Hessian Jagers [9] and the Lights [12]. 
All Units are those that I have available in this collection kindly donated to the cause a few years ago [click]. They aren't necessarily the historical units.

View from the Patriot's side of the field.  
Historical Note: I'm uncertain about the bridge, but as Limekiln Pk was a major road back then [and still is today], I'm assuming that they had bridged the creek with 'something' even a wooden bridge, The road was made to transport lime from quarries down to Philadelphia. In addition to carting a heavy load through a rocky ford being difficult, it's not a small thing to wet your feet in winter...

Below, The game begins with an Events Phasethe British Light Infantry enter, preparing to cross the creek and secure the right side of the road.  Each base is, in fact, the light infantry base of the four British line units advancing up the road.
After they enter, the Militia fire a volley at them [per historical account] inflicting a couple of Disorganization Markers [DM] on the Lights, mostly from surprise I guess.

Next, British Turn 1 kicks off. The British advance the Jagers onto the table left of the road and they Fire a volley. This inflicts a Kill on the militia who check morale and pass.

In a somewhat risky move, the Brits bring on the 105th Irish Volunteers [of Philadelphia!] and work on a flanking maneuver via the road.

The advance of the main British column, Line Infantry, does however cause the Militia to check morale, which they pass thanks to Leadership and Rear Support!  So they will stand their ground...for now. Leader does not 'die' thanks to a '3' rolled.
Leaders can intervene to help units fire, reform and pass morale checks - but there is a risk that they will become casualties and no longer available to be used. Also, I am using a "threatening" morale check for units that have enemy enter 12" effective musket range - clearly, they mean to fight not just peck away at a distance, so the defender needs to check and see if they'll stand their ground - in reality, a heavily outnumbered defender would begin withdrawing... but wargamers...!

On American Player Turn 1, Brigadier Gen. James Potter just barely rolls high enough for his units to have 2 Actions [the norm]. He can't modify it enough to grant 3 Actions per unit, so doesn't try!  Above, the Militia Fire upon the Jagers and Irish marching up the road.

Americans continue to play a "wait and see" game, since they are sitting on the objective; also, the scenario restricts the ability of the second and third lines to move. Most importantly, the militia ambushing near the bridge needs to slow the British down and inflict some losses upon them.  So far, they aren't...

In an experimental mood, I diced off for Turn 2 following the Turn 1 ambush, to see who would take the initiative - the British won. Henceforth, they will take Player Turn 1, and the Americans will take Player Turn 2.  It is an IGO-UGO turn sequence due to the high level of play where the Player is a Brigadier General and the subordinate Battalion Commanders.

British Turn 2 begins with Gen. Charles "No Flints" grey rolling quite high, enough for 3 Actions per Battalion. This is the best anyone can do! Clearly, he sees the urgency of the situation and intends to outmaneuver the militia and fight off the ambush.

The Jagers cause another Morale Check by advancing into Close Combat range, 6". This time the Militia used both their Leaders to pass the check, and then - in what can only be considered a *very* unfortunate roll - both 'die' [only on a '1'...only a '1'...] on the roll of 'snake-eyes'.
The Jagers Fire upon the leaderless Militia, causing a check that they just fail. They beat feet and Retire back behind the wall - a perfect Withdrawal. 
The 105th Foot and the Lights both advance, the 105th making a line along the road.  The Lights will clear the right side of the road and contest the exit point on the North side.  The Irish will have to drive off the militia with the help of the Jagers.

On American Turn 2, the Gen Potter rolls for an average 2 Actions per Unit.

They rally the Militia Disorganization Markers off with an amazing roll of '2'. Unfortunately, they are still weak with 3 figs whacked by Jager Fire.
The Militia then Reform, so remove the lost Base of 3 Figs, so as to take up less space along the wall.

The large militia unit Fires upon the 105th, causing a Kill and a DM. The Irish pass Morale with no problems, being a supported Line unit.


Turn 3, British start off with Gen Grey rolling poorly for Actions - he has to spend a point of Leadership to pass, with ensuing Risk, and he doesn't die. The Brits now have an average result of 2 Actions per unit.
The Lights continue their advance up the right, and the Irish Fire on the large Militia unit, forcing them to Retreat just beyond the Hill.  The Jagers hammer on the small Militia unit in front of them, behind the wall, and they Rout from the field.  Having cleared the area to his Left, Grey brings on his next Line unit, the 63rd foot, behind the Irish.  
The path to occupy the wall is now open to the Jagers.  This will allow them to clear the woods behind, and ultimately advance against the Hill.
American Turn 3, they rally the Militia, and advance Webb's Additional Regt. out of the woods and across the road, blocking it.

British Turn 4. Gen Grey exceeds his previous efforts, and max's out the dice, resulting in 3 Actions per unit. A great way to start of Turn 4!

British advance everywhere: the Jagers towards the wall, the 63rd moves to the left sharply to outflank the hill, the Irish begin working their way through the wall and other rough terrain, and the Lights rapidly advance to a flanking position on Webb's Conn. men. Altho it doesn't look it, the British are moving quickly with their 3 Actions

American Turn 4. Potter rolls poorly and has to use a Leadership point to get the Brigade to 2 Actions per unit. Fortunately, he doesn't die.

Webb's Regt. Fires at the Lights and at the Irish, but to little effect.  Behind the Hill, the Militia continue to reform and get turned around.  The Pennsylvanians on the hill are behaving like true Quakers in a fight, and doing...nothing.  
Well, that's a scenario rule, not their fault!

The presence of the Lights causes Webb's Regt to just barely fail a Morale Check [which I forgot to take on the British Turn - as Webb's Fire didn't affect much, I let it slide and took the important check]. While LtCol Sherman [yes, he's a cousin of *that* Sherman] could spend a point or two of Leadership to stick around, the position was quickly compromised by the rapid advance of the Lights.  It's better for his men to Withdraw, so he lets it happen.

British Turn 5. Grey and his troops must be tired - he rolls for 1 Action a Unit, and again has to spend a point to get them up to a normal 2 Actions per Unit. This time, he almost dies as he rolls a '2' on his Risk roll.  A near miss...

The British steadily move forward everywhere, the Lights against Webb's Regt, the Jagers and Irish up the middle, and the 63rd along the left flank. Grey finishes up by entering his next Line Unit, the 3rd "Buffs" to move up the road, which is now clear.

American Player Turn 5. Potter exceeds himself and rolls for 3 Actions per Unit!
This is a tremendous opportunity, as the Americans need to significantly reorganize themselves against the British pressure.  The Pennsylvanians maneuver sharp to their right to oppose the 63rd and prevent them from outflanking them.  Webb's Regt reforms and reorganizes all their Disorder Markers off. The Militia will need to take up the center [!] where one can only hope that they hold.

Well, that's the first phase of the skirmish - the American ambush, and the British maneuvering against it and the other supporting Units.  So far, it is playing out the way that history records it [not a ton of detailed info, but still] in the excellent Whitemarsh Driving Tour by the Phil-Mont Christian Academy Seniors 
[CLICK].

The rules are playing out well. There's note-taking and questions along the way, and I'm occasionally forgetting things which I then wing as best as I can.  I feel like the rules are delivering what I want: a "real feel" for what a battalion and brigade commander does in these fights: manage Fire and Maneuver, keep the unit properly Formed from Disorder.  There's plenty of tough decisions and Leader Risk, which I really enjoy as it is an unusual mechanic for a Horse and Musket game.

The One-Hour Wargames Scenario #26, Triple Line, is also doing well. While the restrictions on the movement of the defenders can be a bit annoying, it is likely a good fit for the poor leadership shown by Potter, Sherman and Reed in this fight, historically. The troops were confused by conflicting orders when Reed took over [perhaps not with the authority to do so] from Sherman and Potter.  That's enough to say that the scenario rules are not what one might normally choose but appear to be historical. Simplicity is working out here, once again!

Stay tuned for part 2, the grand finale!

Sunday, January 18, 2026

2026 - Looking Forwards


Gen. Washington looking from Dorchester Heights, Boston from [click]

This blog is my original blog, but has evolved into a focus on the Horse & Musket era. I'll talk about 2026 plans for more modern gaming at my Up the Blue! blog [HERE] and medieval / fantasy / ancient gaming at my Spear to the Strife blog [HERE]. Below are some exciting Horse & Musket plans for 2026! 

Well, I'm excited about them, anyway... but I'm a gaming geek...

1a) Tricorne Era. Am Rev, FIW [some 7YW] w' classic 30mm Scruby figs [click]. 
I have more than enough extra figs to expand my French into 2+ brigades, plus at least a brigade of French Canadians. I need to get Indians from Historifigs. Rules will be my "Zeal & Bayonets" some "A Gentleman's War" and "The Complete Brigadier".  I also need to do my review of the Am Rev Historifigs [click].  That post should be coming soon. I really need some mounted generals and officers for the period, and have been checking out various 30mm sculpts, like those of Tradition of London [click].

2) Shako Era. Napoleonics & War of 1812.
    - This will be a spin on the above project. I've already acquired a good start to 30mm Scruby Napoleonics [click]. Project will be very focused on the battalion and its leadership. I love the old-school approach that really digs into the Battalion / Regiment's history and gives a strong identity to each unit on the tabletop!  Bases from Atomic Laser Cut Designs of Ohio [click] are on the way to get this project going.  They were a great deal, about half of Litko and others, great service, can't recommend them enough!
    - Looking to still do a bit more progress on my 15mm War of 1812 boutique project [click].  Need to paint up Indians, Militia, and redcoats. Rules as above. Finally, want to rebase them onto 40x20mm [so, DBx bases] from Atomic Laser Cut Designs [click]. I plan to mount them 4 figs per base.  The extra size  helps them stay upright, and looks better on the table. One of those mindless busy tasks that will get done eventually.
    - Finally, I need to organize and mount my N-scale [9mm] Scruby minis [click] and most likely expand the French a bit. Alternatively, could re-paint some of them as French [who can tell what the original was in 9mm??].

Both the 9mm and the 15mm projects fit nicely onto smaller tables and spaces. While I love getting out the 30mm units, they tend to be around 7-12" wide, which tests the limit of table space.  This may improve in 2026 as we are doing some re-arranging of the house, and I may end up with a room I can set up 2 tables of 8'x2.5" or acquire a fold-up ping-pong table.

3) Kepi & Picklehaub Era. Franco-Prussian War.
With 2500 figs painted, I need to polish up and refine my K&P rules, base it all, and start hosting games - obviously, I can host a large game with 120 Battalions, 12 Squadrons and 32 guns!  This is a favorite period of mine, so it is essential that I get the rules and basing worked out.  Having just done some playtesting of that Distinguished Gamer Bruce Weigle's 1871 rules [click] I will consider trying them out as well.  The QRS is quite busy, could be made simpler. I don't like that the game mechanics allow wild swings of fortune, but we'll see...

- 3b) FFL v. Arabs. Same era as above.  Will re-base my 15s to match the FPW figs so I can use the FPW French figs in Algeria.  Need to paint up some more Arabs.  Rules will likely be The Sword & The Flame, The Complete Brigadier.

4) English Civil War, 40mm.  This works nicely on the terrain size as the 30mm above. It would be fun to do some small unit actions with The Pikeman's Lament.

5) Terrain!  I really need large scale 15mm FPW terrain.  I have lovely paper buildings I bought the PDFs for from Paperboys.  I also need to hit the small scale 30mm terrain, mainly in the area of hills and printing out Paperboys terrain for that old-school feel.  I have the wire cutter and lots of insulation foam, and the base coat of paint already.  Mostly just need some mild weather for it.

6) Game Design.
Probably the most interesting concept put forward in my gaming world lately was a lengthy OODA-Loop discussion at TMP [HERE]. I've long been dissatisfied with the time / space / activity relationships in traditional I GO - U GO game design.  I've seen a couple of rule sets that use mechanics to show the reality that all armies, units, and commanders don't make and act on decisions at the same speed, these being A Gentleman's War and CWG's "Rocket's Red Glare / Habitants & Highlanders".  However, once units get into close combat [not necessarily melee] the pace of action definitely increases.  I'd like to get that more clearly into my rules designs.  Requires some thinking and playtesting.

Well, there it is. Hope this list inspires you to consider and plan your 2026 game also!

Friday, January 16, 2026

15mm War of 1812 for "The Complete Brigadier"

Red or Blue - that's who!

from: smallsoldiersstouthearts blog [click]

[NOTE: This post was started in early November and then forgotten - it pre-dates the posts on playtesting The Complete Brigadier rules CLICK where you can see the below figures and units on the table].

The start was I want a small boutique project that had the sort of pointless, meandering, indecisive warfare that works best for game play on the table. After all, no one wants to be on the receiving end of Desert Storm or anything... Doing some research, the War of 1812 comes somewhere near the top of the list, checking all the boxes:
- Pointless 
- Indecisive  
- Meandering  
- Warfare  

I went into the boxes of giveaways in 15mm that I have, generously donated by my wargaming club, some of which was successfully sold for charity in years past, and discovered much to my surprise a substantial body of 15mm figs that were already painted, as well as a bunch that were not.

They're a mish-mash of sizes and manufacturers, unfortunately, with True 15s, New 15s, and everything in between.  However, they are consistent by the units, each being the same make / size.  

A substantial number are these fellows, with nice details, great realistic proportions, and decent poses:
As they are True 15s, as in 15mm from bottom of foot to top of head, I did some comparison shots to get a better idea what they might be:
From Left, 
12mm / 1:144 Kallistra ACW fig [actually 13.5mm ] [CLICK], mystery figure,
Minifig 15mm [CLICK], likely another Minifig 15mm fig, artillerist

Below, mystery fig showing off his nice proportions and correct height:


Above and below, Miniature Figurines, aka MiniFig, showing their 16mm height and greater bulk.  But lovely figures!

Another one of the mystery figures, right at about 15mm.

Through plenty of asking around, I finally got what I feel is a good answer.  These are Heritage figs from their Napoleonettes line.
The main problem for me, is that the vast majority of the painted figs are from this line, which I've never heard of, and is definitely out of production.  So...how to add more, especially since nearly all the figures are painted as Americans.  

I could re-paint a bunch as Canadians and Brits, certainly.

I could ask around and see if anyone has some for sale / trade. 
- probably start with this direction first.

This would result in a fun "Red v. Blue" project, above / beyond / beside historical 1812 wargaming. I'm pretty sure in the mess of boxes there are more of the smaller True 15s sculpts.  The main issue is sorting them out and figuring out how to go Red v. Blue.  There are a load of Prussians.  One thing I'm definitely going to need is British with the stovepipe shako...

Meanwhile, I decided to mount them on 1" square bases for a playtest of the fascinating wargame rules from the 1980s, "The Complete Brigadier".  How will this go...I dunno!  To start, I just made certain that the figs would fit on the bases at all.  While TCB recommends 1" wide by 1/2" deep bases, I prefer 1" squares which protect the figures bayonets better. Another reason not to use the popular wargaming pose "advancing with bayonet", I might add.  Not only was it rarely used compared to the march attack but it is prone to damage. Anyway... test below, the figs are resting on the unprimed Liko 3mm laminated wood bases.
Not a bad look, in line, I think.
Near figs appear to be Napoleonettes Prussians in green U.S. Rifles uniform, opposing them are some sort of U.S. blue infantry.



Below is how they look on the primed bases.
I also like the 3mm height - easy to take hold of or just push around.

Below is the entire bunch of painted figs, based, with a few Napoleonic generals, Russian artillerists and such, all ready to go.  14 Battalions, more than enough for TCB, especially using One-Hour Wargames scenarios.

Now, to get these fellows on the table!