Thursday, October 29, 2026

Scourge of Princes: Swapped Sides, Swedish Thunder, and the Ruin of the Imperial Cuirassiers

Last week, game 3 of our Scourge of Princes rules came up, though this time with swapped roles: Max led my Swedes into the field, and I took over the supreme command of his Imperials. For this game, we had also printed out the Campaign Cards and played through the complete pre-game, including terrain setup, scenario selection, and everything else by the book.

The starting situation: both armies have deployed. The plan for the Imperials was to win the cavalry clash as quickly as possible, rout the Rytarre, and thereby envelop the Swedish infantry. So much for theory 😛

Scenario 5 was played; the Swedes had to deploy their loose order units first, followed by the Imperials deploying all their units, and finally the remaining Swedish ranked units.

In the center, the infantry marches up, all the way to the right are the two Rytarre regiments, and massed between the infantry and cavalry are the heavy field guns—four batteries!

The small woods on their left flank are secured by light cavalry, dragoons, and Finns, supported by one of the Uppbad regiments (militia).

The Imperials aim to secure the village in the center with their dragoons, covered by harquebusiers.

On the right side, the two tercios and artillery have deployed, preceded by advancing harquebusiers.

The left flank of the Imperials—three cuirassier regiments, with field guns for support.

The first broadside of the Swedish artillery hits the left-most cuirassier regiment (from their perspective)! Four disorder tokens mean it is just one disorder away from breaking and is effectively taken out of the game in the first game turn!

The Swedish gunners...

...and their prey, the pride of the Imperial cavalry, ingloriously slaughtered.

The Imperial artillery tries to return fire as best as it can, while the tercios, covered by harquebusiers, advance to force the Swedes from their positions.

The battered cuirassiers seek shelter behind the harquebusiers and dragoons in the center...

...but those cursed Swedish cannons seem to have particularly well-calibrated sights today...

The barrels roar to life again...

...and spew death and destruction upon another of the Emperor's cuirassier regiments, leaving it "Worn" as well.

My tercios advance, and the Swedes send their Finns to slow down this very advance—after all, nobody wants to be hit in the flank by these barbarians.

My cavalry has reached the shelter of the village, though not without taking further casualties, while the Imperial artillery tries to check the Rytarre...

...which succeeds only partially, at least for now. The only ones hitting their marks with absolute precision today are the Swedes, and that across every sector of the front.

The superior Finns (7 dice vs. 6 dice) want to clear the harquebusiers out of the way, which would bring the tercios to a halt, and charge forward in a wild attack...

My boys, however, are not willing to be run down by the northern barbarians—a targeted volley and nimble swords show the Finns who is boss here and beat back the assault!

Shortly thereafter, one of the tercios unleashes a volley, followed by a charge from the harquebusiers, and the Finns are completely routed from the field!

Full of verve after their victory, they try to give some breathing room to the tercios, which are constant under fire from all sides, and advance into the wood where they suddenly pop up on the flank of the enemy's light cavalry.

These cowardly dogs, however, take to their heels in blind panic!

Casualties among the hard-pressed Imperials mount under the merciless and well-aimed fire of the Swedish infantry, but they still hold out bravely through the hail of enemy shot.

Teaming up in a combined arms push, they even launch an offensive on the vulnerable flank of the Swedish infantry line!

Yet even among the Swedes, the Uppbad fight tenaciously and bitterly, unwilling to be beaten so easily, repeatedly turning back the Imperial attacks. They look much more like veterans of many battles than mere militia.

The continuous fire of the Commanded Shot integrated with the Rytarre finally destroys another one of the already battered cuirassier regiments.

In return, my tercio finally manages to rout the Uppbad regiment on the third attempt!

Meanwhile, my dragoons hold firm against a charge by Swedish infantry.

At the same time, however, yet another cuirassier regiment ceases to exist... my last one ...

In a desperate counter-attack, my central harquebusiers smash into the exposed Rytarre regiment, win the seemingly hopeless fight, riding down their opponents!

Their comrades on the right flank are far less heroic, and their charge against the light cavalry fails miserably.


With that, the game clock ran out, and although the Imperials are not broken, the Swedes secured a clear victory without question; conquering the Swedish camp might have salvaged a draw here. That said, the Swedes still possess several fresh infantry regiments, and the Imperials can count themselves lucky to leave the battlefield in good order, as they still command more operational cavalry to cover the retreat of their half-shattered tercios and dragoons.


Conclusion
Another exciting game where fickle fortune smiled first on one side and then the other.

The Swedes opened the game with incredibly accurate broadsides from their compactly deployed artillery, practically neutralizing two cuirassier regiments before they could even adjust their headstalls or tighten their saddle girths 😕

At least the Imperials managed to pull their cavalry out of the Swedish kill zone and establish a new defensive front that forced the Swedes to react, especially since the thrust toward their left flank threatened their camp as well.

If treacherous fortune had been even slightly kinder to me, the tide might still have turned in the Imperials' favor, but shooting oneself more or less in the foot for two rounds straight instead of hitting the enemy while the Swedes fired with pinpoint accuracy was simply too much of a good thing.


What caught our attention regarding the rules
Cavalry-heavy armies are definitely at a disadvantage in SoP, at least when they rely on close combat like the Imperial cuirassiers and lack the option of Commanded Shot like the Swedes. While the latter can happily use the enemy as target practice when momentum is lacking (no momentum required), cuirassiers and the like have no counterplay in reserve. Even if the commander is within 4", a charge always requires 2 momentum per unit—with a maximum attainable momentum of 9, two-thirds of the army is left without orders.

The Swedes can help themselves with the aforementioned "Commanded Shot" option for their Rytarre, and infantry-heavy armies can operate much more freely once the infantry reaches firing distance. Firing, as mentioned, requires no momentum; you usually have more units and thus more momentum, allowing you to operate quite freely on the flanks and create focal points.

Of course, one can argue that cavalry is harder to control—once sent into a charge, that is true—but looking at the composition of armies in the Thirty Years' War, The Deluge, etc., they often featured a very high, sometimes predominant proportion of cavalry, and that ought to be represented sensibly on the tabletop as well.

Friday, October 23, 2026

Scourge of Princes: Blasts, Blowouts, and Cannons on the Frontline

Over the past few weeks, Max and I managed to play two more exciting games featuring our Thirty Years' War / Deluge armies. Once again, we used Sam Mustafa's Scourge of Princes rules. The setting for this game was towards the end of the Thirty Years' War.

Somewhere in the southern nowhere of the Empire, a small Swedish force stumbles upon an evenly matched Imperial contingent. The encounter catches both sides completely off guard; the vanguards seem to have ridden past each other, as it is the only explanation for the opponents standing directly at striking distance, hastily trying to form up their battle lines.


An overview of the battlefield - a typical rural countryside that seemingly had been spared from the horrors of war until today...

In this scenario, all ranked units and vehicles can also be deployed in the inner zones within 8" of each other. Normally, the forward zones are restricted to Loose Order units.

The opponents march up and toward each other, with the small village and its windmill forming the center and main focus of the battle. The Swedes hastily limber down four artillery batteries, setting them up side by side in position with infantry cover only on their right flank... whether that was such a good idea remains to be seen.

The Swedes anchor their right flank against the woods. This is a sound plan, if only because the Imperials hold a significant numerical advantage in cavalry.

An Imperial infantry regiment deployed opposite the batteries attempts to seize the moment and charge the exposed guns. However, they fail against the gunners, who defend their cannon with iron resolve... and with Fortuna on their side!

All along the front line, the rattle of musketry echoes and the battlefield sinks into black powder smoke.

After repelling the assault, the barrels are loaded with canister shot and the Imperial infantry regiment ceases to exist, even as one of the Swedish cannon explodes in the process.

Meanwhile, Imperial dragoons and musketeers on the right flank concentrate their fire on the Swedish dragoons, inflicting their first casualties.

The Imperials try to plug the gap created in the center with cavalry. At the same time, another Swedish battery suffers an ammunition explosion, and the relentless Imperial fire focused on the Guard infantry takes its toll - the regiment is on the brink of collapse.

Even though yet another Swedish battery explodes (something seems to have been seriously wrong with that black powder), the Guard continues to hold firm against enemy fire for now. The opposing batteries are destroyed, and the Imperial infantry also takes a severe beating.

On the right flank, the Swedish dragoons valiantly hold two enemy units at bay, allowing the infantry and the Commanded Shot of the Rytarre to concentrate their fire on the Imperial cuirassiers.

Too much is too much - the Guard dies, but it does not surrender! Merde! 😎

Instead, the resistance of the Imperial Guard Cuirassiers collapses in the hard-fought center!

Swedish dragoons and infantry prepare the charge of the Rytarre on the right flank...

...and thus the enemy cuirassier regiments collapse under the combined fire of the Swedes here as well!


Conclusion
An exciting and tight game where the pendulum of luck swung back and forth, and which could easily have ended quite differently. My greed in setting up four heavy field gun batteries right on the front line, within 8" of the enemy and thus in range of canister shot (2D6 instead of 1D6 shooting dice), hoping for a more than decent chance to eliminate the Imperial infantry regiment in Phase 1 (after all, four batteries yield 8 shooting dice), almost cost me the game! Unlike in other rule systems, artillery cannot react to an enemy charge with defensive fire; they simply fight using their 2 combat dice... and standing at 8" meant they were well within charging range of the Imperials.

Max promptly won the initiative and - attack being the best defense when staring down the muzzles of heavy guns - ordered a charge on the batteries. Against all odds, my first battery scored two hits, while the Imperial infantry seemed to stumble over their own pikes, matching only two hits and having to abort the charge. Standing completely exposed before the muzzles of my batteries and the muskets of the neighboring Swedish infantry, they breathed their last. Max was unable to close the resulting gap in his line, especially since the Commanded Shot of my Rytarre severely punished his helpless cuirassiers.

Saturday, October 10, 2026

Battlegroup Torch: Clash of Iron in the Tunisian Palms

After an eternity, we finally got a game of Battlegroup on the table last Monday. My Panzergrenadiers faced off against Bernhard's Brits, 300 points each (Squad-Level), using force lists from the Operation Torch supplement.

During operations in northern Tunisia, advancing Wehrmacht patrols clash with a British advance element, sparking a engagement to secure the best positions for the following main forces (Scenario: Recce Screen).



The battlefield, located somewhere in northern Tunisia, its name not found on any standard map.

A British Reconnaissance Squad comes under fire from my SdKfz. 222, its autocannon forcing them to get their heads down immediately.

While my 222 lays down suppressing fire, reinforcements roll up in the background - a Panzer IV F1, accompanied by two Panzer IV F2s and supporting infantry.

The Churchills advance and seem utterly unstoppable. My gunners seem paralyzed and couldn't hit the door of a barn from 10 meters away, all their shots missing the target by miles.

One of my squads occupies the houses to avoid being overrun by the Churchills - equipped only with Anti-Tank Grenades, nobody wants to face these monsters in the open street.

Another Churchill advances alongside its troop mate when a German aircraft suddenly appears overhead. It forces the following infantry to take cover after one platoon loses over 50% of its strength. However, the bomb intended for the lead Churchill misses its mark by a mile...

At least we finally hit the target, thought my Kampfgruppen commander - even if the armor-piercing shell bounced off the thick front armor of the Churchill and disappeared harmlessly into the sky.

The sad remnants of the British squad after air attacks and several accurate artillery strikes.

While my Panzer IV F1 manages to hold the town center despite inferior firepower, another Churchill rolls through the date palm plantation into our rear area, which is covered only by a lone PG squad ...

HE and machine gun fire from the Churchill decimate the infantry team, forcing them to scramble for any cover they can find. The MG team tries to save the situation, primes their Anti-Tank Grenades, charges the Churchill... and falls to the last man in the monster's defensive fire.

The British prepare to storm the olive grove held by my HQ artillery observer and a infantry squad, aiming to put an end to the extremely effective German artillery fire.

But at the decisive moment, my Panzer IV F2 securing the far right flank scores a lucky hit on the oncoming Churchill, causing its ammo storage to detonate in a spectacular fireball.
Their Battle Rating reduced to 0, the British begin their retreat, leaving the field to their opponents for today.


Conclusion

BG is just plain fun, though it represents a different level compared to Chain of Command. Our squad-level game featuring an infantry platoon, reconnaissance units, support, and a tank section would easily qualify as Big CoC in Chain of Command terms. BG also lets you react during your opponent's turn provided you planned ahead with the right Orders. The BR system ensures you do not take foolish risks (much like Force Morale in CoC), and you never have enough Orders to move every single unit.

Playing Germans puts you at an even greater disadvantage here, as unlike the British, you cannot order a full squad with a single Order; German squads are split into two separately commanded teams, each requiring its own Order.

We certainly need more practice—Bernhard hadn't played BG in nearly a year either—yet we managed to wrap up the game within our 3-hour window, which speaks volumes for the ruleset.

We both agree: a rematch is needed very soon!