Showing posts with label 15mm. Show all posts
Showing posts with label 15mm. Show all posts

Saturday, August 29, 2026

The Road to Warsaw: Testing the "Scourge of Princes" Rules for Large-Scale 17th-Century Battles

After Max and I expanded our respective armies for By Fire and Sword well beyond the task force level—Max taking the Imperialists and myself the Swedes—we are now looking for a suitable rule set for larger battles.

The background is that we have chosen a joint project: the "Battle of Warsaw 1656." This three-day battle between Sweden and Brandenburg on one side, and the Polish-Lithuanian Commonwealth and Crimean Tatars on the other, ended not only in a Swede-Brandenburg victory, but ultimately paved the way for Brandenburg's transition from an electorate to the Kingdom of Prussia, while also signaling the decline of Poland as a great power.

Max and me have shortlisted a few rule systems, which we will play at least 3–4 times each to gauge them properly before making a final choice.

We are kicking things off with Scourge of Princes by Sam Mustafa; the basic rules with an army size of 100 Ducats each seemed like a sensible starting point.

Engagement at Geroldshausen
The Thirty Years' War is in its death throes when advancing Imperialists encounter a roughly equal force of Swedes near Geroldshausen.

The Imperialists form a strong cavalry wing on their right flank, supporting their numerous horsemen with a unit of commanded shot and enjoying the advantage of fielding light cavalry there as well. Their two infantry regiments, together with two batteries, form the center, which is also assigned a cavalry unit in reserve. A unit of dragoons is tasked with securing the forest on their left flank.

The Swedes likewise form a strong left cavalry wing, assigned an infantry unit to serve as an anchor point onto which the horsemen can retreat if necessary. Two infantry regiments and two batteries also make up the center for the Swedes, but on the right flank, three dragoon regiments are ordered to advance decisively and use their numerical superiority to take control of the forest as quickly as possible, throw back the enemy dragoons, and threaten the Imperialists' flank and camp—forcing them to potentially pull units from their left flank or center. At least, that was my plan...

The initial deployment—Swedes advancing at the bottom, Imperialists at the top.

The extreme right flank of the Imperialists—light cavalry and commanded shot try to force the Swedes to wheel inward.

The center and left flank of the Imperialists, alongside the Swedish dragoon regiments advancing into the forest.

Well-aimed fire from the imperial artillery immediately takes its toll on my infantry.

The Imperialists wheel one of their infantry regiments inward and advance into the forest.

The left wing of the Swedes; the cavalry lines are closing in on one another.

The Imperial light cavalry attempts to outmaneuver the Swedes.

Inside the forest, progress has ground to a halt; the three Swedish dragoon units are bogged down, and orders are in short supply to effect any change here.

The Swedes are forced to deal with the light horsemen and launch an attack to clear some breathing room.

The Imperial cavalry seizes the moment: after one of their batteries punishes the Swedish infantry, they charge...

... while simultaneously, the resistance of one of my Swedish infantry regiments collapses in the center—the combined fire of artillery and imperial infantry eventually became too much.

The battery posted to the left of it seemed like easy prey for the cuirassiers, but they were stopped just in time by our own heavy cavalry...

... and instead of capturing the battery, they took to their heels themselves.

The last of my infantry regiments in the center desperately tries to hold firm and buy time, even though it is on the verge of breaking.

Made it, but just barely—the victorious horsemen from the left wing come storming up.

My infantry collapses indeed, but the imperial troops follow suit shortly after, as they have no answer left for the attack hitting their flank.

And on the left flank as well, after fierce melee combat, everything turns out well in the end for my Swedes, leaving the Imperialists forced to clear the field.


Conclusion:
Max and I liked the rules extraordinarily well—they are quickly learned, produce a fluid and coherent game, and the momentum points used to maneuver units are a scarce commodity that must be deployed thoughtfully. As in real life, a battle becomes very difficult to control once it has begun; keeping to as simple a plan and setting a clear main effort (Schwerpunkt) are, just like in history, the keys to success.

Fortunately for me, neither Max nor I had quite realized this, so we ended up getting bogged down, and only with more luck than sense was I able to turn the tide and win the engagement.

My dragoons on the right flank were completely wasted given how things played out—I should have either made this my main effort and committed my commander there to push forward forcefully while the infantry center held back and the cavalry wing waited; or acted as it happened, but held the forest with only one, maximum two dragoon regiments and positioned the remaining dragoons on the left flank to attack there.

You wouldn't believe how quickly you run out of momentum.

In any case, we are already looking forward to our next game, this time including the advanced rules.

Friday, August 21, 2026

Rangers Lead the Way: US Forces push out of Gela at Ponte Dirillo

Due to vacation and a subsequent wave of work-related stress caused by holiday understaffing, it’s been quite quiet here on the blog for a while—but that is changing right now.
Despite everything, we still found time for a few games, and the battle reports will follow gradually as I find the time to sort and edit the photos, not to mention writing the reports themselves.

Today, we kick things off with our primary system, naturally Chain of Command:
The landed US troops attempt to break out of the Gela beachhead against the stubborn resistance of Italian Bersaglieri.

The vanguard of the attack was formed by a Ranger platoon, supported by a squad of Goumiers.
The latter advanced toward the farmstead and dug in, tasked with drawing fire and pinning down the enemy suspected to be in the small village of Ponte Dirillo.
Meanwhile, the entire Ranger platoon was ordered to advance northward under the cover of the olive groves east of the village, preparing to envelop it from that flank.

However, the Bersaglieri had similar ideas, and two of their squads suddenly opened fire from the citrus plantation. But at least a third squad and the anti-tank gun squad were pinned down around the village, and this distance made it difficult for the single Tenente (Senior Leader) to keep track of everything and intervene if necessary, as he was leading from the front "like in the good old days."

The Ranger platoon also deployed out of the olive grove and took up firing positions along its edge and a heavy firefight ensued, in which the Rangers ultimately gained the upper hand.
On one hand, the Bersaglieri struggled with a lack of maneuvering space and couldn't bring their full potential to bear—unlike the Rangers, who also benefited from a Goumier team firing into the Bersaglieri's flank.

Complicating matters further, one Italian leader after another was wounded or killed, causing the Bersaglieri morale to collapse rapidly, forcing them into a retreat.
Not helping matters was the specific "Patrol" scenario rule we were playing: "The first player to lose a Command Dice loses the game and abandons the table."


The area around the village of Ponte Dirillo is defined by agriculture: wheat, olives, and citrus fruits.

The village awakens, cows are driven to pasture—just another normal day.

Morning breaks at the farmstead too, the rooster crows...

..but then all of a sudden the peaceful atmosphere ends as shots rip through the air. Darby’s Rangers have advanced to the attack, their vanguard reaching the edge of the olive grove.

Opposing them, Bersaglieri take up positions along the edge of the citrus plantations.

A squad with 20mm Solothurn rifles takes up position on the edge of Ponte Dirillo.

A Ranger squad is caught in the crossfire from the citrus plantation and Ponte Dirillo—pinned down by suppressing fire and taking heavy hits.

The two Bersaglieri squads lack room to maneuver and have to split their fire between the Ranger squads in the olive grove and the Goumiers—not exactly an advantageous position.

An overview of the situation: Even though part of the right-hand squad couldn't place their shots as precisely as expected of Rangers, the Bersaglieri couldn't withstand the combined firepower of three squads for long, lost their leaders, and finally had to execute an orderly retreat.


Conclusion:
In contrast to me, Max rolled multiple double phases, which theoretically could have left me watching from the sidelines. However, thanks to accumulated Chain of Command points, I was always able to intervene dynamically: on one hand, minimizing higher casualties through "Hit the Dirt," and on the other, using "React Fire" to halt a Bersaglieri push into my positions because they had to duck for cover themselves.

This mechanism of CoC points is truly brilliant. No player is ever genuinely inactive, unlike in other game systems with a rigid "I go, you go" structure; usually, you always have a way to actively influence the action.

And my Ranger list, including the special rule "Rangers Lead the Way," performed exceptionally well once again without upsetting the game balance in the slightest.

Thursday, May 14, 2026

Hold the Heights: A Sicilian Standoff in Big Chain of Command

Last Saturday, we returned to the sun-drenched hills of Sicily for our second game of Big Chain of Command. The setup: Stefan (leading a platoon of Italian Fucilieri) and Max (with a Bersaglieri platoon) squared off against me and my platoon of US Armoured Infantry.

After their previous defeat, the US troops had retreated to a strategic ridgeline.
They fortified their position with barbed wire and minefields, determined to delay the advancing Italians long enough for the American main force to organize a defense and prepare a counter-strike.

However, the previous battles had taken their toll: While the Italian platoons were highly motivated to continue their offensive (both at Force Morale 10), the US Armoured were exhausted and simply hoping to survive the coming storm (Force Morale 9).



Morning breaks over a small town. The surrounding area, with its rolling hills covered in vineyards, fields, and plantations, still appears quiet and peaceful.

A view from the church down toward the outskirts of the town.

The local farm woman had sold fresh fruit, vegetables, and dates at the market and is now making her way home with her teenage son...

...while her father has driven the cows onto the fresh, lush meadows.

The peaceful silence is abruptly shattered as Italian and American patrols clash, scrambling to secure the best possible outposts (Jump Off Points after the Patrol Phase).

The US Company HQ takes up a position between a date palm plantation and a wooded hill...

...while the Italian HQ shelters behind a church situated on a small ridge near the edge of town.

The entire Bersaglieri platoon takes advantage of the fact that the Americans haven't yet advanced to the edge of the ridgeline. They double-time forward under the cover of the terrain—only a lone American sniper occasionally forces them to duck and weave!

Simultaneously, a squad of Italian Fucilieri emerges from the town and begins a slow, cautious advance. As of yet, no Americans are visible behind the wire and minefields.


But appearances are deceiving! Several squads of US Armoured are working their way forward through the plantations to give the Italians a proper "welcome."

Two Bersaglieri squads form up to assault the ridgeline...

...while the second Fucilieri squad moves into position by the church, using the stone walls for cover as they open fire on the Americans.

One of the Bersaglieri squads takes heavy casualties during their assault, especially as the Armoured Infantry receive support from an M20 Armored Utility Car. However, the Italians manage to pin down both the M20 and two full US squads.

A second Bersaglieri squad exploits this opening, using a Reposition move to crawl toward one of the US Jump Off Points and capture it!

The Fucilieri continue their slow advance toward the ridgeline to relieve the pressured Bersaglieri, though they still face the daunting problem of how to breach the obstacles.

Fighting on the left flank, the US Armoured attempt to save the situation with a daring counter-assault. They manage to decimate an infantry squad and the Bersaglieri Solothurn team, forcing them to retreat.

At the same time, the Bersaglieri who captured the outpost suffer devastating losses from a pre-registered mortar strike (SOS Fire) and flee in total disorder toward their comrades in the Fucilieri.


Ultimately, it was time to go. The US Armoured had to withdraw to avoid encirclement. Nevertheless, my boys successfully carried out their orders to delay the enemy for as long as possible. Strategic victory! Furthermore, while maintaining very low casualties ourselves, the Bersaglieri platoon was nearly wiped out, ending the game on the verge of breaking (Force Morale 2!).

The main force has now had enough time to prepare defensive positions for the Axis main assault—and my Armoured platoon will surely get their chance for revenge!


Lessons Learned:
As is often the case: reading the rules helps! Max’s clever trick—using "Reposition" five times in a row with the same squad to seize my JOP—wouldn't actually have been possible.
According to the CoC rulebook (page 33): "No unit can use Chain of Command points more than once in any phase."

That aside, Big Chain of Command is incredible fun thanks to the expanded options provided by the Company HQ. It feels like we’ve only just scratched the surface!

Thursday, May 7, 2026

The Lion of the North: An Army Showcase for "By Fire and Sword"

After weeks of painting, basing, and "clearing" boxes, it is finally time for the grand reveal. Today, I am proud to present the "family photos" of my Swedish force for "By Fire and Sword".

Building this army has been a rewarding journey, featuring a mix of miniatures from Wargamer.pl, Totentanz Miniatures, and Warlord Games (from their Epic Pike & Shotte range). Despite the different origins, they come together beautifully on the tabletop to form a cohesive and formidable force.


The complete Swedish Force arrayed on the Battlefield.

The centre consisting of the artillery and two regiments of infantry.

Right wing made of two regiments of Dragoons supportet by some Mercenary Reiters.

Left wing consisting of Dragoons and two regiments of (Armoured) Mercenary Reiters.


The Order of Battle:
  • 1 Colonel & 1 Major (Command)
  • 3 Units of Dragoons (Size S)
  • 1 Unit of Mercenary Reiters (Size S)
  • 2 Units of Mercenary Reiters (Size M)
  • 1 Unit of Swedish National Infantry
  • 1 Unit of Dragooned Musketeers
  • 3 Artillery pieces
A little modeling detail regarding the two larger (Size M) regiments of Mercenary Reiters:
I have painted them in a way that allows for maximum flexibility. By simply swapping the front rank with the rear one, I can represent them as Armoured Mercenary Reiters.
This 'dual-use' approach was my way to cover different unit profiles in the army list without needing to paint entirely separate regiments.

With this roster, I am now fully equipped to field anything from a small Skirmish Force to a full-sized Task Force, including all tactical options provided by the rules.
Whether it's the thunder of the Reiters' charge or the steady fire of the National Infantry, the Swedish Crown is ready for "The Deluge"!

It’s a fantastic feeling to see my entire project arrayed for battle at least!
You can check out the Blog for more detailed shots and information of the various units using "By Fire and Sword" to search them.

Wednesday, April 29, 2026

Operation Husky: Italian Grit vs. US Airborne – A "Big Chain of Command" After Action Report

The Scenario: The Probe (Broad Front)
During the opening stages of Operation Husky, a platoon of US Airborne, supported by a section of Glider Infantry and a troop of three M10 Wolverines, held a vital outpost near Gela. Their orders: hold the line.
Across the field, an Italian mobile group—consisting of a Bersaglieri platoon, a Fucilieri platoon, and a section of Semovente M75/18s—was tasked with forcing a breakthrough to pave the way for following Italian formations.

Force Disposition & Morale
The Italians started highly motivated (Bersaglieri FM 11, Fucilieri FM 9, Semoventes FM 10). On the other hand, the US forces were feeling the strain; many Africa veterans had been replaced by green recruits, leading to a brittle morale (FM 8, Wolverines FM 9).


The Battle Unfolds




The Patrol Phase proved disastrous for the Americans. Due to a series of tactical blunders and misunderstood orders regarding the armed reconnaissance (the "Probe" mission), the US Jump Off Points (JOPs) ended up stranded in the middle of an open meadow. It was clear from the start that the Italians would exploit this vulnerability.

The Bersaglieri seized the initiative immediately, launching a double-phase to block the most likely route for American reinforcements. While the US Airborne dug into the village (supported by a stray US Infantry squad), the Bersaglieri quickly cleared barbed wire obstacles blocking the road. Despite taking light casualties, they cleared a path for their Solothurn anti-tank rifles to move toward the main road.

To the north, a fierce firefight erupted between the Fucilieri and the Airborne/Glider infantry advancing into the village. While the "US Boys" managed to draw first blood, they were soon pinned down by overwhelming Italian fire, and casualties began to mount rapidly.

Attempting to break the encirclement, an Airborne section tried to push from the village toward the plantations. However, a second section of Fucilieri appeared as if from nowhere and opened a devastating volley. The Airborne had no choice but to "Hit the Dirt."

As they attempted to crawl back toward the safety of the village houses, the LMG team was caught in the open. The Italian HQ displayed excellent tactical coordination, transferring CoC points to the squads to trigger React Fire. The LMG team was wiped out instantly—a massive blow to the platoon’s already shaky morale.

The Armor Arrives
The heavy metal finally reached the field: three Italian Semovente 75/18s against three American M10 Wolverines.
While the Italians used their high-explosive shells to hammer the defenders in the village ...

... the American commanders were preoccupied with the threat of the Solothurn AT rifles. Fearing a hit to their thin side or rear armor, the M10s were forced to maneuver cautiously, leaving the infantry in the village largely unsupported.


One Wolverine eventually managed to suppress the Bersaglieri squad nearest the village, forcing them to withdraw. Another M10 engaged the Solothurn crews, eventually neutralizing both AT guns with well-placed HE shells. Unfortunately, this would be the only significant American success of the day.

With the defenders in the village on the brink of collapse, the US Company HQ had no choice: they ordered a general retreat to preserve what was left of the Airborne for future engagements.

The Wolverines covered the withdrawal, pushing the Bersaglieri out of the plantations before successfully disengaging. The battlefield was left to the victorious Italians.


Aftermath & Lessons Learned
The new Company HQ mechanics in Big CoC added a fantastic layer of tactical flexibility, allowing for more fluid support assignments and the strategic transfer of CoC points.

Tactical Reflection: The game was largely decided during the Patrol Phase. I let myself be lured by the heavy cover of the village, which restricted me to a very narrow sector. This cost me control of the road—the very point where my reinforcements needed to enter. Had I prioritized the left plantation, my JOPs would have been in cover, the road would have been under my control and my M10s could have operated with much more freedom.

Max played his Italians brilliantly and gave me zero room to fix my initial mistakes. A well-deserved victory!


Rules Correction
We realized afterward that in Big CoC, only infantry platoons count toward the number of Patrol Markers and JOPs—tank units do not. I should have used 4 markers instead of 5, and 3 JOPs instead of 4.
This would have at least likely prevented the "JOP in the open" disaster!