Thursday, September 11, 2025

Snappy Nappy Campaign in a Day for 2025

The next Snappy Nappy Campaign in a Day event will be held on Saturday, October 18, at The Portal Game store in Manchester, CT, from 10 AM until 5 PM.  Mike Seibert will once again be the GM for this event, which will involve 14 tables, more than 20 players, and hundreds of 25 mm wargames figures. As in the past, the rules will be Snappy Nappy by Russ Lockwood. 

We can still accommodate a few more players, so if anyone wishes to join in, please let me know ASAP!

Battle of Vittoria, June 21, 1813.

Wellingtons Offensive in Spain, June-July 1813

 
In September 1812, Wellington advanced up the main road, arriving before Burgos and beginning his attack on Burgos Castle on 19th September 1812.  The attack was unsuccessful, forcing Wellington to spend the rest of 1812 in a fighting retreat back to Ciudad Rodrigo.
 
Joseph and his chief of staff, Marshal Jourdan, were advised by all the French generals with knowledge of the country, that if Wellington was to advance in 1813, he would be forced to use the well-trodden route from Ciudad Rodrigo to Salamanca, Valladolid and Burgos. The French needed only to repeat their strategy of the previous year and hold that road to bring Wellington to a halt, as they had in 1812. 
 
Wellington’s army of British, Portuguese and Spanish troops assembled in the area between Ciudad Rodrigo in the south and northern Portugal and began its advance in May 1813.  Thru some flanking marches, Wellington skillfully maneuvered the French out of Madrid and out of Burgos.
 
Napoleon has told his brother King Joseph to stop retreating.  It was time to hold the line of the Ebro River and to try and take back Burgos.
 
Wellington’s scheme for the campaign of 1813 was going to be a very ambitious one—aiming not at local successes in Castile Province, or on recovering Madrid, but at driving the French right up to the Pyrenees.
 
And so the campaign in June 1813 begins.  FORWARD MARCH !



 
 
Frances’s situation- June 1813
 
5 years of fighting in Spain has taken its toll on the French forces. In 1812 King Joseph and Marshall Soult had forced Wellington out of Madrid but the king was finding it increasingly difficult to control what remained of his realm. Wellington's success has encouraged the Spanish guerrillas who are now so active that even with four divisions general Clausell was fully occupied with trying to keep open the route between Madrid and the Pyrenees
 
 Jourdan, the chief of staff, saw that the South and the northwest of Spain would have to be abandoned, whatever the Emperor might wish, there were not troops available to control all of it. The vital area was Old Castille and Aragon: the route to the Pyrenees, Bayonne and Paris, with the ports of Santander and San Sebastian.  In early 1813 The British have retaken Madrid and driven the French back beyond Burgos.  Worse, Napoleon has taken 25,000 troops out of Spain to defend Germany.  This leaves them about 68,000 men.  Joseph has pulled back to what he hopes is a smaller perimeter to defend in the northern part of Spain.  But he must maintain the line on the River Ebro.  Failing to do so will embolden all of Napoleons enemies to join the Anti French Coalition and doom the Empire.
 
 
 
Britain’s Situation
 
Wellingtons campaign of 1813 saw his combined British, Portuguese & Spanish army of 79,000 strike northward towards Burgos without allowing Joseph's French armies to concentrate.  Wellington’s forces marched hard to cut them off from the road to France.  He had spent the winter reorganizing and reinforcing his forces for the purpose to attack the French and push them beyond the Pyrenees mountains.
 
Spain’s Situation
 
The Spanish have longed to remove the yoke of repression of the French occupation.   The people are rising up against the invader, having been encouraged from the British success in the prior year (1812).
 
 
 
Objectives
 
Napoleon needs his Marshals in Spain to repel the British Army approaching the frontier.  Taking Burgos would set the British back, as this traces supply all the way to Portugal.  He also needs to avoid a major defeat, as that likely would persuade Austria to join the coalition forces in Germany.   The British need take the major cities & to push the French out of Spain and capture the main road to Bayonne, which is Frances main source of supply.

GM Mike provided the updated rules for tjhe Campaign:


Basic Rules
 
 
TERRAIN
 
On the table maps:
 
“Woods”= Rough (cavalry and Artillery may not enter)
“Hills”= Broken
Buildings = Villages, Town, City, Fortresses are roughly 6” square.
 
 
The EBRO is the only Major River (darker blue on Table and Campaign maps) and may only be crossed at bridges, whether permanent or pontoon.
 
All other rivers (lighter blue on Table and Campaign Maps are Minor Rivers. For the purposes of this campaign, they cost ½ move for infantry and cavalry to cross. Artillery (and Pontooniers) may cross ONLY at bridges.
 
If combating troops on the opposite bank, the defenders count as in Rough Terrain. Units in rivers cannot fire
All minor rivers are 1" wide (thus NO small arms fire across them), Major Rivers are 2” wide.
 
 
PONTOONIERS: Each side will have a unit or more. May not attack or initiate Melee. To Build or take down a pontoon bridge, once the Pontooniers (Engineers) are in position, check once per turn as per the rules;
 
Success =  D10 roll of 7+; if unsuccessful, the next turn they need a 6+, if unsuccessful again, then
on the following turn they need a 5+, and so on. It take one success for a Minor River, 2 successes for a Major river.  The pontooniers cannot be used for anything except building bridges. 
 
 
SUPPLY:
 
1) Supply status will be checked once an hour, on the hour.
 
2) Any troops actually occupying the buildings of a Major City (3 buildings), City (2 buildings),
Town (1 building), or occupying a Fortress (roughly 6" square on the tabletop - can hold up to  
4 units within max) are always “in supply”
 
3) French forces must otherwise trace supply to Bayonne or Pamplona.
 
4) British forces must trace to a source of supply. Burgos (via Valladolid) or to a sea port yet to be established. 
 
5) Spanish forces trace supply to same side they are supporting.
 
6) Supply MUST be traced through the Key location(s) on each table. These will be marked with a Poker chip – White for uncontrolled, Blue for French control, Red for British. Moving through such location(s) is enough to establish control.
On any given table, if a side does not control ALL of the key locations on that table, supply may traced into but not THROUGH that table.
 
7) Any troops that are found to be “Out of Supply” will take one and only one Morale check roll immediately, with results imposed immediately.
 
Additionally, Troops that are out of supply may not advance more than 6” from their present positions; otherwise they may only move towards their base of Operations.
 
 
COMMAND: In general, the troops of a command should remain together. Cavalry may be detached as scouts, etc, and troops may be dropped off as Garrisons, etc (see token forces below). Command radius will be 18” for all nationalities. Orders section on Snappy rules will not be used.
 
All communications must be in writing through the GM, except when the command figures of two or more players are present on the same table, in which case they may all converse freely. Players may not wander around scouting out the action on tables where they have no troops stationed.
 
TOKEN FORCES
 
Some difficulty can arise when players leave token garrisons behind to hold critical bridges and bottlenecks, etc. It can unduly penalize opponents encountering such token forces when they have to twiddle their thumbs, unable to move because their opponent keeps running away to do moves in a much bigger battle on another table.  Of course, delaying the enemy (within reason), as well as getting notice of the movement of enemy troops into the area, are the two main reasons for leaving token forces to begin with.
 
1) A "Token Force" consists of not more than 3 units of infantry, or a single Cavalry or Artillery unit. Combined arms forces are never considered "Token Forces".
 
2) Wherever possible, the owning player will play their own troops provided that it does not unduly slow play on that table or elsewhere.
 
3) Another player on the same side, or the GM or their assistant may be assigned to run the force
if necessary to maintain the flow of the game.
 
4) Failing any of those, or by the consent of the owning player, the Token force may be run by the opposing player following the Default Orders given to the Token Force as follows:
 
Place a pre-printed card underneath the token force when it is detached,
that gives it Default Orders:
 
- Hold at all costs, always orienting to fire on the nearest enemy.
 
- Withdraw as quickly as possible away from the enemy.
 
- Withdraw as quickly as possible towards Deployment Zone  _________ (fill in the blank).
 
In the absence of a Default Order, "Hold at all costs" is assigned.
 
On encountering the Token Force, and after suitably informing and getting the OK from the GM,
a player could run his own troops and pretty easily and reasonably run the opposing token force. Mostly the token force is not going to move (or will move away as quickly as possible), so one only needs to do trivial movement or roll shooting and morale for it. The Token force will impose a 60 second delay per unit each turn on the cycling of the active player. In other words, a Token Force
of 3 Infantry units would impose a 3 minute delay per turn cycle upon the opposing player. The
timer on a cell phone or similar can be used to track such delays.
 
 
Buildings
Fortress = Can hold 4 units; 1 can be a battery; no cavalry
City = Can hold 3 units, 1 can be a battery; no cavalry
Town = Can hold 2 units 1 can be a battery; no cavalry
Village = Can hold 1 unit. Infantry only. No Artillery
Cav and Art can pass thru normally but must exit before combat. 
Villages can be attacked by Cav. 
 
 
New Snappy Campaign Rule:
 
Deployment Zone delays (speed up player participation) :
 
At any time, a player with troops he desires to enter a table from a DZ may appeal to the GM to allow these troops to enter without waiting for a full opponent turn.  The GM may give the green light for entry if in the GM's judgement the entering troops would not unduly affect the tactical situation, effect undue risk to the enemy.  The GM may impose movement and/or attack restrictions such as no attacks on enemy, stay 12" from enemy, enter the table by no more than 2", etc. The idea is try to be fair to both sides, but still speed up player participation.
 
 
Special Rules for Summer 1813:
 
If a Guard unit routs, all friendly units on the same table must take a single MC (similar to supply).
 
If a Wing or Armee commander becomes a casualty, all friendly units on the same table must take a single MC
 
Special off board Towns: Some towns may not be on “a table”. There will be a specific area set aside for these “TRANSIT TOWNS” or just “X “ towns. Transit towns (X) will allow for more maneuver from Table to Table. If two opposing forces meet at a “X” town, the larger force will bounce the smaller.  There are no battles on X tables.  Delays traveling to X towns will be designated on the road cards to simulate the movement across a 4X6 table.
 
Trail limits: Some roads are not so good.  These are shown as trails with dashes, ------.   The Road Cards will describe additional limitations using these roads.  On table tops trails will negate terrain, but give no road bonus.
 
 
Divisional Game scale:        
  Each Inf Unit = 900 men
  Each Cav Unit = 300 horses
  Each Art Unit = 12 Guns

Monday, September 8, 2025

2nd Quarter Statistics

 As is usual, the stats for Q2 of 2025are more than 2 months late due to my time being occupied by Historicon and the subsequent write ups!

Preparations for HAVOC (and Historicon) dominated much of Q1, but HAVOPC certainly dominated actual gaming for Q2!  The date for HAVOC 2026 is yet to be finalized. 


Expenses:


April 2025
$241.79 HAVOC expense (hotel - meals- gas- tolls), Home Depot (spray paint) $6.36, Helion (books - wow, has the dollar dropped recently vs the GBP... wonder why?) $159.47

May 2025
Perry  Miniatures $363.25

June 2025
Scenic Express $82.93 Flock, tufts;  Home Depot - $57.93 - hobby tools and supplies


 2nd Quarter Total:   $911.73  (Similar to Q1)




Painting:

April 2025
Sea Peoples 180 pts, Portuguese Line 90 pts

May 2025
Sea Peoples 60 pts, Libyans 80 pts

June 2025  
Assyrian Chariots (3) 105 points , Sea Peoples Chariots (2) 70 points


2nd Quarter Total:  585 points  (Half of Q1 - a lot of terrain work, though!)

 

Games:

April 2025
HAVOC:  Crecy with Lion Rampant, Tinchebray with Lion Rampant Big Battle, Wellington's Waterloo with Square Eagles, 1st St. Albans with Test of Resolve - 4 games total. 

May 2025
Aspern-Essling with FoB3, Solo Galatians vs Macedonians with TtS!

June 2025
None


2nd Quarter Totals:  6 games (Three times Q1!)

Friday, September 5, 2025

Quasi-Bras with Square Eagles: Turns 9 - 15


Turn 9: Allies get a big roll when they needed it! They will have sufficient activations for all of their units. French will have to leave 2 units inactive. 

"Me thinks I hear bagpipes!" exclaims the Allied commander. Hearted by dust clouds signaling the arrival of his reinforcements, he decides to hold his ground covering the approach to Quasi Bras. A Nassau light battalion does little damage firring at a French infantry assault. 

However, the French infantry then rolls very poorly (they need 4+ on 5 dice vs 5+ on 3 dice for the LI). Their assault is repulsed!

With the objective in sight, the French press the advance!

The French then see the relief column that arrived this turn - 3 units of Highlanders! (no special properties for this battle, though). 
French LI fire. 

Shooting by the 2 Nassau Light infantry units is more effective!

Turn 10: French seize the initiative , effectively 7 to 2! Orders are issued.

If at first you don't succeed... this time the French Assault is successful, 


Eliminating the pesky Nassau LI; the victorious unit takes advantage of its free change of facing. 

French units advance again!

2 Highland units use Maneuver orders to advance 45 degrees and change formation. 

French shooting takes its toll on the Dutch Belgium line before Quasi-Bras!

Allied return fire is weak. 

Turn 11 - this time the dice gods favor the Allies, and not a moment too soon! Orders are issued. 

Highlanders advance on Quasi Bras, and the Dutch Belgian line occupies the crossroads. 

Limited French moves. 

Results of the  Allied shooting. 

French shooting is a bit less effective. 

Turn 12: both sides roll high, but Allies retain the initiative (must win by 2+ for it to change). Many orders are issued. Note that the French still have all 8 units remaining, although many are battered, while the Allies have only 5, but 3 are almost completely fresh. 

Gordon Highlanders launch a very successful flank assault!

French defenders are eliminated, and the Highlanders press forwards. !

Allied moves.

French moves - being in the Zone of control of the Cameronians, the French cavalry could NOT assault the flank of the Black Watch. 

Allied shooting.

French shooting - someone let that Legere uinit in the woods have some target practice!

The Dutch-Belgians at Quasi Bras are finally eliminated. 4 Allied units remain to 7 French, but again, most of the French have taken significant losses. In addition to the scenario victory conditions (hold Quatre Bras at the end of Turn 15),  I also decided that if an army reached 75% of it units lost (i.e. only 2 remaining), they would have to call off the battle and concede.  

Turn 13 - French seize the initiative! Orders are issued; the Chassuers a Cheval on the flank of the Gordons are salivating at the thought of an assault!

The slightly understrength Chassuers roll 6 dice needing 3+, and the also slightly understrength defending Gordons roll 6 dice, needing 4+, resulting in - a tie! The assault is (barely) repulsed. 

Remaining French moves - Quasi Bras is taken, and the French general makes an inspiring rally activation. 

British also have a (critical) very successful Rally activation!

Some decent French shooting... 

is overmatched by spectacular Allied shooting!

Turn 14 - Three French units were eliminated as a result of the shooting at the end of Turn 13! French roll a very ill timed "1" for initiative, while the Allies have more than they need. Orders are assigned. 

Allies go first and prepare for an all out attack on Quasi-Bras on Turn 15, plus setting up an impressive firing line. 

One hit is rallied off; the French lacked initiative to do anything with the distant (and very weak - 1 hit remaining) infantry unit near the woods. Their hold on Quasi Bras looks tenuous at best. 

Highland musketry scores 5 hits on 6 dice total!

French (simultaneous) return fire is very accurate as well, but the unit has reached its limit for hits and is removed!

Situation at the end of Turn 14 - both armies have but 3 units remaining, and Quasi-Bras is up for grabs!

Turn 15 (last turn): Allies come up with big win on initiative! There is little point on wasting an order on the distant, feeble 3rd French unit. 

2 highland regiments advance, seizing the Quasi-Bras crossroads, whilst the third rallies. 

Charge of the French Chevau-Leger-Lanciers - The Cameronians are driven back with heavy losses, but the Lanciers are almost spent as well! 

British fire eliminates the Lanciers. 

French fire to moderate effect on the occupiers of Quai Bras, but would have needed 4 hits on 4 dice to eliminate them.

The Allies have won... barely. They hold Quasi Braas, and the French have only 2 units remaining and are thus at their break point. A near run thing indeed!

Sunday, August 31, 2025

Quasi-Bras with Square Eagles: Turns 1 - 8

 
I had a week off from work earlier this month, and had recovered enough form Historicon that I decided that I wanted to do a relatively brief solo game. I settled on Square Eagles. It would also give me a chance to test the modifications and clarifications to the rules made back in the Spring. I chose Scenario #11, "Surprise Attack", from Neil Thomas's One Hour Wargames. As this one is based upon the Battle of Quatre Bras, Red would be Anglo-Allied and Blue French. The building at the crossroads is for show only, and doesn't count as cover, etc.; likewise the wheat field. 


I rolled a "2" for the red forces, and a "3" for Blue; adding 2 infantry units to each force gave Red 5 Infantry, 2 Light Infantry, and 1 Artillery. Blue wound up with 5 infantry, 1 Light Infantry, and 2 Cavalry, as depicted above. 

The scenario has 2 red units positioned as above, which I increased to 3, while all the Blue forces enter via the road. With the additional units, Red would get 2 units of reinforcements arriving via the Northern road on Turn 3, and 3 more via the Western road on Turn 9. I determined the composition of each of the three red forces randomly, and only when I needed to know them. Blue's order of arrival was also determined randomly. Turn1: Red rolls far more activations than needed, while blue fare poorly with 2 (plus 1 for the general =3). Blue moves first by scenario conditions on Turn 1 regardless.

Using the grid and having to start form a single box meant no too much more could have entered on Turn 1 anyway! British artillery scores a hit on the advancing French. The large swamp is impassable. 

Turn 2: British again get more activations than they need whilst the French... do not! British also seize the initiative, having won by 2+!

British Artillery scores 2 hits!  French bring on 2 more units.

Turn3: Allies retain the imitative; even with 2 units of reinforcements entering, they again roll high enough for every unit to activate. British artillery scores another hit on the ? advancing French. 

Having rolled poorly again, French form a battle line and enter a 6th unit. 

Turn 4: French win the initiative, are finally able to activate 7 units this turn! Allies still roll well enough to activate all 5 of their units on the table. 

With British reinforcements approaching, this turn they advance with alacrity!

Cannister fire from the British battery drives back a French infantry unit with heavy losses!

French infantry fire leaves something to be desired...

The Allied general curses - it seems the two Dutch-Belgian/Nassau units put the powder in their muskets, but for got the musket balls!

Turn 5- British seize the initiative in a big way, with the French sputtering.

French infantry suffer anther 2 hits from bombardment.


Assault by the French infantry eliminates the battery (Artillery that is contacted in melee is automatically removed after defensive fire, if any). 

Allied fire; infantry hits on 4,5,6, Light Infantry on 5,6.

French infantry fire is about average in effect. 

Turn 6: French seize the imitative, while the Allies can't activate every unit for the first time in the game. 

Defensive fire against a French assault scores a single hit. 

French eliminate the defenders (they had only 1 hit left). 

The victorious French infantry takes the 1 box advance. 

A second French Assault is successful (the target had no Order to issue defensive fire). 

Victorious French advance again. 

Remaining French moves. 

"Fall Back!", orders the Allied commander. 

Situation at the end of the turn. 

Turn 7: French advance loses steam big time, while the Allies have initiative to burn!

Allies pull back to form some semblance of a defensive line, while the General rallies 2 hits off a shaky Nassau Light Infantry unit. The French then use their limited initiative to form up their own lines. 

Turn 8:  Allies retain the initiative but the French will be pressing them!

Allied main body withdraws towards the vital crossroads at Quasi Bras. A Nassau Light Infantry battalion clings to the edge of the woods; too many French cavalry around to risk being out in the open!

Seven of the eight French units advance; straggling unit has only 1 hit left anyway.  

British fire.

French fire. Allied commander asks where are those darned reinforcements. "Hang on, help is on its way!"