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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!

12 comments:

  1. Great report. A close run battle with luck seemingly acting in a very capricious manner.

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    1. It came down to the last die rolls, literally!

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  2. Wow, that was a real humdinger of a game Peter and just goes to show you can have a very entertaining and close fought game without having 40 or 60 units on the table - great stuff!

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    1. Yes, there are less than 100 figures a side here (I used curt down versions of my infantry units from 18 to 12 figures in order to fit a 4" grid).

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  3. Crikey, that was a nail biter! Great AAR Peter.

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    1. Indeed it was; had the French rolled better for initiative on Turn 14 it would have been even closer! I do think cavalry is a bit underpowered, perhaps flank attacks as well, and have to give that some thought.

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  4. A gripping conclusion to a fun scenario.

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  5. A close run thing indeed! Lovely looking figures and terrain and a great see saw game that you couldn't call until the last minute!
    Best Iain

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  6. Goodness. That was a battle of attrition—like me playing chess Peter, all of the 'pieces' had disappeared from the table by the end of the game!
    I am confused as to why the hussars sat there in a plum position unable to attack, while the chevaulégers (acting as chasseurs), in a similar position, were able to attack? No doubt completely consistent with the rules, but looked extremely weird in the photos!
    It's interesting (to me at least) how such stylised rules (and a simplified scenario) can reflect the summary view of an historic action, capturing the essence of what occurred (while not bearing up to a close inspection, naturellement).
    Best wishes, James

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    1. If a unit is in a box that an enemy unit faces directly into, it must either stay in place, withdraw, or attack that unit; that prevents units from moving unrealistically across the front of an enemy unit at close quarters. With simple rules and a grid, a certain amount of abstraction is needed! I would say that being able to capture the essence of the action with fairly simple and straightforward rules, a relatively small space and small number of number of figures and in about 2 hours meets the design objective of 1 hour Wargames and this slightly more complex descendent of same. Is it what I'd want to play all the time - not really, I prefer Field of Battle. But it took a relatively small amount of time and effort to chose a scenario, set up the troops and terrain, and have a game that was tense and exciting, even playing solo.

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