Friday, May 15, 2026

OFF TO THE AMERICAN CIVIL WAR


 This past Wednesday, we played a 6mm American Civil War battle, based very loosely on Shilo. The game was originally set for twelve players, but due to unusual circumstances the dropout level left us with only six. The game was hosted by John B. using his home-grown rules. They are very old school and some of the veteran figures have seen action way back as long ago as Gen Con 10 in 1977.  

The Union 4th Brigade Taking Up Position to Block and Slowdown Two Confederate Brigades. Union Forces are in a Sunken Road Providing Them with Cover. 
Union Third Brigade Moving Forward to Cover the Central Position and Backup Forth Brigade. 

Sherman's Brigade Moving to Cover the Union Right Flank.

Union and Confederate Forces Exchanging Fire. The Confederates were Giving Out the Better of This Having Already Driven Off Two Union Regiments. The Smoke on the Far Left is From Union Forces Holding the Tree Line on the Other Side of the Woods.  

Union 3rd Brigade Artillery Begins Firing on the Approaching Confederates as Their Infantry Continues to Advance Towards the Center. At the Top Sherman's Brigade is Hotly Engaged with the Confederate Left Flank.  

Union Forth Brigade Continues to Take a Pounding and Losses are Piling Up. Their Return Fire is Very Infective at Slowing the Confederates. 

Union Third Brigade's Batteries are now All in the Fight as Its Infantry Moves Forward in the Center and to Reinforce the Dwindling Forth Brigade.  

On the Union Right Sherman has Blunted the Confederate Advance, but the Confederate Third Brigade is Quickly Advancing Over Undefended and Open Terrain. 
At this point we ran out of time and had to call the game. The Union forth brigade was battered but not beaten. It had some serious success at holding the flanking woods having driven off two Confederate regiments by routing one and nearly destroying the other between deadly accurate fire and cold steel. Sherman's forces were pushing back the Confederates on the Union right while also holing up the Confederate advance in the center. with the Union forth brigade moving up it seem the line would be steadied. 
Overall, a very fun game with a very old school feel. Even by my standards I was moving a lot of figures which I always enjoy. Thanks to John for hosting. It's to bad I forgot to get a picture of his ACW tie. 

Sunday, May 10, 2026

TILLY'S VERY BAD DAY - Part 2

On Saturday, we played the second go of the previous fight. This again sees the Catholics on the left of the picture above, against the Protestants on the right. There were a few tweaks to the game with all Cuirassier resolve reduce from 4, down to 3 and a couple of extra units added to the Protestants second command. The victory conditions were for each side to break the other, or for the Protestants to remain on the field for 10 turns, placing the burden of attack on the Catholics.

Having played in the last game as the Catholic right wing cavalry commander, this time I was given the job of the Protestant left wing cavalry commander. I needed to come up with a plan to counter what I expected the Catholics to do from the previous battle. How did this go? Read on to find out.   
 

The Protestant Garrisoned Town Protecting the Only Bridge Crossing the River. While the River was Fordable Along its Entire Length, it did Reduce the Effectiveness of Anyone in or Having Just Crossed it.   

My Plan was to Use My Mounted Harquebus to Reduce the Catholics Cuirassiers on My Right Flank Before the Main Fight Occurred. That Plan Went to Hell Because of the Speed of the Catholics Cuirassier's Approach.   

Fortune Smiled as the Catholics Came in Dispersed Allowing Me to Use My Superior Numbers to Even the Odds. In the Center the Infantry Battle Was Going the Catholics Way as They Used Their Tercios to Lead the Assault Across the River.  

The Tercios Doing Their Very Effective Thing of Close Combat as can be Seen with All of Them at Full Strength of 4, While the Protestant Infantry is Near Collapse at Only a Value of 1 of Their Original 4 Resolve.  

The Catholic Cavalry has Been Effectively Defeated with only Two Units Remaining. The Harquebus are now Exchanging Fire with the Approaching Infantry, while the Cavalry Prepares to Launch Charges Once they are Sufficiently Reduced.  

In the Center Our Infantry has Stabilized the Line and off screen to the Right has Even Begun to Push Back and Even Destroy Some of the Catholic Supporting Cavalry on This Flank. 

With the Entire Catholic Right Cavalry Defeated, Tilly Having Been Wounded and Removed from the Battlefield the Protestant Cavalry Begin to Sweep the Flank as the Day Draws to a Close the Catholics are on the Edge of Defeat. 

In the Center the Protestant Infantry is Desperately Holding on, but Time and Losses have Run Out for the Catholics. A complete Reversal of the Previous Game. 
This was another exciting game and a lot closer than the previous battle. Both sides played a completely different game from the last time. The rules changes worked out as the Cuirassier were still stronger than cavalry but not as devastatingly so. 

A special thanks to everyone that has recently posted a comment. It is hard to tell if my ramblings are meeting anyone else's interest. Posting a comment is a strong affirmation that you have both read and enjoyed it, so please take the time and let me know if you do. 

Lastly here a link to the Tilly's Very Bad Day Rules. 

Friday, May 8, 2026

TILLY'S VERY GOOD DAY


 On Wednesday, we played another game of Tilly's Very Bad Day Rules. This pitted the Catholics Lead by Tilly and the Protestants lead by the Duke of Brunswick. I find the game leads to some very quick and bloody results, having had my head handed to me in one game and fighting tooth and claw in another. If things start to go bad you need to fix them quickly or be overwhelmed by cascade effects. 

Catholics on the Left, Protestants to the Right. The Limited Time the Catholics have to Break Their Opponents has put Them on a Hell For Leather Attack. On the Left the Cavalry is Keeping the Protestant Infantry in Check from Maneuvering While in the Center and Right Infantry and Cavalry Press the Enemy.
With Infantry Support on Their Left the Catholic's Cuirassier Smash into the Protestant Cavalry. Even with the River Reducing Their Effectiveness the Pulmonary Artillery and Musket Fire has Softened up the Protestants. In the Center the Catholic Infantry is being Held, but at Significant Cost.     

And as Quickly as it Starts it is Over. With the Death of the Protestant General and the Loss of a Few Squadrons of Cavalry, the Protestants Remaining Cavalry is Reduced to Ineffectiveness and is Quickly Swept from the Field. 
Overall, this was a very interesting game where along most of the battlefield things were a true tug-of-war. The Protestants did very well along the center, and there was little action on the left. The right cavalry battle proved decisive, where the Protestants lost twelve of the ten units they needed to break. 
There is a refight scheduled for Saturday where I will be given the Protestant Left Wing Cavalry. This will defiantly be a challenge. 

Thursday, May 7, 2026

BACK TO THE REVOLUTION

 


My last post on the Ramblings of an Excentric Games Mk 3 blog was June of '25 and I had just completed the British 44th Regiment. My intention was to then jump right in on painting the Continentals in the Official later American uniforms. It took a bit longer than expected, in fact, almost a year. This is the New York, New Jersey blue coat, buff britches and cuffs. This is just the start with at least another two more following on. Afterwards I will then add the Virginia units in the iconic red, white and blue uniform. The figures are from Fife and Drum, my favorite line of large, 25mm plus, figures.   

OFF TO THE AMERICAN CIVIL WAR

 This past Wednesday, we played a 6mm American Civil War battle, based very loosely on Shilo. The game was originally set for twelve players...