Showing posts with label Tilley's Very Bad Day. Show all posts
Showing posts with label Tilley's Very Bad Day. Show all posts

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. 

Wednesday, March 18, 2026

TILLEY'S VERY BAD DAY PART 2 - REVENGE


 This Wednesday I got to play a rematch of the Tilley's Very Bad Day game. Again, I played the Protestant Right Wing. The table setup was a slight variation and with the addition of some Dragoons and buildings. This time my force also began on top to the hill. This let me have my artillery in position from the start. Opposite me was the same cavalry force with the addition of the dragoons in garrison. The Center and Left Wing were again much the same for both sides. 

With the River Closer to My Starting Position I Choose to Advance Off the Hill to Meet My Opposites at the River Line. As can be Seen, My Artillery has Already had an Effect on Their Cuirassier. As I  Stated Last Time I have Brought My Own Less Curse Dice. 
A Closer View of the Action to Show Off a bit Better the Very Nicely Done Figures and Terrain. 

The Action Became Hot and Heavy and I Missed a Number of Turns Taking Pictures. A Quick Recap of the Action is the Cuirassier Crossed the River and Fought my Cavalry Forcing them Back, but Themselves Nearly Destroyed. The Following Turn My Second Rank Cavalry Charged and Eliminated the Cuirassier. On the Left Side Their Cavalry Crossed the River and was Eliminated by My Cuirassier.
On This the Final Move of the Game My Combined Cavalry Eliminated Their Shot, My Cuirassier Eliminated the Remaining Cavalry in the River. Across the River Our Central Command Cavalry had Finished Off the Harquebus. 

On our Left Flank both sides cavalry had fought well, but the overall losses have gone over the breakpoint for the Catholics. A well-earned victory this time by the Protestants 12/6. The game went very quickly taking around 8 turns and only 2 hours, including the time need to review the rules. Everyone enjoyed them and I am sure these will be revisited soon. 

Sunday, March 15, 2026

OFF TO SOUTHERN GERMAN CIRCA 1642

Saturday, I got to play in a first run of the Tilley's Very Bad Day rules. This is a set I have been wanting to try for some time. Steve brought his wonderful 6mm figures and terrain to run the game with. Sadly, he also brought his dice. These rules call themselves Fast Play and I have to agree. After a quick going over of the rules, we got in around ten turns in about two hours. That for me is a real set of Fast Play rules. 
 
Turn Three and my Protestant Union Forces Reach the Forward Edge of the Hill. I was Feeling in Good Spirits as I had an Uphill Advantage, had Fire Power in the Way of Command Shot to Lend me an Edge. What's not to Like? 

Then the Imperial Forces Harquebus Opened Fire. Hmmm...Three sixes out of Three and My Medium Cavalry is Wiped-out. The Follow-up Roll to Kill the General is Another Six and I Fail to Save Him.  OK, but I Still Have a Solid Positional Advantage. Then My Cavalry Fails to Hit and in Return is Destroyed. I'm Starting to Sense a Pattern Developing. Going...

Next Turn in Goes My Second Unit of Cavalry. Again, I Fail to Hit and Take Two Hits in Return and am Retreated Back. Meanwhile the Main Battle Between Both Sides Pike & Shot in the Centers Begins. Going...

A Better View of the Central Fight Along the Length of the Stream. 

Finally, My Luck Begins to Change. My Cavalry Hits but so Does Theirs Causing a Locked Combat to be Resolved Next Turn. My Artillery also Hits a Supporting Pike & Shot Unit Advancing in the Center. 

The Next Turn We Win the Initiative and Need to Move First. As seen in the Picture Above Their Command Shot and Harquebus Fire Before my Command Shot and Down They Go. On Turn Nine with My Screening Shot Eliminated the Imperial Shot Charge My Cannon. Goodbye Cannon. Yet Again My Cavalry Fails to Hit and the Imperials Cavalry Eliminates My Last Unit on the Flank...Gone! 

The Pike & Shot Reserve in Position to Repel the Imperial Left Flank Attacker Who are Completely Unscathed. In the Center and Left of the Protestant Line There is a Good Give and Take, But at Last the Imperials Eliminate a Protestant Pike & Shot and that Seals the Win for Them. 
A well-played game by the Imperial and Central Protestant players. The whole loss falls firmly on my shoulders having lost six of the eight elements that caused the army collapse. That and effectively doing nothing to them in return. Yes Steve. Your dice are cursed for me. 😄 
Things I came away with are I do like these rules a lot. The maneuver is a bit sluggish as it should be. Shooting combat is good to try and create an advantage, but not really game winning. Close Combat is generally decisive, but there is just enough resilience of units to take a while to wear them down. Support is critical and lack of it leads to bad things happening. I am certainly looking forward to the next game. Lastly, I'm bringing my own D..n dice! 

LOOK! UP IN THE SKY.

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