Saturday, March 21, 2026

Handy Find

AM visiting Bad Wörishofen, a Bavarian spa town that seems to cater to upmarket hypochondriacs.
That may be a little unfair, but there is no doubting the numerous health facilities and swanky hotels.
This is very much off-season as most of the town's medical treatments are based around hydrotherapy, which requires walking through water troughs that only fully operational in the summer months.
As well as hotels, spas and smart restaurants, there is a large toy shop that I suspect does a good trade with indulgent grandparents.
It has also done a decent amount of business with me this year.
These four palm trees will enhance a desert oasis
A pack of 15 deciduous trees that could make a small wood or orchard
The palms have stability issues that I should be able to solve fairly easily, but there is no such problem with the 15 green 'uns
I cannot deny that the palm trees were expensive, but I have found it difficult to obtain suitable such models for 10mm-scale battle scenes.

Friday, March 20, 2026

More Hittite Infantry

Four more units of 10mm Hittite infantry
These are again from Newline Designs, and painted using my new glued-to-the-base method.

Thursday, March 19, 2026

Charity Begins At Orpington

WHENEVER I find myself with spare time in a place I have not visited for a while, I like to tour the charity shops.
I am mostly looking for unusual history and travel books, but at the Kent town of Orpington earlier this month I made two finds much more directly related to wargaming.
First up, and costing 50p each, were these 75ml tubes of acrylic paint - compare their size with the regular 18ml Citadel pot - from children's charity Demelza
The second find, costing £1.99 for the pair at Age Concern, was these approximately 10mm-scale boats
I very much hope the lefthand tube will make an acceptable flesh colour, while white is always useful, and I am sure I will find uses for the purple.
The boats may only play a decorative role, but will be none the worse for that.

Wednesday, March 18, 2026

New Painting System

I HAVE painted my first unit of Hittite infantry, arranged for Neil Thomas's biblical rules in Ancient & Medieval Wargaming.
10mm figures from Newline Designs
Previously I have painted 10mm figures by first fixing them with Blu Tack to coffee stirrers - the type easily obtainable in Costa, Caffè Nero, etc.
But recently I took a new approach, at least when painting troops in open-order, gluing them to already-painted bases.
This worked so well that I decided to try the same technique for close-order infantry, the result being the figures above.
As usual with 10mm troops - at least, with my 10mm troops - it does not pay to inspect them too closely.
However, to be fair, 10mm figures are not meant for close scrutiny. Spears, for example, are almost as thick as legs, and facial features are very limited.
But I like the from-a-distance look, and there is no doubt that painting figures glued to bases, rather than Blu Tacked to thin strips of wood, leads to far fewer messy accidents.

Tuesday, March 17, 2026

Summing Up Our Refight Of Wörth

THE original Battle of Wörth saw the Germans suffer about 10,000 casualties, a third less than the French.
This was in stark contrast to Spicheren and, to a certain extent, Wissembourg/Weissenburg, where, although the Prussian-led armies were victorious, they suffered high casualties.
Our refight of Wörth started slowly, but as German, especially Prussian, reinforcements reached the battlefield, the casualty rate swiftly climbed.
It ended with a German victory, but with strength-points lost only just higher for the French, although the latter lost two complete units to the Germans' one.
Reg and I agreed the refight seemed quite realistic, despite the toy-soldierish nature of the affair, and it was certainly enjoyable, a testament to the rules, based largely on those of Neil Thomas, but with a major input from the writings of Bob Cordery.

Monday, March 16, 2026

Wörth - Turn Seven

Situation after six turns
I roll for reinforcements, but fail to bring the final Bavarian infantry brigade to the table.
Both my guns are still masked by friendly troops. There seems no point in manoeuvring the forward, Prussian gun, but I order the other gun to advance, although the gunners do not respond (I roll a 2 for activation - one less than is required for non-Prussian Germans).
My four-base infantry south of Niederwald finish crossing the Sauer, advance two hexes and fire at the two-base French infantry, but a -1 modifier for shooting in the same turn as moving means no hit is inflicted.
My two-base infantry bayonet-charge the same French unit, but only the French inflict a hit, and it becomes the compulsory loss of a strength point.
My three-base infantry north of Niederwald are ordered to charge the French infantry directly ahead, but fail to activate, and so shoot instead. However, their morale is clearly shaky as they fire wildly, causing no damage.
The Bavarian infantry are similarly unsuccessful in shooting at the French opposite them.
I next choose to fight the melee between my lancers and the French gun crew in Frœschwiller. I roll a 4, which, thanks to the lancers being cavalry in hand-to-hand combat with artillerymen, is enough to score a hit, despite a -1 modifier for the French being in cover. MacMahon fails to score a hit, but the hit his men suffer can be resolved as withdrawing a hex, and this is what he chooses.
This means the artillerymen, with their gun, leave Frœschwiller, and my unit immediately occupies the village, and initiates another round of combat. Again I score an unanswered hit, and this time MacMahon accepts the loss of 1SP, rather than have the unit retreat to the edge of the battlefield, where it would inevitably suffer another round of meleeing.
My unit directly west of Wörth, now that the cavalry are not blocking its line-of-sight, can shoot at the three-base French northwest of Niederwald. A hit is scored thanks to the +1 modifier for my unit having more than 3SP, and the hit causes the compulsory loss of 1SP.
The other Prussian infantry west of Wörth cannot advance, but the Prussian unit that arrived on the battlefield last turn advances two hexes.
The French are hanging on, but time seems to be against them
MacMahon, perhaps hoping to get the bad news over first, starts with the ongoing artillery-v-cavalry melee, and his men duly suffer another hit, without being able to inflict one in return, and it becomes the compulsory loss of 1SP, meaning the French have lost a second unit.
The infantry melee south of Niederwald is inconclusive.
The three-base French west of Frœschwiller fail to activate, and so have to settle for shooting at the Bavarian infantry (MacMahon explained that he had hoped to have them melee with my lancers). However, there is good news for the French when his men score a hit, which eliminates the Bavarian infantry's last strength point.
The two-base French west of Niederwald advance obliquely right to take partial shelter behind the wood, from where they shoot at the nearest Prussian infantry. MacMahon rolls a 5, but -1 modifiers for having moved, and for having fewer than 3SP, mean no hit is scored.
The four-base infantry west of Niederwald turn and advance a hex, getting them off the edge of the battlefield, and shoot at the same Prussian target, this time scoring a hit. My men have nowhere to withdraw, meaning I must accept the loss of 1SP.
Another bloodthirsty turn - each side lost 3SP - means the French, in addition to losing two of their six units, have lost exactly half of their starting strength points, while the Germans have lost a relatively modest one unit and 10SP (out of 38)
With defeat inevitable - an army is beaten once its starting total of strength points or of units falls below 50% - MacMahon concedes.

Sunday, March 15, 2026

Wörth - Turn Six

Situation after five turns
I roll for reinforcements, receiving a brigade of Prussian infantry.
Neither of my guns can fire as both are masked by friendly troops.
My three-base unit south of Niederwald fires at the two-base French, but I roll a 1. The other Prussian unit south of Niederwald spends this half-turn crossing the Sauer.
My three-base unit north of Niederwald shoots at the French directly ahead, scoring a hit, which proves to be the compulsory loss of a strength point.
The infantry in Wörth leave the village, and line up to shoot at the same French unit, but another 1 means no damage is done.
The infantry east of Wörth pass through the village, but have no suitable target as they are partially masked by the ongoing cavalry melee.
The Bavarian infantry in the northwest charge the French nearest them, but the melee is inconclusive.
I leave my artillery where it is.
Finally, the cavalry melee is also inconclusive.
The Prussian attack is gaining momentum
The French gun does not have a target, so MacMahon orders it to swivel within Frœschwiller in the hope of having a clear line-of-sight next turn.
The infantry south of Niederwald shoot at my three-base unit opposite them, scoring a hit, which I choose to resolve as the compulsory loss of 1SP, rather than have the unit fall back into a river hex.
The three-base French immediately northwest of Niederwald shoot at the Prussians advancing on them, scoring a hit which becomes the forced loss of a strength point.
The four-base unit northwest of Niederwald fails to activate as a 2 is rolled.
In the infantry melee the French score a hit, which I choose to resolve as making my men fall back a hex (my men fail to score a hit in return). MacMahon orders his victorious unit to follow up their success by occupying the vacated hex (this does not require an activation roll), so instigating another round of meleeing. This time both units inflict a hit. MacMahon has a choice as how to resolve the hit his men suffer, and decides to let them fall back a hex. I also have a choice, but since falling back would take the unit off the battlefield, I suffer the loss of 1SP.
In the cavalry melee, my men score a hit, and do not suffer one, and the hit is resolved as the compulsory loss of 1SP, meaning the French hussars become the first unit eliminated. My men occupy the vacated hex, and initiate a round of hand-to-hand combat against the French artillery in Frœschwiller. However, despite my unit receiving a +2 modifier for being cavalry fighting artillery, I fail to score a hit thanks to rolling a 2, as there is a -1 modifier for the enemy being in cover. MacMahon rolls a 5, but a -2 modifier for being artillery fighting cavalry means the French also do not score a hit.
A relatively bloodthirsty turn means the French have now lost 8 strength points (out of a starting total of 22SP) and one unit, while the Germans have lost 7SP, having started with 38SP

Saturday, March 14, 2026

Wörth - Turn Five

Situation after four turns, looking from above the Prussian-controlled east bank of the Sauer, with Bavarian reinforcements arriving from the north
I do not receive any reinforcements this turn.
My rearward artillery fire at Frœschwiller, but I roll a 1. My forward artillery fire at the infantry next to Frœschwiller, but again I roll a 1.
The Bavarian infantry in the northwest corner of the battlefield shoot at the French infantry nearest them, scoring a hit - just - with a 4. The hit is resolved as either the loss of a strength point, or falling back a hex, and MacMahon chooses the latter.
The Bavarian lancers advance to the outskirts of Frœschwiller.
My Prussian infantry south of Niederwald shoot at the two-base French opposite them, but the die lands as a 2.
The Prussians in Wörth shoot at the French infantry beside Frœschwiller, easily scoring a hit, which is resolved as the French falling back a hex.
The Prussians in the river hex emerge and shoot at the only target in range, the French artillery in Wörth, rolling a 5. There are -1 modifiers for having moved and for the target being in cover, but a +1 modifier for having more than three strength points, so a hit is scored, which is resolved as the compulsory loss of 1SP.
The brigade behind Frœschwiller remains where it is. Really I should have ordered the unit in Frœschwiller to advance, so the other brigade could enter the village.
Finally, my rearward infantry on the left flank start to cross the Sauer.
The crunch point of the battle seems near
The artillery in Frœschwiller fire at the Bavarian infantry, but without effect.
The French infantry south of Niederwald shoot at the Prussians nearest them, but also unsuccessfully.
The hussars charge the Bavarian lancers, but soon think better of it after failing to score a hit in the melee, while suffering one themselves. The hit is resolved as the compulsory loss of 1SP.
The three-base French infantry move so as not to block the line-of-sight of the unit next to them, and turn to shoot at the Bavarian infantry, but miss.
The unblocked infantry fire at the same target, scoring a hit, which I choose to resolve as the loss of a strength point, rather than have the unit leave the battlefield (Reg and I, after a quick conflab, agreed the unit would not be able to re-enter).
Finally, the other full-strength French infantry brigade advances to shoot at the Prussians who have just crossed the Sauer. A roll of 5 is enough for a hit, despite a -1 modifier for moving. The hit is resolved as the compulsory loss of 1SP.
With both armies losing 2SP this turn, the French have lost 6SP and the Germans 4SP

Friday, March 13, 2026

Wörth - Turn Four

Situation after three turns
I receive reinforcements in the shape of Bavarian lancers, who arrive beside the River Sauer on the north edge of the battlefield, ie on the right of the photo.
My rearward gun fires at the French artillery in Frœschwiller, scoring a hit, which MacMahon this time chooses to resolve as being unable to take action this turn.
My other gun successfully fires at the hussars, but MacMahon lets the unit fall back a hex rather than lose a strength point.
The Bavarian infantry shoot at the French infantry nearest them, but a 2 is insufficient despite a +1 modifier for being at full-strength.
My infantry south of Niederwald continue their shooting match with the French unit there, scoring a hit which becomes the compulsory loss of 1SP.
The infantry in Wörth shoot at the French directly ahead, scoring a hit thanks to the +1 modifier for being at full-strength. MacMahon again gets to choose how to resolve the hit, and he lets the unit fall back diagonally left to the only hex open to it.
Both my recently arrived brigades on the east edge of the battlefield activate and advance two hexes.
Finally, my infantry in the river hex have to remain there for this turn.
The French are outnumbered on the battlefield by nine units to six, and there are still two more German units - one Prussian, one Bavarian - that could arrive after marching to the sound of the guns
The French artillery cannot fire this half-turn, but the three-base infantry next to them move forward so as again to shoot at my unit in Wörth, although without success.
The four-base infantry facing the Bavarian infantry shoot at the latter, scoring a hit which becomes the compulsory loss of 1SP.
The hussars, unable to reach a target this turn, take shelter behind Niederwald, but the four-base infantry beside them fail to activate.
Finally, the French south of Niederwald fail to score a hit on the Prussians opposite them.
With both armies losing a strength point this turn, the French have now lost 4SP and the Germans 2SP

Thursday, March 12, 2026

Wörth - Turn Three

Situation after two turns
I roll for reinforcements, receiving a brigade of Prussian infantry, who arrive on the battlefield beside the long-barrelled gun, which shoots at the French artillery in Frœschwiller. There is a +1 modifier for being at full-strength, but a -1 modifier for the target having cover, but these prove irrelevant as I throw a 6. To resolve the hit, MacMahon rolls a 5, giving him the choice of losing a strength point or being unable to fire in the French half-turn. He chooses to lose 1SP.
My Prussian gun advances a hex to beside Wörth, and so be in position to shoot next turn.
The infantry in Wörth shoot at the French directly ahead. A roll of 3 is just enough to score a hit as there is a +1 modifier for being at full-strength. The resolution throw allows MacMahaon the option of having the unit fall back, rather than lose 1SP, and that is what he chooses, another die-throw indicating the unit retreats to behind Frœschwiller.
My left-flank forward infantry exit the river hex, and shoot at the French south of Niederwald, rolling a 6, and so easily inflicting a hit, despite having moved. The hit is resolved as the compulsory loss of a strength point.
The other infantry crossing the Sauer and emerge on the west bank, north of Niederwald, and shoot at the French in Frœschwiller. There are -1 modifiers for firing while moving and for the target having cover, but +1 modifier for being at full-strength, and that proves vital as I roll a 5. MacMahon has a choice as to how it is resolved, and decides the best thing is to give up shooting rights this turn.
The Bavarian infantry in the northwest of the battlefield successfully activate, and shoot at the three-base French infantry beside Frœschwiller. However, a roll of 2 is insufficient, despite a +1 modifier for having the full 4SP.
Finally, the Prussian infantry that arrived last turn, fail to activate (I rolled a 1).
A successful half-turn for the German cause in that I inflicted the loss of 2SP, rendered the French artillery unable to fire this turn, and got units across the Sauer
MacMahon orders the three-base infantry south of Niederwald to shoot at my men approaching them. However, the die lands as a 2.
He then successfully activates the hussars, who emerge from behind Niederwald to charge my infantry that have just crossed the Sauer near Wörth. In the melee the cavalrymen receive a +1 modifier for being mounted troops fighting infantry, while my unit gets +1 for having 4SP. We both score a hit, and both hits are resolved as losing 1SP or falling back a hex. We both choose to fall back a hex. That takes my infantry into a river hex, which they will have to spend next turn in before trying to leave it.
The three-base French behind Frœschwiller move so as to shoot at my men in Wörth, but roll a 1.
The four-base infantry beside them shoot at the Bavarians, but also roll a 1.
The remaining infantry unit, west of Niederwald, fails to activate.
After three turns the Germans have lost 1SP and the French 3SP

Wednesday, March 11, 2026

Wörth - Turn Two

Situation at the end of turn one
I roll for reinforcements, receiving a brigade of Bavarian infantry from the north, and a brigade of Prussian infantry from the east. I then roll to determine at which hexes they enter the battlefield. For the Bavarians, this can be any of the six hexes on the north row between the Sauer and the west edge of the battlefield. I roll a 1, meaning the extreme west hex. For the Prussians it can be any vacant hex on the east edge of the battlefield, and I roll a 3, putting them directly opposite, but six hexes away from, the most southern French unit. Neither of my two new units can move or shoot until next turn.
My non-Prussian gun again fires at the French artillery in Frœschwiller, but I again roll a 3, which has no effect. My other gun has no target, so I successfully activate it, and the crew advance with their gun two hexes (Prussian aggressive use of artillery was a hallmark of the Franco-Prussian War from its early stages).
My right-flank infantry also activate, and enter Wörth (there is no penalty for crossing the river if using the village to do so), and shoot at the French directly ahead. I roll a 6, which is easily enough to score a hit, especially with a +1 modifier for being at full-strength, and despite a -1 modifier for having moved. My opponent rolls a 2 to resolve the hit, meaning the first French strength point is lost.
My other two advancing infantry units enter the Sauer, where they will have to remain next turn, unable to shoot, before emerging on the far side.
The Prussians are advancing boldy, much as they did in the real battle, without too much regard for minimising casualties
MacMahon starts with his artillery in Frœschwiller, which shoot at my newly arrived Bavarians. He rolls a 2, which is never going to be enough, even without a -1 modifier for having a French imperial crew.
The three-strength infantry behind the artillery shoot at my men in Wörth, but fail miserably with a 1. The infantry next to them shoot at my Bavarians, but also roll a 1.
The French south of Niederwald no longer have a target in my three-strength unit as the thick wood obstructs their line-of-sight, but MacMahon successfully activates them, so the unit can move and shoot. However a 2 is rolled.
MacMahon does not try to activate the hussars, and the infantry adjacent to them fail to activate.
At the end of turn two both armies have lost 1SP

Tuesday, March 10, 2026

Wörth - Turn One

Looking from behind the Prussian lines
I start by ordering my non-Prussian gun on the right flank to fire at the village of Frœschwiller, on the far side of the River Sauer, and specifically at the French gun positioned in the village. I roll a 3, which is increased for my unit being at full-strength, but decreased for the target being in cover, so I narrowly fail to score a hit.
My Prussian gun shoots at the French infantry directly ahead, rolling a 5. This is increased for the crew being Prussian, and for the unit being at full-strength, so a hit is easily scored. General MacMahon (aka 'Reg') rolls a 5 to determine the effect of the hit, which means he can choose to lose a strength point OR retreat a hex. He selects the latter, and, since a direct fallback is obstructed by a friendly unit, the infantry retreat obliquely to their left.
I successfully activate all three of my infantry units on the battlefield, and each advances two hexes, with one unit reaching the outskirts of Wörth, and the other two the east bank of the Sauer. However, being German infantry with a weapon range of three hexes (rather than French with a range of four), none of the units has a target to fire at.
Situation after the German half-turn
MacMahon starts by ordering the infantry unit that fell back, to advance on Wörth, but it refuses to move (French troops need a 3 to activate, and a 2 was rolled).
He then orders the unit that was directly behind it, and is now in line-of-sight of my Prussian gun, to move south a hex, which it wisely does.
The only French unit that has enemy within range and line-of-sight is the infantry unit south of Niederwald. It shoots at my men who have reached the bank of the Sauer, and rolls a 6 - easily enough, even without the bonus for being at full strength. To resolve the hit, I roll a 3, meaning the compulsory loss of a strength point.
First blood to the French

Monday, March 09, 2026

Wörth-Specific Rules

REINFORCEMENTS
The French start with their full force on the table - four brigades of infantry, one of cavalry, and a gun.
The French in position, with the gun in the village of Frœschwiller, ie in the same hex, and so enjoying cover

The Germans start with both guns on the table, but only three brigades of infantry
Three brigades of Prussian infantry will arrive from the east, and two brigades of Bavarian infantry and one of cavalry will come from the north.
At the start of the second and subsequent turns, dice for each off-table unit: 5+ means it arrives this turn, and should be placed on the table at the start of the turn, but will be unable to further move or fire until the next turn.
No units in this scenario are elite - partly because the small number of units would give elite ones a disproportionate effect.
But also because the French are partly demoralised following early reverses in the war, and the Germans because I am already allowing them a higher proportion of Prussian troops than they actually had in the battle.
The French gun naturally counts as French imperial artillery. My crew with the long-barrelled gun are non-Prussian German; my other crew are Prussian.

TURNS
I consider a turn to encompass 45 minutes of action. The fighting at Wörth started around 10am on an August day, which left about 11 hours before darkness would bring a halt, so the refight will last a maximum of 15 turns.
Weather was not a factor.

Sunday, March 08, 2026

Wörth - The Rules

WE have been very pleased with the rules, which are based around Bob Cordery's Portable Wargame series of books, in particular the late-19th century rules from his original publication, The Portable Wargame (Eglinton Books, 2017).
I am using 54mm toy soldiers on a Hexon II grid, formed of hexes 100mm across, from Nottinghamshire-based Kallistra.
You will need Cordery's book to understand the brief summary of my rules that follows.
I have changed a few of his concepts - sometimes to fit in with how I like a wargame to work, sometimes adapting ideas from Neil Thomas's Wargaming Nineteenth Century Europe, and sometimes to give the rules a more-distinct flavour of the Franco-Prussian War.
The summary below mainly covers the changes I have made to Cordery's core rules, and below that I give my reasons.

UNITS
Type                                                           Strength Points Move Weapon Range
French Infantry                                                      4                2             4
German Infantry                                                    4                2             3
Cavalry                                                                  2                3             0
French Imperial Artillery                                        4                2             6
French Republican & Non-Prussian
German Artillery                                                    4                2             9
Prussian Artillery                                                   4                2            12
There is no separate commander figure as I think the huge numbers of men involved in battles of the Franco-Prussian War would make such a figure disproportionate.
VICTORY (replaces Exhaustion Point)
An army is defeated once it loses more than half of its strength points OR more than half of its units.
TURN SEQUENCE
Turns are alternate (aka IGOUGO). Defender goes second. If neither side is obviously on the defensive, dice for who goes first in turn one, continuing with alternate half-turns.
Phases:
1. Artillery fire.
2. Move activated units. To be active, a unit needs to roll a minimum die score.
Prussians and Garibaldi Redshirts: 2.
Others, including non-Prussian Germans: 3.
Elite: +1. Poor: -1.
3. Rifle fire (available to inactive as well as active troops).
4. Resolve melees.
So Player A, for example, first fires any guns he wishes to shoot. Then, taking each unit in turn, he can try to activate it if he wants to move the unit. That unit can then shoot, whether it has activated or not, unless, naturally, it has contacted an enemy unit and so initiated a melee. Player A continues until he has activated/fired all his units, or at least the ones he wishes to activate/fire. Then it is Player B's half-turn.
ARTILLERY FIRE (guns that fire cannot also move that turn)
Line-of-sight firing only.
Roll a die, needing 4 to score a hit.
Prussian: +1
French Imperial: -1
Target in cover: -1
Firers have more than 3 strength points: +1
Firers have fewer than 3 strength points: -1
RIFLE FIRE
Roll a die, needing 4 to score a hit.
Firers moved this turn: -1
Target in cover: -1
Firers have more than 3 strength points: +1
Firers have fewer than 3 strength points: -1
MELEEING
A melee occurs when a unit tries to enter a square occupied by an enemy unit.
Both units roll a die, needing 4 to score a hit (if, with modifiers, the score is 8 or more, two hits are inflicted).
Attacking in flank or rear: +1
Being attacked in flank or rear: -1
Enemy uphill: -1
Enemy in cover: -1
Unit is infantry or artillery with more than 3 strength points: +1
Unit is infantry or artillery with fewer than 3 strength points: -1
Unit is cavalry with fewer than 2 strength points: -1
Unit is cavalry fighting infantry: +1
Unit is infantry fighting cavalry: -1
Unit is cavalry fighting artillery: +2
Unit is artillery fighting cavalry: -2
Unit is infantry fighting artillery: +1
Unit is artillery fighting infantry: -1
A unit that wants to break off from a melee (as opposed to withdrawing as the result of a hit) must move in a straight line directly away and end its turn with its backs to the enemy.
RESOLVING HITS
When artillery suffers a hit from firing and it is resolved as "lose a strength point or withdraw one square," this is replaced by: lose a strength point or be unable to fire or move next turn.
ALL OTHER RULES
As in The Portable Wargame, unless a scenario requires a rule to be modified.

THE THINKING BEHIND THE CHANGES
UNITS
Cordery uses strength points of four for infantry, three for cavalry and two for artillery. I have debuffed cavalry and upgraded artillery to make them in line with my reading of the Franco-Prussian War.
Weapon ranges are largely based on Thomas's figures.
I have removed the ability of cavalry to fight dismounted with rifles and/or carbines as that basically did not happen in the Franco-Prussian War, at least not at division or brigade level.
TURN SEQUENCE
Prussian staff work was ahead of its time, which is why Prussian units are more likely than most other units to activate. Garibaldi's Redshirts showed similar abilities.
ARTILLERY FIRE
Cordery's artillery need a 5 to score a hit, but guns using line-of-sight get a +2 modifier, meaning they only need a 3. I am exclusively using line-of-sight because howitzers were largely anonymous in battles involving many tens of thousands of troops, so it would make sense if my artillery only needed to roll a 3. I am making it 4 because I have also added modifiers for a unit's strength points, so an artillery unit at full strength, ie with four strength points, gets +1, which means it only needs to roll a 3 to score a hit. I have introduced modifiers for the number of strength points because it seems strange that a unit at full strength can fight as effectively as a unit with only one strength point remaining.
The modifiers for Prussian and French imperial guns represent the quality of the guns and the respective armies' use of said guns.
RIFLE FIRE
Cordery's units need a 5 to score a hit. But units that have not moved get a +1 modifier, meaning they only need to roll a 4. I prefer to to say units need a 4 (the same as for artillery) to score a hit, but with a -1 modifier for having moved.
MELEEING
Cordery has units meleeing when they are in adjacent squares. But at the scale of my battles, I think combat in adjacent squares should be determined by firing, with melees taking place when a unit tries to enter a square occupied by the enemy.

Saturday, March 07, 2026

Wörth - The Battlefield

MAPS of the battlefield show a veritable jumble of terrain.
But it is important not to get bogged down with too much scenery, especially at 54mm scale, and even more so when a small number of figures is being used.
The Prusso-Bavarian force for our refight has 32 infantrymen, two cavalrymen, and two guns, with eight crewmen - 42 men in all.
The French army is smaller: 16 infantrymen, two cavalrymen, and one gun, with four crewmen - 22 men in all.
The salient features of the battlefield, over which they will be fighting, are the River Sauer, the villages of Wörth and Frœschwiller, and two dense woods - Niederwald and Hochwald.
Looking from the south, we can see the Sauer running through Wörth, with Frœschwiller to the northwest - on the west bank of the river is Niederwald, and in the northeast corner of the battlefield is Hochwald 
Infantry and cavalry take a turn to cross the Sauer (it is impassable to artillery).
The mechanics are that a brigade enters the river hex on turn one, spends a turn there, during which it cannot shoot, and leaves on the following turn.
Both woods are impassable to all troops (in reality, small numbers of infantrymen could operate in the woods, but they would be insignificant at our scale).

Friday, March 06, 2026

Refighting The Battle Of Wörth

SO far in Project Kaiser we, ie myself and my regular wargaming opponent ('Reg'), have refought two of the three opening battles of the Franco-Prussian War: Wissembourg/Weissenburg and Spicheren.
Despite using 54mm toy soldiers, and fairly simple rules, both refights bore a strong resemblance to the original battles.
Now it is the turn of the Battle of Wörth, also known as the Battle of Frœschwiller, which, like Spicheren, was fought on August 6, 1870.
A French army under Patrice de MacMahon was holding a line parallel to the River Sauer, awaiting reinforcements, and also protecting a nearby railhead in case of a German advance.
His force consisted of about 45,000 infantry, 5,000 cavalry and more than 100 guns (as usual, sources vary).
Trying to find and engage them was a larger German army under Crown Prince Frederick William of Prussia, whose force had a significant number of Bavarian troops, and was particularly strong in infantry and artillery, but probably with roughly the same number of cavalry as the French.
For our refight the French receive one gun and crew
The North German Confederation, to use the official name of the Prussian-led army, has two guns and crews
Both armies have one 'brigade' of cavalry - French hussars on the left; Bavarian lancers on the right
The Germans have an impressive eight infantry 'brigades'
The French must make do with four infantry 'brigades'

Thursday, March 05, 2026

More Elamites

Have painted a second lot of 10mm archers from Newline Designs
They will go with the Elamites I painted last month, meaning I now have 10 units of Elamites configured for Neil Thomas's biblical rules in Ancient & Medieval Wargaming.
Nine of the units are in open order, and one in close order, the latter being a possibility for elite status when an Elamite army does not include chariots.

Wednesday, March 04, 2026

Tuesday, March 03, 2026

Flats II

WEIMAR city museum held a major exhibition of zinnfiguren 70 years ago, which, as curator Marbot Gerstenhauer points out, was before the Berlin Wall was built, and an anniversary exhibition was held 20 years later.
Here are more photos from the current exhibition, which runs to April 12.