29 August 2026

Overview

 I we had 3 games today.

The games were : 

Napoleonic action in Poland using Field of Battle 3.

WW2 Pacific action at Tarawa.

WW1 naval action.


Setup time.





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Photos curtesy of Gary. 


Jakubowo.

Game of the Napoleonic wars, July 1812. 

Using Field of Battle in 15mm.













Organized, using terrain and models and umpired by Gary.

AAR by Gary.

Players
French   : Mark.
Russian : Hugh.

I had planned to do Montmiral with FOB3 but couple of usual suspects awol so I decided to put on Jakubowo again as more modest number of units (Montmiral is large and I usually use 2 base units in lieu of standard 4 bases).

Hugh and Mark were the protagonists with Mark arriving first so getting choice of sides, he selected French, therefore Hugh commanding the Russians.

This turned out to be another cracking game that was a real swings and roundabouts in terms of fortunes and a nailbiter at the end.

Mark advanced to take central hill (a no brainer for French) and brought his early arriving reserve Division on on his left.

Hugh got both his reserve Divisions on toute suite as well placing his Line on his right and his Veteran Grenadiers on his left.

Both sides cavalry faced each other in a stand off near the hill.

It was on the Russian left/French right flank that the drama of the action unfolded.

Two batteries of Ivan guns pounded the French right causing several losses and disorders and the Grenadiers were able to charge enmass (some great Move options) into the French.

However the Grenadiers were severely repulsed (so many 1s rolled !) with one unit Destroyed, another Routed and the remaining two damaged.

French 44e Ligne Regiment won many battle honours during this action.

To add further misery to Hughs efforts his central command lost their General (this Division underperformed all day failing Move several times) and things looked grim indeed.

However Ivans did get their Commander back very quickly but only Rallied a couple of his units.

Then the fickle gods of war seemed to turn completely against the Emperors minions as the Russian Grenadiers rallied their Routers and all hits and disorders in one fell swoop.

They then launched another assault on the exhausted French right and all but crushed it with four French Battalions swept from the field (Mark rolled a succession of 1s that was a rival to my usual standard, yes it was that bad).

The French also saw two of their three Commanders suffering wounds and half their army was in Disorder !!

But they managed to pull an unbelievable three Leadership cards in quick succession seeing their Generals revived and most of their Disorders rallied.

But the damage was done to the French Army Morale which was now at zero and on the brink but Mark passed first Army Morale test although they were 'gifting' morale to Russians (5 at one point).

This however seemed to inspire the Elan of the Grognards (and Mark) whose Cavalry and left wing Infantry advanced onto Russian right and gave them a torrid time, indeed they clawed back their Morale (to zero) gifts and began to inflict Morale losses on Ivans (and Hugh !!)

It seemed they might even punish the Ivans further but another Army Morale appeared and French lost roll off being thereby forced to Quit The Field.

The Russians finished with a mere 5 Morale (starting levels were 24 for French and 25 for Russians) and they (ie Hugh) breathed a huge sigh of relief after a hard fought game.

A game full of drama and excitement with the narrative aspect of FOB on full display with events and the unpredictable nature of system creating a game story that reads just like a real battle account. 

The multiple dice type system (which some dislike) can be very unforgiving (especially with the extremes of high vs low rolls) but I say 'embrace the chaos' as these decisive moments make for exciting gameplay and lots of groaning and cheering.

Very enjoyable game to umpire (especially watching the ebb and flow of emotions of both players).


I have stated it many times but FOB never disappoints and what it may lack in perceived 'historical' chrome or tactical nuance it more than makes up for in playability and plain good old fun in spades.

I have yet to find another rules system that so consistently creates such dynamic games in such playable fashion, some come close on occasion but are often more staid in comparison, although those with less 'chaos' and more predictability can be appealing if a more chess like game is preferred.

You pays yer money and takes yer choice


'A lora lora' pics (Cilla Black evoked) again of varying quality and back to front order


View from Russian left with French right virtually gone but Russian right also in serious diffs (note central Russian Division in Disorder as General 'hors de combat'


Ivan Grenadiers have crushed French right flank (after likely being threatened with punitive measures). 


View from French left just prior to French knocking seven bells out of opposing Russian infantry,

It was something of a stalemate in center and French right for most of game as neither side wanted to engage (or could due to Generals be out of it).


Russian center exchanges fire with French with some Jagers in skirmish mode


Cossacks in skirmish line (a house rule) as Hussars (under Hughs trotter) move to shore up right (Grenadiers in early difficulty phase)


Hits and Disorders for both sides


French right has repulsed Russian Grenadier assaults but are bloodied and bruised


The Russian Grenadier assault the French line but are repulsed.


Pressure mounts on French right,


Note Routing Russian Grenadier (red marker) and one of their assault columns was soon to be wiped out.




This repulse of Grenadier attack on left looked somewhat worried Russian CiC (Wittgenstein),


Earlier stages of the Grenadiers assault (they raced across battlefield into close quarters action).


French advance to take central hill.


The 44e Ligne Regiment about to achieve everlasting glory as assault columns of superior Russian Grenadiers approach.


Russian guns had been softening up the French.


The Grenadiers looked unstoppable, as they later proved to be so after ignominy of initial failure.


Initial French advance


And initial deployment of Russian Jager Division.


Early days before either sides reserves have appeared.

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Photos curtesy of Gary. 

Channel Raid 1918.

Game of WW1 naval. 

Using General Quarters part 2 with1/3000 Navwar models.

Organized, using terrain and models and nominally umpired by Leslie.

AAR by Leslie Tipping.


Players
British    : Phil and Alan.
German : Adam.


The game was based on aborted German naval plans to raid into the English Channel in October 1918. A scratch force of German capital ships accompanied by some light forces was to try disrupt the supply lines between England and France in an attempt to provide some relief to the hard pressed armies on the western front, bolster civilian morale and provide glory and perhaps a future for the fleet. Standing in their way was the British Channel Fleet made up of pre Dreadnought battleships and a variety of light forces. 

The raid never occurred.  When it was suggested that it take place it provoked a widespread mutiny in the German Fleet helping to hasten the end of the war. None of the ordinary sailors ,who were war weary and hungry, wanted to die fruitlessly in a lost war.

The game assumed that the raid took place and so the Germans sailed into the English Channel.  However it was also assumed that, as in real life, British Intelligence through the breaking of German codes was aware of the plan and so  the faster elements of The Grand Fleet were dispatched south to intercept the enemy. The scene was set for the largest naval clash since Jutland in 1916.


The game was arranged to give both sides the possibility of  both claiming victory through different victory conditions . The Germans were fighting to gain honour and glory points as outlined in their fleet orders. The British were seeking to gain a more traditional victory by sinking a greater value of enemy ships than they lost by counting the ships defence factors.


The instructions given to the players.


German instructions.



British instructions.


The German fleet arrived in the Channel and the merchant convoy promptly began to scatter.


The two escorting destroyers, Porpoise and Spitfire, courageously sailed to confront the entire enemy fleet. The British auxiliary merchant cruiser , The Macedonia, also began to fire on the Germans. The initial firing from both sides was really very poor with a lot of straddles but with little damage inflicted. The most memorable moment in this early period was when the Germans opened fire on the hospital ship ,The Mongolia , and ,despite missing, promptly lost an honour point. 

The firing continued and The Channel Fleet sailed into view but was too far away for any meaningful shooting. Meanwhile The Porpoise had been rendered a blazing wreck and soon sank after being shot at by the majority of the enemy fleet.  The Spitfire although no longer able to move because of hull damage managed to loose off a torpedo before sinking. Unfortunately the efforts of the gallant little ship were for naught as the torpedo missed. 


The Germans then made short work of The Macedonia and began closing on the fleeing merchant men. Several of the merchant ships were able to escape off the table due to the sacrifice of their gallant naval escorts. The little tramp steamer The Seagull however was soon stopped by devastating German fire but despite the many ships shooting at her she managed to repair her engines and with dogged determination continued to make for safety.

The Channel Fleet had now closed sufficiently to begin to fire on the advancing Germans. 


Minor damage was inflicted on The Hindenburg and medium to serious damage on The Moltke and The Von Der Tann. In return the overwhelming German return fire stopped The Dreadnought leaving her wallowing  and defenseless. At this point in a display of great courage the rest of the Channel Fleet moved in front of The Dreadnought to protect her from further damage . Almost unnoticed to this point The Seagull finally succumbed and sank.


With a roar of 15 inch guns elements of the Grand Fleet announced its arrival behind the German line. The German admiral sent the battleships The Konig and The Kronzprinz Wilhelm to oppose them . Unfortunately neither German ship achieved any hits on the British line and in one move of British firing The Kronzprinz Wilhelm had all her guns destroyed and suffered medium hull damage causing her to lose speed.


As time was ticking by it was decided that the game would continue for only one more turn so both sides decided to launch mass torpedo attacks. The Germans launched against the predreadnoughts and the British against the retreating Konig class battleships. Unfortunately both sides missed to the great disappointment of their respective admirals. When the points were totaled neither side had done enough to declare victory, Although Phil was declared to be the winner of the battle of the memoirs it was not a substantive victory.  Adam was declared to be in disgrace and likely to be court martialed.


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Photos curtesy of Leslie. 

Tarawa.

Game of WW2 in the Pacific. 


Using Rapid Fire Reloaded in 20mm.













Organized, using terrain and models and umpired by Chris Caves.

AAR by Chris Caves.


Players
Americans : Steven, David Smylie and Ian Anderson.
Japanese  : Jeremy Nixon.


The scenario was based on an old wargames illustrated article number 110 November 1996.

This was the first amphibious US Marines assault of the pacific island hopping campaign and the testing ground for the  “new “ Louisiana swamp Amtrac ( LVT series of vehicles ).

The game introduced three new players to rapid fire with a couple of  “old hands“ keeping the game on track.

A number of interesting surprises awaited the Marines which required the commanders to re think their plan on the day to capture this tiny atoll.

Turn 1/2 saw the US flotilla of some 15 landing vessels reach the lagoon reef. 

Unknown to the commanders the Higgins boats ( small landing craft ) had to roll a 5/ 6 to avoid being hung up on the reef , the larger Landing craft carrying Sherman tanks dropped their ramps to enable the Sherman’s to wade across the 4ft deep lagoon.

The Amtracs had no problem crossing the ref barrier  although it should be noted that the whole flotilla was under bombardment during this process from the Japanese shore guns ( the gunners failing to hit anything both turns  !  ) 

Historically there was a very low spring tide which meant many of the Higgins boats could not pass the reef and the pre landing bombardment by 15 inch guns had created huge hidden shell craters in the reef shallows which resulted in a number of wading Sherman’s being swallowed up !

Game turn 3/4 saw the first Amtracs hitting the shore , the first Sherman off the LCM succumbed to a under water shell crater ( dice roll of a 1 ). The second Sherman trundled its way towards the shore ( movement was 2d6 ).

More accurate Japanese gunfire destroyed a stationary Higgins boat on the reef .Seeing this a number of commanders ordered there Higgins boat infantry to wade ashore.

The US command was divided amongst 3 players each controlling 5 amphibious vessels and the overall commander was given 2 plane sorties simulated by a  Voight seaplane , the command also had naval gunfire support once the naval liaison team landed on the shore.


A further two tanks were also available from turn 6 although they had to make the perilous swim to shore from the reef.

Suffice to say the surprises caused some great banter and fun moments.

This continued on Turn 5/6 as the US thought they would just race to the two objectives ( capture the airfield and secure the Japanese blockhouse HQ ) in their Amtracs.


Unfortunately as they started this short race across the shore they suddenly found the Amtracs were not capable of climbing the coconut log barrier at the waters edge ( again a die roll was required to achieve this ).

Several of the Amtracs ended belly up to the defending Japanese anti tank guns ( only being saved by abysmal Japanese dice rolls ).

The game had now become a full infantry battle as the Amtracs unloaded.

With heavy casualties on both sides as the US edged forward - the forces at the start of the game were 140 Marines versus  60 Japanese.

The body count at the end of the game saw only a handful (12 )  of Japanese left around the Bunker HQ with the airfield overrun  ( It should be noted that no morale rules were used as the fanatical Japanese fought to the death as per the historical outcome ).

However the US casualties were 100, the game proved to be a close run thing, and great fun.


The kit used was a mix of makes / manufacturers - Airfix bamboo huts, Sherman’s, LCMs , cut down buffalo kits ( note the buffalo LCT was a later variant not used at Tarawa ).

Other makes included FAA Japanese infantry , resin Higgins boats , old bellona bunkers 

The terrain I made was a simple Polystyrene tile construction with drop in scenery pieces 

I have also made a mini Iwo Jima table - perhaps a game for another club day ?


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Photos curtesy of Chris Caves and Gary.