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Wednesday, 17 February 2016

The Battle of Hastenbeck

I suppose any hobby is supposed to be time consuming. After all, an alternative word for hobby is pastime. But last weekend certainly brought home to me how significantly a biggish wargame can impose on the time and space you have available. 

I had already spent a good many hours in previous weeks working out the forces to be used for a representation of Hastenbeck (in particular whether I had enough stuff to do the battle justice), and also deciding how I might represent the terrain. Despite this it was full day's work on Friday (fortunately a day off) to clear the dining room, set up the table, put out the troops and complete the paperwork. That was from 0900 to about 1630. And then about the same time on Saturday for the game itself. This is not to pretend that the hours spent were anything other than extremely enjoyable, particularly the day of the game. But not many of us ordinary gamers can give up this much time for their hobby on a regular basis. Thank heavens for a supportive and understanding wife!

Why Hastenbeck?
I have always maintained that there was more to most SYW battles than lining up two armies opposite each other with infantry in the centre and cavalry on the wings. Hastenbeck is a battle that demonstrates this in spades. The terrain and tactical situation generated an asymetric battle with an outflanking move at its core, where confusion and uncertainty were as important in dictating the outcome as the intentions of the opposing commanders.

In brief, a defending Allied force composed of units from various German states was attacked by a French force that significantly outnumbered it. Relying on difficult terrain and entrenched gun positions as force multipliers, the defenders still left a vulnerable flank which was duly exploited by the attacking forces. The fog of war nevertheless led to a situation where the French nearly snatched defeat from the jaws of victory. It seemed to me that this would be an excellent battle to try and represent.

Of course, I didn't have any French and German troops, but my Austrians and Prussians would be substituted. If it's good enough for Charles Grant, it's good enough for me.

Getting It Together
The black rectangle shows the area to be represented on my 7.5' x 6' table.
It turned out I did have just about enough infantry to put the battle on, and I reckoned I could manage the slightly unusual terrain as well. Of course, some good old bathtubbing would be required, with a ratio of around 4 to 5 real units represented by each wargame unit. My Prussians would be the Allies under the Duke of Cumberland, with the French played by my Austrians, supplemented by the left-over Prussians. I had to make the odd compromise, so the list of forces I present below is an ideal one - in the game as I played it the odd substitution of light infantry for formed, grenadiers for line infantry had to take place, which you might just notice in the photos.

The terrain was created by placing a bunch of 20mm thick TSS terrain pieces (which I have collected over the years) under an 8' x 6' S&A Scenics felt gaming mat. Getting things just right was slow work, but the result was better than I hoped. One level formed most of the high ground, with a second layer for the Obensberg.

There was a further problem - despite all my preparation, the time for a run-through before playing this battle with some invited friends just wasn't available. So there were bound to be glitches. I'll discuss the problems I thought occurred at the end of the post, but for the moment the forces, scenario rules and victory conditions are presented as played. Many thanks to Steve, Jon, Adam and Paul for taking the time to come over and make it a great day's wargaming. There were, therefore, 2 players a side with myself as umpire/rules advisor/teaboy.

The best online account of this battle is (as usual) at the Kronoskaf website. I also used the accounts in Savory's His Britannic Majesty's Army in Germany, Charles Grant's Wargaming in History Volume 4, and Frank Chadwick's Battles of the Seven Years War Volume 2. For those with none of those sources, the following introduction to the battle is offered. The map is from the Kronoskaf site, courtesy Christian Rogge. The rules (need I add?) would be Honours of War.

Hastenbeck, 26th July 1757
The Duke of Cumberland's Army of Observation:
30,000 infantry, 5,000 cavalry, 35 field guns.
Represented by: 11 infantry units, 4 cavalry units, 6 guns (Prussian models)

The Duc d'Estrées' Army of France
50,000 infantry, 10,000 cavalry, 68 field guns.
Represented by: 17.5 infantry units, 5 cavalry units, 11 guns (mostly Austrian models)

For the last 2 weeks the Duke of Cumberland has been retiring before a French army superior in numbers. Reaching a good defensive position near the village of Hastenbeck, he has decided to stand and fight.

The Duke's army consists of Hanoverian, Hessian and Brunswick troops. He has decided not to occupy the villages of Hastenbeck and Voremberg, but to form a defensive line on the hills north of them. The marshy Haste stream covers his right flank, and his left is anchored on the steep wooded heights of the Obensberg. He holds his cavalry behind his right flank as he judges this to be the only part of the area suited to mounted action. His centre is strongly held with infantry and artillery but the Obensberg is only lightly held with a small force of jaegers. This may be a mistake!

The French army is commanded by the Duc d'Estrées, Marshal of France. Seeing that Cumberland intends to fight, he has used the previous day to bring up and deploy his full army. Reconnaissance has revealed Cumberland's weakly held eastern flank, and the Marquis de Chevert is to lead a force through the woods on the extreme French right to take the heights and outflank the Allied position. D'Estrées intends to pound the Allies with his more numerous artillery whilst Chevert makes his advance, and then launch his infantry into an assault against Cumberland's centre when the time is right. The ground is not suitable for an attack by the French cavalry, and this is held behind the infantry of the centre and left, ready to exploit success.

It is now 0800 on the 26th, and the morning mist is clearing. D'Estrées has deployed his artillery forward in good positions and their barrage can now commence. He awaits the sounds of fighting from the Obensberg to show that Chevert is engaged before he advances his infantry. Cumberland believes he is well placed to receive the French attack. Is he right?

Forces

The Army of France

Commanding General – Le Maréchal d’Estrées

Left Wing Infantry - Duc de Broglie
3 infantry battalions (one of these foreign)
2 grenadier battalions
2 medium artillery batteries
1 light artillery battery

Infantry of the Centre – Marquis de Contades
5 infantry battalions
2 heavy artillery batteries
2 medium artillery batteries
1 howitzer battery

Right Wing Infantry – Marquis d’Armentières
3 infantry battalions (one of these foreign)
1 dismounted dragoon regiment
1 medium artillery battery
1 light artillery battery

Extreme Right Wing Infantry – Marquis de Chevert (dashing)
2 infantry battalions
2 small light infantry battalions
1 small grenadier battalion
1 light artillery battery

Left Wing cavalry – Duc de Brissac
2 heavy cavalry regiments

Right Wing Cavalry – Duc d’Orleans
3 heavy cavalry regiments

33.5 units,  Army Break Point 16

The Allied Army of Observation

Commanding General – The Duke of Cumberland

Left Wing Infantry – Lieutenant General Imhoff
1 infantry battalion
1 small infantry battalion
1 grenadier battalion
1 small grenadier battalion
1 heavy artillery battery
2 medium artillery batteries
1 light artillery battery

Infantry of the Centre – Lieutenant General Wutginau
3 infantry battalions
1 medium artillery battery

Right Wing Infantry – Lieutenant General Zastrow
3 infantry battalions
1 light artillery battery

Cavalry of the Centre – Major General von Einsiedel
1 cavalry regiment (independent)

Right Wing Cavalry – Major General von Zepelin
2 cavalry regiments

Reserve, Extreme Left Wing
1 infantry battalion (independent, under Colonel Breidenbach [dashing])
1 cavalry regiment (independent, under Colonel Dachenhausen [dashing])

On the Obensburg
1 jaeger battalion (independent, under Major von Freytag)

21 units,  Army Break Point 10.

Forces Notes
The French cavalry are all standard-class 'heavy' cavalry units, as per the national characteristics section in the rules. Similarly, the Allied cavalry are all standard class dragoon-style units. Cumberland's artillery suffered from poor training and ammunition supply problems, and was out-performed by the French guns. Therefore it is classed as inferior. All generals are dependable unless otherwise noted.

Scenario Notes
The Haste stream is marshy with boggy banks and counts as a fordable river. All hill slopes are gentle except for the west and south slopes of the Obensburg, which are steep (marked on the table by using pine trees rather than deciduous trees). 

All French forces are deployed on table and are available for use from move one.

The Allied commands of Imhoff and Wutginau cannot be moved until move 3, when they (or Cumberland) realise the threat to their left flank. The cavalry and the command of Zastrow cannot be moved until move 5. The two reserve units of Breidenbach and Dachenhausen will arrive on the road on the extreme Allied left flank in march column, the exact move being decided by the umpire (in the end I went for move 5).

Game Length
The actual battle ran from about 0800 until around 1600. However, Cumberland ordered his army to withdraw at 1300, and the last hours of the real battle were spent with the Allies withdrawing and the French in confusion as reports of Allied counter attacks and outflanking moves caused d'Estrées to falter. Using Honours of War, I expected that 8 moves should see the action decided one way or the other. 

The Game In Pictures
The game is set up and ready to start. The view is from the south-east, with the commands of Armentières and Chevert seen closest to the camera. The built up area in the centre of the picture is Voremberg, with Hastenbeck in the background.
Contades 'grand battery' is ready to bombard the Allied positions, with his infantry positioned behind.
The infantry to their left are from Broglie's command.
The infantry of Wutginau (left) and Zastrow (right) await the French onslaught.
An entrenched battery covers the exits from Hastenbeck.
Two more batteries cover the centre of the Allied position, on either side of the Schmeide Brink.
For those lucky enough to own Savoury's book, these are his batteries 'B' and 'C'.
Battle commences. The French right has advanced - the Obensberg is captured (foreground right), and the nearest Allied battery is assaulted by French infantry. In the background, Hastenbeck has been occupied.
Contades' infantry wait in the dead ground behind the main French battery.
The order to advance will not be long in coming.
A mass of French infantry push forward against the Allied centre and left.
Hastenbeck was left undefended by Cumberland. The problem for the French would be advancing beyond it in the face of the Allied infantry and artillery.
Here, Allied infantry, including a unit of jaeger, throw themselves
into a last ditch defence of the exits from the Obensberg position. They were unsuccessful.
The Allies are thrown back. The Allied artillery fall back from the central gun position
before the guns are overrun and destroyed.
The Allied guns have been re-positioned but still look exposed to the French flanking forces. The cavalry have reacted at last, but how much will they be able to do against all that French infantry? Nevertheless, it is possible to see that the French infantry have not had it all their own way - some units have had to retreat and re-group.
Final positions. Five moves, about 4.5 hours of gaming, and Cumberland decides the game is up.
Time to leave the field of battle before his whole force is consumed. In the foreground you can see that the
Allied reserves have finally arrived, but too late.

Post Match Punditry
The players had enjoyed themselves, banter had been exchanged, and a historical result had been obtained. The French superiority in numbers and their tactic of an outflanking move had worked as in the real battle. Making the Allied guns inferior had created just the right amount of imbalance in the artillery exchanges. So what's not to like?

Well, the Allied reinforcements had been brought on much too late and had not had the effect they had in the real battle. And the post-battle discussion confirmed the feeling everyone had - the Allies were bound to lose under the scenario conditions I had created. No one really wants to fight a game they have no chance to win. Also noteworthy was that the Allies had lost 7 units out of their breakpoint of 10 by the end of the game. The French had lost only 1 unit. There is plainly too much of a disparity here. The Allies have little chance to get the French anywhere near their breakpoint.

This is the classic problem when re-creating an historical battle. How much can you tweak it to artificially give a balanced game without making it so unlike the original battle it's not worth the name? As with any hobby, how you tackle this is really down to personal choice. My assumption here is that Cumberland was not fighting just a delaying action - he intended to throw the French back by achieving a defensive victory. So here's my take.

An easy solution is simply to reduce the size of the French force. Personally, however, I take pleasure in representing the actual forces engaged, so this was rejected. My amendments to the scenario as played would therefore be as follows:
  • The Allied reserves (Breidenbach and Dachenhausen) should arrive earlier. Move 3 looks about right. Then they have a real chance to disrupt Chevert and make the French attack pause.
  • The Allied commanders can react sooner. Imhof can react on move 2, Wutginau on move 3, the cavalry and Zastrow on move 4.
  • The Kronoskaf account indicates that Armentières was delayed slightly by veering into the woods to his right. Represent this by making him Dithering.
  • Two infantry battalions were included in Contades' command for convenience, when in fact the brigades these units represent are usually given as forming a reserve. So, take the the two right hand battalions of Contades' force which started just south of Voremberg (see first photo), and make them a new reserve command under d'Anlézy. This reserve starts on the French baseline and cannot move until move 3.
  • Amend the victory conditions. The Allies force a draw if they can cause the French to lose 8 units (25% of their force).
I think these changes should give the Allies a chance to disrupt the French attack and cause them more casualties. Perhaps they might even fight them to a standstill.

Game Length Revisited
As I have noted above, the game was concluded after just 5 moves. My first reaction was that the claim in the HoW blurb that 'a lot can happen in one move' appears to be justified! Setting that aside, I compared the length of the actual battle with how many moves it might take to resolve it using HoW. The conclusion was that in this case a move represented about 40-50 minutes of real time, compared with the 10 minutes of non-bathtubbed games. There is a notable correspondence here with the ratio of one wargames unit representing 4-5 actual units. This is really no surprise, as the ground scale has clearly been changed in setting up a big battle like Hastenbeck. We may have kept all the rules distances the same, but those units are still covering a much greater actual distance than they do when we use a ratio of one wargames unit equals one actual unit. Anyway, for the record, the decisive part of the battle, which I take to be about 6 hours between 0800 and 1400, should be covered by 9 moves using HoW.

It was interesting to compare these conclusions with Charles Grant's refight of Hastenbeck. He sticks with a move representing 15 minutes in all his games, regardless of size. He then uses the number of moves to calculate what time it is in his games, and for Hastenbeck his number of moves appeared to be around 20-25 (the exact number wasn't mentioned in the book). I've always been surprised at how many moves games using the Grant rules appear to take - I can only assume Hastenbeck took a couple of days of gaming to complete, or at least one very long day. Perhaps anyone using these rules can shed some light here.

And Finally...
If you've actually read and followed this whole post, well done and thank you. So often I just skim through the pictures in other people's blog posts, checking them out to get an idea of how the other guy does things without really attending to the detail. I assume that's how most people approach my own posts. I have included some detailed discussion in this account because developing and playing historical battles is very much a favourite part of the hobby for me, and I hope like-minded gamers may find some value here.

Currently, I'm hoping I might find the opportunity to run this battle a second time and see how the alterations pan out. I'll be sure to let you know if I do.

Wednesday, 13 January 2016

Armoured Encounter - Poland 1939

Wargamers - what can you do with them? I like to tell myself I'm hot on historical detail and historical knowledge - 'know your period', is my watchword. And so I'm well aware that the 1939 Polish campaign was mostly about infantry battles, especially on the Polish side. But the wargamer in me can't resist setting up those tanks. 

I also love to use the scenarios of Steve Jones, which are regularly published in Miniature Wargames. The one I am using here was called 'Threemen's Farm' (MW390). It was based on the Battle of Freeman's Farm during the American War of Independence, but examples were given for three different wargames periods. In the WW2 period, Steve featured the 1939 campaign, and gave infantry forces for both sides. I quickly decided to dump this sensible idea and go for an unhistorical armoured dust-up between the battlegroups that have featured in the last 2 posts on this blog.

The map from the article is shown below - once again, many thanks to Henry Hyde for letting me use it. The arrival sectors for the various forces (see below) are indicated, and the deployment area for the Blue Light Force is shown. The table I used was 6' x 5', so I had a bit more depth to play over than the original setup.

© Henry Hyde 2015.

Points values for the forces given below are approximate, especially for the Polish motorised brigade which does not feature in the army lists for Battlegroup Blitzkrieg. For these guys I have developed my own organisation and guessed the points. The Battle Rating (BR) values are also my own best guess. I have only given details of actual troops where they differ from the Battlegroup Blitzkrieg army lists. Special rules are in italics.

Polish Battlegroup, 10th Motorised Brigade (blue) (all rated regular)
Main Force
Forward HQ (PF508 car, senior officer, mortar spotter)
Forward Signals Unit (communications)
Vickers tank Platoon (3 Vickers 47mm, 2 Vickers mg)
Supply Column (1 PF621 truck, re-supply)

Reserve Force
Infantry Platoon (Platoon command squad officer, runner, 3 rifle squads, 3 LMG squads)
MMG team
37mm Bofors Anti-Tank Gun (PF508 tow)
Anti-Tank Rifle team

Light Force
Tankette Platoon (2 TKS mg, 1 TKS 20mm)
Recce Command (rifle squad, PF508 car, officer, scout, mortar spotter)
Infantry Foot Patrol (1 rifle squad, 1 LMG squad, scouts)
Anti-tank rifle team

Off-Table Mortars
2 x 81mm mortars

450 points, BR 34.    3 officers, 3 scouts.

Arrival Schedule
The Light Force is deployed on table at game start, in the woods as shown on the map. The Main Force arrives on move 1. The Reserve Force arrives once the Poles have lost 2 units. This latter is a new method for me to decide arrival, but seems an interesting suggestion by Steve, so I decided to try it. I presume it represents off-table forces responding to the sounds of battle and/or calls for help from the leading units. Arrival sectors for the Main Force and Reserve are shown on the map.

German Battlegroup, 3rd Light Division (red) (all rated regular)
Centre
Forward HQ (Horch staff car, senior officer, artillery spotter)
Forward Signals Unit (communications)
Panzer 38(t) Platoon (4 tanks, officer)
Supply Column (1 Blitz truck, re-supply)

Right Wing
Infantry Platoon (officer, runner)
MMG team
37mm Anti-Tank Gun (Protze tow)
Anti-Tank Rifle team

Left Wing
Recce command (officer, scout, mortar spotter)
Kradschutzen Recce Patrol (scouts)
Kradschutzen MG Patrol (scout)
Sdkfz 221 armoured car (scout, mortar spotter)

470 points, BR 39.    4 officers, 5 scouts.

Arrival Schedule
The Centre and Right Wing arrive on move 1. The Left Wing arrives when the Germans have lost 2 units. Arrival sectors are shown on the map.

The Germans have the best tanks and more infantry in their infantry platoon, so they don't get any off-table mortars in order to keep things roughly even. Their Forward Signals truck is therefore redundant, but I kept it in for the hell of it. BGB players will note the engagement is towards the lower end of the points band for a platoon level game. This should keep everything quick and simple, and fits in with the forces used by Steve in his article, which are fairly modest as well.

The Game In Photos


Table set up. The Polish Light Force are already deployed in the woods at bottom right.
The Polish Main Force moves up along the axis of the road.
The German Pz38(t) platoon move forward towards the farm.
In the background German infantry moves across to support their tanks and claim the farm.
Elements of the Polish Light Force advance as well.
First blood to the Germans. A long range shot from a 37mm anti-tank gun claims a Vickers gun tank.
The Germans are in possession of the farm,  but Polish units are moving up to contest the objective.
A Pz38(t) has been destroyed in the background by a Vickers tank.
The German Left Wing force has arrived and deployed off their motorcycles.
They advance to threaten the Polish units still in the woods ahead of them.
Bottom right: mine strike + soft skin loaded with ammo = kaboom!
With German units around the road junction contained by mortar fire and an unexpected air strike, the Polish tanks, supported by the infantry of the Reserve, move to their right to challenge the Germans at the farm.
Overview at the end of the game, after 7 moves. The Germans have suffered significant casualties
and their tanks are out of ammo, with no prospect of resupply. They decide to withdraw.
De-Brief
I expected the Poles to have the worst of it, but they triumphed in the end. This was partly due to some lucky die rolls, but more particularly they drew a few favourable Special Counters which helped them immensely. The airstrike they received was very effective against some German infantry in the open, and a mine strike card concluded the game when the German re-supply truck was destroyed, and left the 2 remaining Panzers out of ammo. After 7 moves the Poles had lost only 10 out of their Battle Rating of 34, whereas the Germans had lost 25 out of 39. One does, of course, prefer to see one side or the other winning due to better tactics rather than luck, but in a solo game the intervention of fate and an unexpected surprise or two are fun.

Using a deeper table meant the opposing forces took longer to engage, and this slowed the game down. The original 6' x 4' size used by Steve will work better. However, the points system proved itself by producing 2 very well matched opponents, giving both sides a good chance of winning.

When I first started playing BGB I ignored the ammo rules for simplicity, but have now started using them. I don't, however, distinguish between HE and AP - this is just a bit too fiddly for me. Using the ammo rules does bring a new dimension into the game - with the Vickers tanks only having 5 rounds and the Panzer 38(t)s only having 7, re-supply becomes a really important part of your tactics. In fact, I quickly realised I should have gone for at least 2 re-supply trucks per side. 

Playing the game after a bit of a hiatus reminded me of just how simple the basic mechanisms are. With a modest game like this (and 2 players), quick and fun games result where you can concentrate on your tactics rather than constantly worrying about the rules. The number of possible special rules for each period or campaign does tend to blur the picture somewhat, particularly in bigger games, but I think it is my inexperience with the rules that is really causing the odd mistake. Using these rules regularly should produce a lot of good games.

A couple of house rules for the record. The woods on the Polish left were obviously intended to be more open, so I have the following rules for Open Woods. Movement is only reduced by a D3 rather than a D6, and line of sight is not blocked at all. However, all units in open woods count as obscured. I also tweaked the rules for air strikes - the supplement (p.14) reduces the chance of Polish aircraft arriving to a roll of 6 only, but in game terms this makes air activity too unlikely for my taste. I prefer to keep the Polish roll at 5+, but increase the German roll to 4+ to represent their air advantage.

I'm definitely planning more BGB games. In fact, Mr Jones has another tempting scenario out in MW393, so it's time to re-commence the enjoyable process of planning terrain and forces.

See you soon!

Friday, 1 January 2016

Battlegroup Blitzkrieg - Polish Mechanised Brigade 1939

In the light of my previous post, I was tempted to produce another one to cover what might be thought of as the natural wargaming opponent of the German Light Divisions, the Polish Mechanised Cavalry Brigades. Of course, there were only 2 of these, the 10th Mechanised Brigade and the Warsaw Mechanised Brigade, but both saw a good deal of action and despite all their problems (in particular, their reliance on a very small number of inadequate tanks and constant fuel shortages), they managed to punch above their weight on a number of occasions.

I had to buy a couple of extra Vickers tanks to make a full 5 tank platoon, of 3 gun tanks and 2 MG tanks. Unfortunately, unlike the excellent Zvezda kits of the Panzer 38(t), no decent 15mm models of the Vickers 6 ton in Polish service are available. I have decided to make do with the distinctly second rate (make that third rate) model from QRF - wrong turret shape, no sign of the distinctive air intakes, hull made ridiculously shallow to save metal, etc. Sigh. Like many wargamers who appreciate this period, the advent of the Flames of War range a few years back raised high hopes for a good selection of the main vehicles, but alas the range was left to wither after the initial releases. No Vickers tanks, no soft skins at all. So much for the advantages of commercial wargaming. However, I cannot leave this subject without saluting the efforts of one wargamer who applied his considerable modelling skills to this problem. Check the link.

So anyway, the tank platoon looks like this,

The gun tanks lead whilst the MG tanks wisely keep to the rear.

And of course I couldn't resist putting together a small battlegroup to set against the German one I outlined in the previous post.

The infantry organisation is adapted to the 4 figure bases left over from my days of using Blitzkrieg Commander.
No chance of re-basing in the forseeable future - I have better things to do with my wargaming time! 

In this case I had to do rather more work, as the organisation of the mechanised brigades is not covered in the BGB supplement (oh, for shame!). I would refer any interested parties to check out this thread on the BGB forum, particularly for the response from the chap calling himself 'gebhk' who clearly knows his stuff. As you can see, the infantry platoon is much smaller than the normal, very large one employed in Polish infantry formations, being based (of course) on the cavalry organisation. For those noticing the absence of the distinctive black leather coats of the 'Black Brigade', I will have to admit that I use ordinary infantry figures in the mechanised units. So assume this is the Warsaw Brigade. Or a unit of the 10th who are vegans and don't wear leather.

Anyway, the battlegroup I chose has a Vickers platoon; a TKS platoon including one tankette with a 20mm gun; an infantry platoon supported by an anti-tank rifle, towed anti-tank gun and MMG team in a Lazik; a motorcycle reconnaissance section; and off-table support from a battery of 2 81mm mortars. I left out the transport trucks for the infantry in this instance - the 2 Praga RV trucks for the mortars are superfluous and are included for effect only.

These are the first photos (and this is the first post) from our new home in the Cotswolds. I have discovered that the lighting in the dining room, from a rather old-fashioned light fitting with 5 separate lamps, actually produces rather a nice bright and even light for wargaming in general, and wargaming photography in particular. I will have to ruthlessly sabotage Mrs Flint's project to replace this fitting with something more contemporary.

Anyway, with Christmas and New Year out of the way, and all boxes unpacked, it is time to get some gaming going. My intention is that the first game to be played here will be a solo BGB engagement designed to refresh my knowledge of the rules. I have something in mind that will pit units of the German 3rd Light Division against some from a Polish Mechanised Brigade, using a couple of evenly matched battlegroups similar to those featured here and in my previous post. This will be an encounter engagement based on a scenario recently featured in Miniature Wargames.

Watch this space. Oh, and Happy New Year!