Prufrock's Wargaming Blog

Prufrock's Wargaming Blog

Saturday, August 29, 2026

Trebia - the fight

Without further ado, here is the report of our Lost Battles playthrough of Trebia from the other weekend. SP took Rome, DS took Carthage, and I was umpire (preparatory post is here).

The battle begins with the Roman turn, but there are a few factors to note first. Hannibal, as a brilliant general, is able once in the game to reverse the turn order and take a second turn in succession to reflect his genius as a commander. The limitation with this is that no zone can be attacked out of in both turns. 

There are two obvious ways to use the 'flip-flop' (as it is termed by Lost Battles players): one is to employ it early in the battle to bring all units into contact with the enemy and attack from all zones on the flip-flop turn; the other is to declare it after a breakthrough on one or both wings, and use the flip-flop turn to get cavalry in behind the Roman line. In Lost Battles, this not only allows combat advantage when attacking the infantry but also reduces local morale (zones with enemy to front and rear or on left and right suffer a -1 in morale tests and also lose their lead unit bonus when attacking).

Legionaries are difficult to beat in these rules for a number of reasons. Heavy infantry units facing fresh legionaries lose their +1 attack bonus meaning it is more difficult to hit them. They also have a morale bonus meaning that it is harder to rout them. Facing Romans you have to look for every combat and morale modifier advantage you can get: that means trying to surround them, trying to force them out of their key zone, trying to shatter 4 and then 8 of them, and trying to reduce the units left on field until you outnumber them 2-1.

An advantage the Carthaginians have at Trebia is that the Romans are fatigued. Fatigue has no impact when units are fresh, but spent units have a -1 applied to their attack rolls. 

There is a lot for players to consider tactically in this scenario, and for the Carthaginians especially.  

With that out of the way, let us commence the commentary.


(Photo with additional info - lines, etc)

Rome begins by attacking the enemy skirmishers in the central zone. They have no success. Rome then brings the legionaries forward into all three central zones. One unit on each wing of the legions is kept in the rear zone in reserve. The cavalry units on each wing turn to face the enemy.



Carthage holds back in the centre and centre right, but advances the elephants and Libyans of the centre left into contact. On the wings the Numidian light cavalry skirmish with the enemy, with the heavy cavalry following up behind them. The right wing scores a hit on the the Roman cavalry. The skirmishers in the centre see off the Roman light infantry who retreat behind the legions, but as the Carthaginian lights have no heavy infantry support they will be extremely vulnerable themselves to attack by the Romans on the next turn.



In turn three the Romans attack in the centre and on both cavalry wings. The Carthaginian failure to support the light troops with their heavier cousins results in the Numidian cavalry on the left and the skirmishers in the centre being shattered. The Carthaginans are half the way to the '4+ shattered' morale effect and have already lost their key zone in the centre (also a negative morale effect) as the Romans advance into the pocket. On the right wing the cavalry do not advance, to buy further time on the flanks. In anticipation of the coming fight the Roman infantry in reserve turn to face the flanks.

Carthage, now realising the seriousness of the situation, uses Mago to reinforce the right centre and also bring the infantry up from the rear. The rest of the cavalry attacks on both flanks, but the -1 to their attacks for charging in from two zones away saves the Roman cavalry from any damage.



Rome attacks again, with great success. There are four successful hits across the five zones engaged in combat. The Carthaginians respond, shattering a cavalry unit on each flank. Carthage clears the Roman left wing zone and advances.


Hannibal now declares his flip flop: all zones can move this turn, but only the victorious advancing cavalry of the right can attack. The remaining Numidian cavalry turns to prepare to attack the Roman left centre next turn; the victorious cavalry attack and shatter the reserve unit of Roman legionaries, despite the minus for attacking after turning. Carthaginian prospects are improving!


In the Roman portion of the turn (we had to keep reminding ourselves that the turns were now reversed), they take their steady toll on the enemy. The single remaining cavalry unit scores a double-hit on the Carthaginian cavalry, leaving them all spent on the Carthaginian left. In the infantry battle the Romans score another two hits. The Carthaginian centre is now entirely spent and has nowhere to retreat to. The Romans just keep grinding them down. 



Carthage loads up with combat bonuses where it can and continues the attack. The cavalry gets into position behind the Roman lines to prepare to attack next turn and to affect the Roman morale. On the left the cavalry is successful (all Roman units are now spent, including the reinforcing legionaries) but they cannot quite manage to finish the job and shatter a unit. The elephants score a hit in the left centre, and the Libyans a hit in the right centre, but the centre itself is too disorganised to inflict any damage on their opposition.



The Roman efforts now begin to pay off. The cavalry scores a double hit on the Carthaginian cavalry, shattering two and routing the other. The Carthaginian left flank is defeated and opened up for the Romans to advance. Another unit is shattered in the centre, but high morale roles keep the rest of the army on the field. 



In a desperate attempt to turn the tide Mago himself leads the attack from the Roman centre right, leading his guard unit with two combat bonuses. His charge is a success, and with attacks on that same zone from the flank and the rear, the Romans there are now entirely spent. The cavalry shatter the levy light infantry holding the Roman centre, and advance into the Roman key zone, removing the key zone morale penalty that the Carthaginians had been facing.

But Sempronius is not done: an attack in the centre sees a unit there shattered, and the other routs in sympathy, as do the light infantry and the elephants. The Romans advance two units into the vacated zone. 



Carthage now has some success: they shatter two units in the Roman left centre, but the Romans remain steadfast and do not rout. The Romans advance to surround the remaining Carthaginian infantry blocks to reduce local morale, and the centre turns to drive off the Carthaginian horse to their rear, who retreat on their next turn.

The Carthaginians cannot cause another shatter and the Romans advance into space. An attack is made on Hannibal's zone: a unit is routed, Hannibal fails to rally the hit, and the zone routs. At this, the army routs.



Sempronius has won a battlefield victory!

****

In what was a profound reversal of the historical result, Rome won the field as well as winning the points victory. It was an unusual outcome, and interesting to analyse. Inexperience with the rules played a part in DS's struggles to make headway against the Romans, particularly with the early failure to reinforce the light troops, leaving them exposed to Roman attack and also preventing Carthage from being able to being force to bear efficiently in their own attacks. This was partly my fault as umpire. My approach was to give both players access to their options at all times, but not to recommend any course of action. I probably did not quite emphasise enough the potential negative impacts of leaving light troops unsupported. That said, DS did have a definite plan and I did not want to interfere with the prosecution of that plan. 

The other issue for DS in only his second Lost Battles game was how best to use the flip-flop rule. While it can offer a great advantage when used at the right time, it probably requires a little more experience to know what those advantages are. In hindsight, it might have been better to give SP the task of commanding the Carthaginians and wrestling with the nuances of flip-flop strategy. That said, SP had not yet encountered a brilliant general either, so he would also have been flying somewhat blind.

As it turned out, DS missed out on about 6 potential attack rolls with the non-reinforcement of the light troops early in the piece, and on the flip-flop turn missed out on another potential 11 attacks. 

Still, both players will now have a bit more experience with what sort of play the rules encourage and discourage, and this should stand them in good stead in the future.

It was a really good day and personally I get just as much enjoyment from acting as umpire / scribe as I do playing.  

The battle has weather effects and fatigue to worry about as well as the brilliant commander considerations, so there is a lot going on for players. We did not use the 'favour of the gods' rule but did use the revised scoring (not that it was needed!). 

Always good to get a game on the table!

Tuesday, August 25, 2026

Battle at Ellis Park

I have a Trebia report to write up but have been somewhat distracted by the ongoing All Blacks' tour of South Africa (the Springboks being the holders of the World Cup and the best rugby team in the world over the past four years). The tour is composed of four provincial games and three test matches. The most recent full tour of South Africa by New Zealand was in 1996, in which the All Blacks triumphed 2-1, taking their first test series victory on South African soil in seventy-five years of trying. It was a highlight of my university years to wake up in the small hours (or stay out until the games began, which happened on one or two occasions!) and watch those epic affairs.

South Africa's traditional strength is in the forwards. Their game is to kick long and force teams into set-piece plays (lineouts and scrums) deep in their own territory where every mistake is punished by deadly kickers knocking 3-point penalties through the posts or by forward drives aiming to batter the defenders until they get over the line to score a 5-point try (followed by a 2-point conversion attempt). In addition to these 120kg monsters in the forward pack, the Springboks have hard-running centres and supremely quick outside backs who specialise in pressuring defending teams with judiciously hoisted kicks and a swarming chase, in intercepting loose passes between unwary opposition players, and in creating overlaps and using speed to outrun cover defenders to score tries. 

The All Blacks employ a different style. They prefer to use passing (and sometimes kick-passing) to put ball-runners through gaps in the defending line and then use supporting players to exploit holes behind the defence, outrun covering defenders, or, if caught, to recycle the ball quickly from tackle situations to take advantage of fractured defences and score tries. They try to do this from almost everywhere on the field. 

While the Springboks want to crush teams with inexorable forward power to win with penalty kicks and close-quarter tries, the All Blacks want to use their ball-handling skills and passing game to put runners into space and score tries from distance. 

Of course, there are some overlaps in style (the All Blacks also have bruising forwards and decent kickers, and the Springboks also have running and passing skills) but generally speaking these are the general approaches of the two teams.

Both sides believe that they are the most storied rugby teams in the world. Other nations are satisfied with good performances; for All Blacks and Springboks the only currency is victory. Both sides believe it is their divine right to win every game they play, and that they ARE rugby. The All Blacks point to their win percentage of 76% against all comers versus 64% for the Springboks to prove their superiority; the Springboks point to four World Cups and never having lost a World Cup final compared to three World Cups and two World Cup final defeats (both to guess who!) for New Zealand. 

In the professional era the All Blacks have set the standard for rugby excellence, but the Springboks have a pesky habit of winning that World Cup. And under their genius coach Rassie Erasmus they have beaten the New Zealanders in five of their last six encounters, including an embarrassing (for New Zealand) thrashing of the All Blacks in Wellington last year in which the New Zealanders were so badly mauled that they appeared to have no answer and gave up. This attitude had never before been observed in the All Blacks. It has been said that you can score more points than the New Zealanders, but you never beat them. The Wellington shellacking changed that.  

In response to this, the New Zealand Rugby Union used the off-season to sack the coach who oversaw that humiliation and install a seasoned, hard-nosed individual with a quintessentially kiwi name, Dave Rennie, as the new head coach.

Rennie's arrival has seen the All Blacks appoint a new captain and in the space of just three months rediscover their style, self-belief and attacking flair (a Renniessance, if you will....)

So this series will decide which of the two teams is currently the best in the world. Three tests in South Africa and one in neutral Baltimore: four matches to find the strongest team in the game. 

Sunday morning our time was the first match, at Ellis Park.

The New Zealanders go into the test battle-hardened. They have had three provincial games to settle combinations, acclimatise, and formulate their plan. The South Africans played a warm-up test against Argentina - won unconvincingly - but did not field their strongest team. Both sides have had injuries to important players, and South Africa go in with their inspirational captain, Siya Kolisi, absent thanks to a bung hamstring. Fortunately for them, they can replace him as captain with the brilliant flank forward Pieter-Steph du Toit, two-time world player of the year.

The game begins with punishing runs and powerful defence. The Springboks take an early lead with a penalty kick, but strong counter-play by the All Blacks sees them isolate the Springbok winger and score in the corner. 3-5 to the All Blacks.

The Springboks lose a winger to a head injury. The giant replacement back Esterhuizen finishes off a period of dominant Springbok play by brushing off a defender and scoring for South Africa. The conversion is successful - 10-5 to South Africa. 

It is not until the 16th minute of the game that the first scrum is set. The South Africans are strong. Even so, New Zealand threatens the South African line. In attempting to recycle the ball the All Black lock Holland performs a dangerous move, and a penalty relieves the pressure on South Africa.

But the next score nevertheless is to New Zealand - from a lineout the ball is sent to the wing where flank forward Vaa'i gallops down the sideline, passing infield as he is tackled, for the winger Moorby to evade the defence and run in the try. New Zealand convert: 10-12 to the All Blacks. 

Now the South African scrum begins to come into its own. As the first half comes towards its conclusion, the All Black scrum begins to struggle. In the 26th minute, the All Blacks give up a scrum penalty which the Springboks kick for three more points. 13-12 to South Africa. 

In the scrum the All Blacks are being pushed backwards and on their own feed cannot clear their ball; on South African feed they are being shunted backwards so far it leads to penalties. It is looking ominous for the New Zealanders. They cannot match the power of the South African forwards. The South African route to victory is clear: kick to the New Zealand 22 yard line, force a knock on, win a scrum penalty. They can then decide to take another scrum or a lineout close to the New Zealand line (to continue to assert dominance and make the referee consider a yellow card as an increasingly desperate All Black forward pack resorts to illegal tactics to avoid being overwhelmed), or to simply kick the penalty for three points each time.

The Springboks opt to keep the ball in play and 4 minutes from half time are rewarded by driving over the try line with the veteran Malcolm Marx in possession of the ball. But incredibly an All Black - one of the three Barrett brothers - gets a hand in to dislodge the ball as Marx attempts to place it for the score. No try! Scrum New Zealand ball, five metres from the line. The Springboks push with all their might, but the All Black number 8 and captain, Ardie Savea, clears the ball to a support player before the scrum collapses, and a kick downfield takes the play out of the danger area for New Zealand. Crisis averted!

But the Springboks return. Another attack into the New Zealand 22 yard line sees the referee blow his whistle - two of the All Black forwards have clashed heads attempting a tackle on the same South African. Play stops as their respective states are assessed. Both are taken from the field and replaced. 

New Zealand survive another scrum, and hold the South Africans out until half time is called. The Springbok number 8 Jasper Wiese has been immense, breaking tackles at will. For New Zealand, the trysaver, Jordie Barrett, has been outstanding on defence. 

The Springboks lead 13-12. It is 3:50 am in New Zealand and for twenty minutes it has been so tense I have not been able to sit down. That the South Africans do not lead by more is a miracle. The score could easily be 24-12. 

The second half commences. South Africa is immediately on attack. High kicks into the air which our defenders struggle to field; scrum dominance leads to another penalty. 16-12 to South Africa. 

From the restart New Zealand kicks long. The South Africans field the ball, Wiese drives forward and a ruck is formed some 20 metres from the South African line. The South Africans will kick to the sideline and force a lineout at half way. But the Dutch-born All Black lock, Fabian Holland, anticipates the kick, moves forward and leaps in the air to charge it down, gathers the loose ball, evades a defender, and falls across the line. The conversion is successful: 16-19 to New Zealand. 

The play from the restart is taken into the All Black half. Wiese again leads the charge. The All Blacks are awarded a scrum 15 metres from their own line. The All Black scrum is penalised. The South Africans continue the play and are held up just short of the All Black line. They come back for the penalty. South Africa elects to take it as a scrum. The match is in the balance, South Africa is on the march, New Zealand are holding on just. 

The scrum is 5 metres out from the New Zealand line. The Springboks have the feed: they can elect to keep the ball in the scrum and push the All Blacks back to force a pushover try, or another penalty (and perhaps a yellow card); they can use Jasper Wiese to run the ball off the back of the scrum for the line; they can elect to pass the ball through the backline, either to score, or to set up a ruck for another attack.

Six minutes into the half, with everything on the line, the All Black scrum holds. Not only does it hold, it forces a penalty. The South Africans cannot believe it, but the referee has seen illegal play in the South African scrum. New Zealand kicks for the touchline to relieve pressure. 

From the next plays the New Zealanders find a gap, their fullback runs up the field, gets almost within touching distance of the South African line. The play breaks down as the Springboks prevent him passing successfully to support, but it is now the South Africans who are defending, and the All Blacks who have the scrum feed 5 metres from the South African line. The All Black scrum is now solid. The replacement props have brought new confidence. Off the back of the scrum the number 8 runs; from the ruck New Zealand scores. 16-26 to New Zealand.

And with that New Zealand has put themselves in a position to win. The final twenty minutes of the game are now immaterial: the All Blacks weathered the period of South African dominance, held out, and took a lead which South Africa did not have the gameplan to make up.

16-33 to the All Blacks is the final score. New Zealand has beaten the world champions at their spiritual home and there are three tests more to play.

A glorious test match, and rugby at its best. The scoreline alone would indicate an easy victory but it was far from that. The All Black style prevailed this time, but the Springboks could easily have crushed the men from New Zealand by half time had things gone slightly more in their favour.  

Three more tests to go. Whatever the result, it will be a series to remember. 

Friday, August 14, 2026

Trebia preparation

It has been a very pleasant Friday evening spent setting up a Trebia battlefield for tomorrow. SP and DS are coming over for a game of Lost Battles, this time a scenario with some extra chrome - a brilliant general in Hannibal, wet weather, and a fatigued Roman army. 

Trebia as a battle of course needs no introduction from me, but the Lost Battles scenario has the following units involved:

Rome

1 x uninspired commander (Sempronius)

1 x levy light infantry (velites) 

8 x veteran legionaries

6 x average legionaries

1 x average heavy infantry (Cenomani)

3 x average heavy cavalry.

The Roman fighting value is 73.


Carthage

1 x brilliant commander (Hannibal)

1 x African elephants

2 x average light infantry (Balearics, Iberians, Africans)

7 x average heavy infantry (Africans, Gauls, Iberians)

5 x average heavy cavalry (Gauls and Iberians)

2 x veteran light cavalry (Numidians) and 1 x average leader (Mago)

2 x average light cavalry (Numidians)

The Carthaginian fighting value is 83.

Although I have made the battlefield 5 zones by 5 instead of 5 by 4, the first row on the Roman side, with the river, is just for show, to remind us all that the Romans are fatigued from having crossed it (without any weetbix) prior to the battle.


The Roman infantry, with the Cenomani in the foreground. 


The field from behind the Carthaginian line.

From behind the Roman line. 

Hopefully it will be an enjoyable and thought-provoking game, as Lost Battles usually is. If time permits we will try to play it twice, with the second time around allowing free deployment. 



Sunday, July 26, 2026

Tunis 310 BC with Lost Battles

Tunis is an interesting battle. You have an all-infantry Syracusan and mercenary army led by an inspired leader in the person of Agathocles fighting a Carthaginian force of infantry, cavalry and chariotry under Bomilcar and Hanno: commanders who, due to an 'inherited feud', make a disfunctional pairing. The restrictive terrain and scant room for maneouvre forces both sides to go to it at once as hard as possible.

There is an entertaining description of the battle and events leading to it in Diodorus Siculus which can be read on the Lacus Curtius site here. It is well worth the read, but the gist of it is that while his home city of Syracuse was blockaded by Carthage, Agathocles conceived the madcap idea of taking the war to enemy territory. With 60 ships he made a run for Africa, succeeded in landing, and then burnt the ships on the beach as a sign of his intent (and also to prevent them falling into enemy hands). Carthage hastily prepares a welcoming committee, and before long battle is joined.

The Lost Battles scenario has Agathocles with two units of veteran hoplites on the Syracusan left, non-hoplite heavy infantry supporting this wing and centre, and hoplites and light infantry on the right. He has a qualitative edge and a fighting value of 60 versus the 51 of the more numerous, more brittle, Carthaginians. 

Two-thirds of the Carthaginian force is levy, which translates to about half of the units in the army, and the rest is average quality, barring two veteran heavy infantry units with Hanno on the right, opposing Agathocles. Bomilcar is on the left - as far a way from Hanno as possible - and the cavalry, chariotry and light infantry are deployed in front of the heavy infantry in a ploy to shock the Syracusans from the outset. Fortunately for the Greeks, Agathocles has prepared in advance a parliament of owls (owls being sacred to that most Grecian of goddesses, Athena) to release to hearten the men in the face of this violence of horses.


Rough guide to the scenario dispositions.

Battle commenced with myself commanding the Carthaginians against SP lording it as Agathocles. Our initial charges were not especially successful, but did score a hit in the centre. Here SP rather misread the memo, indulging in David Lee Roth-esque 'OWWWs' instead of the tu-whit to-whoos appropriate to the winged servants of grey-eyed Athene.


Whither the sacred OWWWs owls?

The Carthaginian levies in their masses.

The Syracusans for their part repel the charges and score hits of their own. Agathocles' veteran hoplites are a little too enthusiastic, prosecuting an all-out attack which exhausts themselves as well as the enemy. A lucky break for Hanno!


After the first combat turn: five units spent for Carthage, two for Syracuse.

Turn three sees some good work from the Syracusans as they shatter a unit of heavy infantry in the centre. This unit was spent but as it had attacked in its own turn it could not draw in behind the arriving reinforcements. Left in the lead unit position, when it was hit it a second time it shattered. There was not a lot else for Carthage to cheer about, except that more hoplite units all-out attacked in the Syracusan turn, which evened up the hits somewhat. 

Agathocles heroically rallied two hits in his zone, much to Hanno's chagrin.

After turn three. Eleven units spent for Carthage, six for Syracuse, and one shattered.

On turn four the damage really began to tell. Syracuse lost another heavy infantry unit shattered in the centre, but Bomilcar's zone lost its own best infantry unit shattered and all along the line the Carthaginian troops are spent. Miraculously, Hanno rallies a hit on his zone, while Agathocles is involved in a close shave, meaning he is not able to attempt any rallies or use command exemptions until the next turn. 

This does nothing to stop the march of the hoplites however, as they rout Bomilcar's zone and advance to outflank the Carthaginian centre.


The Carthaginian left wing has gone, and Bomilcar with it!

Turn six opens with six Carthaginian units remaining on the field. They force Agathocles into a close shave* again, but it is not enough to prevent the centre being crushed. All is lost, and Hanno and company flee for their lives.

 

The battlefield cleared!

And so to the tallying of points. Despite being driven from the field the Carthaginians showed some resilience, and all of the Syracusan units on table were spent. This, along with the two units previously shattered and the points handicap for being the side with lower fighting value, gave the Carthaginians 72 victory points.  For their part the Syracusans had shattered six units and routed the rest, giving them 74 points. A victory for Agathocles by the barest of margins....

It was another great game of Lost Battles. It resolved very similarly to the (admittedly sparse!) account in Diodorus, and gave us plenty of oohs and ahhs. SP retains the Washbourn Trophy with the win here, justifying his arrogant 'forgetfulness' in not bringing the trophy along to be contested on the day.

There will be all to play for next time!

Thanks to SP for another good battle and of course to Phil Sabin for this Olympian set of rules. 

* Note on close shaves in Lost Battles - this is when a leader of a certain class rolls a 3 on two dice when attempting to rally a hit. It is not low enough to kill him (a 2 would do that) but there are some consequences!


Saturday, July 25, 2026

Upcoming Lost Battle: Tunis 310 BC

It has been a while between Lost Battle(s), but SP is coming over tomorrow so I've set up Tunis 310 BC for us to play out. It has chariots, hoplites, veterans, levies, assymetrical forces, and two poor commanders versus one pretty good one. 

A very pleasant 90 minutes was spent setting the table up: Rush on the stereo, cider in the glass, and the sound of happy offspring in the house.  

It should be another good exploration of Phil Sabin's system. 

View from behind the Syracusan left. 



And from the same position on the Carthaginian side.


(As readers may have suspected, as an experiment I asked chat GPT to tidy up the photos. Looks like it has gone for All Blacks vs Springboks under lights at Eden Park on a winter's evening!)




Monday, July 20, 2026

July 1st, finale.

Turns 8 and 9. 3:45 - 6:15.

With the battle in the balance (see here for part one and here for part two if so inclined) and the Union aiming to defend below the Culp/Cemetery heights while reinforcements continue to come up, Pender, Early and Rodes' divisions attempt to get to grips with the Union line. The Union left pulls back but the fighting around Gettysburg itself is intense (the victory hexes for this first day scenario are denoted by wooden cubes). 


In the first round of fighting the Union centre is blown out. 

The advantage is with the Rebels after the first round of fighting.

In the second round, the weakened Rebels are fought off and the the Union line pulls back to the heights.

Both sides take a moment to catch their breath.

The remnants of Heth's Division go in against the Iron Brigade but encounter withering fire and are shattered in the attempt. 

The Iron Brigade stands firm.

Heth's Division is no more!

The attack is pressed again.

Battle is joined all along the line.

The fighting is murderous. Both sides take high casualties but Ramseur gains the heights for the Rebels after a successful advance after combat. 

Ramseur makes it onto Cemetery Hill.

Turns 10 and 11, 6:15 - 8:45

A counter-attack is launched. There is high-stakes fighting on Cemetery Hill (so engrossing I forgot to take photos!). The Rebels will not be denied.


In the dying moments of the day the Rebels get three brigades onto Cemetery Hill, which is enough to secure a substantial victory. The cost however has been very high, and the army is spent.

Conclusion

It was a breathless end to a fascinating refight. It was not until the last turn that it seemed possible for the Confederates to achieve a win. In throwing men into attacks towards the victory objectives as night drew near it felt as if the horrendous losses would all be for nothing. The initiative rule which allowed the Rebels to chose the timing of their combat chit and some unfortunate ordering of chit pulls for the Union meant that the Confederates were able to concentrate and prosecute attacks better at the very end of the day and the brave efforts the Union troops had put in fell away at the close due to exhaustion. 

Casualties

The Union had almost three entire corps shattered. 23 points of infantry casualties (c.6900 men), 1 point of cavalry casualties, 72 points of men demoralised and shattered.

The Confederacy for its part had almost four entire divisions shattered. 26 points of infantry casualties (c.7800 men), 1 point of artillery casualties, 52 points of demoralised troops in shattered units and 6 points in demoralised men in units still on-table. 

I think it would be unlikely that the Confederates could hold the ground taken on day one on day two given the high number of units shattered, but overnight rally-attempts could alter that equation if the game were to continue (and I was wrong in my estimation of the Confederate chances to take the heights as well!).

Thoughts on the game

There is a lot to like about Battle Hymn. Apart from the combat rules, everything is pretty straightforward, and the fact that it is chit-pull is great when playing solo. Combat is dice-intensive, and there are quite a few stages to work through. This makes it difficult to predict results, but also gives the combat turns an epic atmosphere. A problem I found was that remembering who has fired and who has not became an issue in later turns. I fear that once or twice I may have fired twice for one unit and not at all for another! Oh well, I will put it down to the chaos of battle....

Next time I play I will use markers to show when a unit has fired as well as using dice to record the hits on each individual unit.

I do have a couple of reservations though - one being that it is very difficult to get rid of artillery. I wonder if there needs to be a rule that ties artillery units to their parent formations so that they will retire if the rest of their formation does. By the end of this game most of the units left on the field were artillery!

But all that aside, I really do enjoy a good Gettysburg game, and this playthrough will rank up there as  one of the most engrossing I have played. 


Tuesday, July 14, 2026

July 1st continued, 8:15 am - 3:45pm.

The Gettysburg game continues with leisurely turns conducted in the evenings. It has been very enjoyable. Here is a record of what has happened.

Turn 2: 8:15 - 9:30

Heth's Division advances along the Chambersburg pike towards Pleasonton's cavalry who are set up on McPherson's Ridge and block the road. For the Union, I Corps reinforcements are beginning to arrive but are not yet concentrated.



Turn 3: 9:30 - 10:45

Heth's division launches an attack on the cavalry. Both sides take casualties but Calef's artillery and Devin's brigade are shattered in the effort to hold off the Rebels. 


The aftermath of Heth's attack. 


Gamble pulls back towards Seminary Ridge as reinforcements from I Corps come through the town. 

McPherson's Ridge is clear.


I Corps and XI Corps converge on the town. 


Turn 4: 10:45 - 12:00

Heth's Division reorganises after the fight and advances on Seminary Ridge. I Corps prepares for battle as XI Corps marches on. Pender's Division begins to come in behind Heth. 

A period of manoeuvre

Turn 5: 12:00 - 1:15

Heth's Division takes up position on Seminary Ridge. Pender's Division takes side roads in order to come in on Heth's right.



I Corps swings the door to hit Heth's division on its right. 



Breckenborough is shattered and Pettigrew is forced to retreat off the ridge. I Corps takes heavy casualties. 

Heth's men have been made to pay for their hard-marching, but the Iron Brigade has also been hurt.

Rodes's Division is coming in along the Carlisle Road; I and XI Corp organise a defensive line through the town and up to Seminary Ridge.

Turn 6: 1:15 - 2:30

The Rebels come in hard to attack I Corps on the ridge and left of the town. In bitter fighting both sides take casualties, fail morale checks and retreat. Pender's Division hits Biddle's brigade on McPherson's Ridge but is driven off. 

The Rebel yell is heard. 

Both sides are left somewhat dazed by the furious attacks. Early's Division is now also on the field and the Union is under pressure.

The battlefield at 2:30pm.

Turn 7: 2:30 - 3:45

Pender's Division regroups to overrun Biddle's brigade. The Union pulls back from Seminary Ridge and forms a line behind the town so as to force any imminent Confederate attack to come through unfavourable ground. They hope for XII Corps to begin appearing on the battle field sooner rather than later. 

Pender's Division is advancing recklessly to pressure the Union line while the rest of the line is scattered after the fight. 


The casualties so far have been fairly heavy. 





The position at 3:45. Objective hexes are marked with cubes.

The day is in the balance. Can the Confederates take Cemetery Hill and Ridge? It is not an impossibility, but there are only three turns in which to do it, and Union reinforcements under Slocum will be arriving soon. It will depend on how well the attacks can be coordinated and what fate has in store. 

It all lies ahead of us!

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