Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Monday 25 February 2019

The Field of Albuera - Take 2 of the Game


Albuera - 16 May 1811 - painting by Duane R Hurst

The Field of Albuera



It was the fifteenth day of May
We marched through the mud and the weather;
The drums and the colours they led us away
To the field of Albuera.

Sir William he brought up his army that day,
To vanquish an unbeaten foe;
The Duke of Dalmatia was come to dispatch us
To the Prince of Damnation below.

The morning was clear when came the advance,
We held off the French with a will.
The muskets and cannon they roared back and forth,
And the thunder replied from the hills.

Now we were the Dorsets, the 39th Foot,
Fine fellows, and brave was our fame,
But courage alone will not keep you alive
When your musket is fouled with the rain.

How handsome the horsemen who cut us all down,
How noble the plumage and lace,
And we were all muddied, all bleeding and dying,
With the wind and the steel in our face.

They tell me we won, though I know naught of that -
Forgive me that I do not cheer, sir;
My comrades are slain, and my brother lies buried
At the field of Albuera.

Traditional song (poss. attributed to James Aughton Bryde - d 1852)


Wargame next Saturday, here at Chateau Foy - we'll be staging a refight of the Battle of Albuera, which was fought here in November. It should be an interesting game, for a number of reasons, and a few wrinkles in the rules should be smoothed out this time!

More to follow.

Friday 22 February 2019

C&CN "Garrison" Markers - the Miniatures Version


One of the additional rules which came out of the Generals, Marshals & Tacticians Expansion #5 to the GMT base game of Commands & Colors: Napoleonics was the concept of "Garrison" markers.

I've started using these fairly recently - for battles here we call them "Detachments" which is maybe a more logical name for them, but for the purposes of this note I shall call them Garrisons, to conform to the original rules.


The original rules section from Expansion #5 - there were some extra rules and afterthoughts added later by Richard Borg, and I've added some house clarifications of my own
It's a useful idea - to restate the key features, an infantry unit which has at least 2 blocks/bases remaining can leave behind one of these markers when it is ordered to move out of a BUA hex. The unit does not have to reduce its strength to do so - the detachments left behind are very small, so a unit can in theory leave behind a series of these. The marker can be ordered to fire or melee (though it may not move to do so), it can defend itself if attacked in melee - it has an allocation of 1 battle die. The Garrison does not have any of the characteristics of the unit which generated it, so it can't be classified as Old Guard, and it will always have muskets. It cannot move, cannot be joined by a Leader, does not count as support for friendly units. Since it cannot move, a retreat eliminates it, as does a single hit in combat. It cannot ignore a retreat flag for any reason. If it is joined by a friendly unit, or dislodged/defeated by the enemy it is removed from the table - no Victory Banners are associated with a Garrison or its demise. In melee, in addition to infantry and flag symbols, a Garrison is eliminated by a crossed-sabres symbol, even if it is fighting some unit type which normally does not get to count sabres (British Rifles being an example, or militia).

It goes without saying that a Garrison cannot form square, does not exist outside BUAs or similar hexes, cannot be rallied, cannot take ground if it manages to win a melee - there is almost no limit to the things a Garrison cannot do, since it is a marker and not a proper unit, but it is a useful little chap. It is a good way of avoiding that situation which happens in a lot of games where one side has vacated a village (say) but the enemy has not entered it or captured it yet - if a Garrison marker is left behind then there is no doubt who owns the village, if only until the next thing happens, and it does have some combat capability. If a Garrison is left in a BUA, the enemy can't just walk into it unopposed. The markers can be re-used indefinitely, but to keep the game sensible I am restricting supply to 3 such counters for each nation, so you can only have a maximum of 3 in play at one time - I am going to produce miniatures versions of these for France, Britain, Portugal, Spain, Austria, Prussia, Russia and Bavaria, but scheduling will probably be driven by upcoming battles. The current plan here is to refight Albuera the first weekend in March. This action involves BUAs (the village of Albuera) and those BUAs can change hands during the conflict, so it would be nice to have the French and British marker sets available - if the Spaniards or Portuguese need to leave a marker on that day, they can borrow the British ones.

The new French markers: ex-Eric Knowles voltigeurs on their special grey (BUA-coloured!) bases
I haven't been doing any painting for a couple of weeks, but I've now produced the French Garrison set. The British one should follow next week sometime. The figures in the picture may be of some interest - especially to older wargamers; these are Hinton Hunt French Elite Voltigeurs, in 3 different poses, and they were among some of the odds and ends from the collection of the late Eric Knowles. I only have a few of these, so it was pleasing to be able to give them a useful job. Eric had them rather nicely painted, so out of respect I've pretty much left them alone - a little touch-up on the worn bits and some fresh varnish and that's it. They may have quite a stressful future, but they look to be up for it!

You will not be surprised to learn that I have fitted the MDF bases with discs of magnetic sheet, so they can be stored and transported as necessary in the French artillery boxes. OCD never sleeps. I would worry about them if they were free to rattle about loose somewhere...

Thursday 21 February 2019

Hooptedoodle #324 - Schlimm's Big Idea - Part 1 of an occasional series



The Grand Duke sat slumped in his chair, glowering at the papers on his desk. His breakfast tray had been pushed to one side, where a silver egg-cup caught the reflection of the small fire in the grate. He scratched his ear absent-mindedly, clearing his throat, and then re-tied the sash on his silk dressing gown.

There was a tap at the door of the study - the Grand Duke uttered a deep, meaningless grunt, and the door opened to admit a nervous-looking, thin young man, with round spectacles à la Schubert, and unruly, thinning hair. He carried a pile of workbooks and folders; he walked around to stand in front of the desk, blinking.

The Grand Duke growled at him.

"These accounts - I've read them through. We can't let anyone see these - there must be mistakes here? According to your figures," the word 'your' was stressed, "we are bankrupt. If the Hörwitzes or the Von Schiels get a whiff of this they'll be jumping up and down, not to mention queuing up here to pinch our furniture and the Grande-Ma'am's jewels to repay the loans!"

"Er - well, Highness, I would not use the word bankrupt. There is what I would term a temporary dip in liquidity. The Grand Duchy still has plenty of wealth, but it is in places where we cannot use it readily to fund our debts, or..."

He paused.

"Or buy things, or pay the workers," the Grand Duke finished off, helpfully. "Yes, I read that a great deal of our resources are concentrated in the new Deer Park project, for example - when will that be finished, by the way? - and the Duchess is going to have to cut down on her hunting lodges; at least some of them could manage without a full staff for part of the year?"

He shook his head slowly.

"What do we do now? I am required to issue a statement of the Duchy's financial situation by St Boniface's Day, as always - which gives us three weeks. If this gets out there will be riots - we already owe the tin miners six months' wages. What can we do? - you're supposed to be the ideas man, Schlimm - what can we do? I am told by the Burgermeister of Pronkendorf that there are women with babies, begging in the streets - he has had to make donations of bread and soup to the families of the men who were laid off when we closed down the Ducal Wurst factory. They will cut my head off."

"Highness - we have been through that again and again - it is far cheaper to have the sausages made in Bangladesh - the figures are in my report..."

The Grand Duke raised his right hand, and the accountant trailed off into silence.

"We have a problem, Schlimm - in fact, you have a problem. The sausage makers used to buy their bread from the state's bakers, and buy their work clothes from our state-owned suppliers, so they are feeling the pinch as well - you didn't tell me about that. What shall we do?"

Schlimm seemed unwilling to speak; he fidgeted with the collar of his jacket. Eventually he stood up a little straighter, and half closed his eyes.

"Well, Highness, we could lie a little - creative presentation, so to speak."

"Creative presentation? - what kind of presentation will mask the fact that we have a complete generation of young people with no prospect of ever working or making any money? Three hundred and fifty thousand of them, to be exact, it says here."

"Ah - yes - I was going to get to that. Let us reclassify things a little, so that most of our young people are described as 'full-time students', and we'll remove them from the totals."

"But they aren't students - we have no colleges for them to study at, for one thing, and we have no-one qualified to teach them. Anyway, we couldn't afford to do this."

"No - we aren't really going to teach them anything - we are going to pretend."

"Go on..."

"We will create a complete network of centres of education. There is already the University of Drossel, of course - we could make a great many people long-distance pupils of the university.  We don't have to teach them anything, just get them to sign a piece of paper. It gets better - we could charge them a very large amount of money to enroll. There's not just the old University, we could rope in the seminary colleges, anyone who runs some kind of vague apprenticeship, every half-baked evening class for flower arrangement or embroidery - they will all be students - they will embrace their new universities, and they will be happy to pay for the privilege. And you, Highness, will have a new industry - education - which will employ a great many people, who will sing your praises and the National Hymn, and will pay taxes and yet more taxes, and they will aspire to send their own children to the new universities."

"You can't offer a university degree course in flower-arranging, can you?"

"Why not? People would rather be fake university students than unemployed dead-beats. They can study anything  they like - who cares? - they won't be required to use their skills on anything. All we need is to balance the books over the next few years."

"I have to say that balancing the books is just the problem I was thinking about - no-one has any money to pay for such an education, to join up for such courses."

"We shall lend them the money. We shall lend it at a very high interest rate. We'll get a lot of it back straight away in the state university fees, and then we can set up accommodation in the university towns, require students to live on-campus and charge high rents. That should catch most of the rest of it"

"Let me get this straight - we will lend the unemployed money so that they can pay exorbitant fees to enroll for worthless further education courses, most of this money will come back to us directly through fees and accommodation, and we will charge interest on what we have lent them? And we can delete these people from our unemployed lists, thus boosting our economic outlook?"

"Correct - and we'll create a whole industry of educators and cleaners and transport drivers and caterers and administrators, who will all pay taxes too. The people in the industry don't need to be skilled or anything - no-one is going to be able to tell the difference anyway - the universities themselves will carry out the assessment of the results. All you need to get this started is to get back to old Hörwitz and see if he can lend you some money - rather a lot of money, in fact - I've prepared some figures so you can see how this will work, and a prospectus for our investors..."

"Good God - I'll look at the numbers later. I underestimated you, Schlimm - I certainly underestimated you. But tell me - in the longer term, this cannot possibly work out - how do we pay back the capital, if no-one gets any actual skills or earnings expectation out of the education system?"

"I have prepared another document here, Highness - the plan is that within 10 years you will have disappeared - you will be living under an assumed name, on a very large private wine-making estate in Tuscany. I have some brochures here, to give an idea, and some rough estimates."

The Grand Duke sat back in his chair and waved his hand again, his head spinning.

"I see - good God. Well, Schlimm, you may leave me now - we must talk about this again. You are sure it will work?"

"Absolutely - that nice Russian chap assured me it could not fail."

Sunday 17 February 2019

Hooptedoodle #323 - Mugs' Game - yes, I do tacky as well

Yesterday's unexpected digression onto the topic of coffee reminded me that I have forgotten to show off my new Napoleonic mugs. I got these a few weeks ago from Amazon - I was looking for something completely unconnected, and came across them. Too good an opportunity to miss, I'm sure you will agree!


Those of you who have come to take for granted my ubercool, cosmic sophistication and exemplary good taste may be a little shaken by this picture. I thought they were fun, and crass enough to appeal to the inverted snob in my soul, so I ordered four of them (which involves a pleasing but baseless implication that I have some friends who might join me for coffee). Here they are - eat your heart out. The world of novelty mugs is a source of unbounded surprises - I did also, briefly, consider a mug bearing a political poster for Mussolini, but I decided against it. I'll maybe get the set of espresso cups with that design. Hmmm.

Interesting footnote to this purchase: I ordered 4 designs, but because I couldn't get them all from the same Amazon Marketplace supplier I spread the order over two suppliers. The spirit of competition is alive and well, even in the world of online shopping - or maybe not. The four mugs arrived in a single parcel, with a single set of documentation. The two suppliers are in fact one and the same, merely trading under two different names. Oh well.   

Saturday 16 February 2019

FK&P - Heavy Going to Start With

I've had a couple of sessions familiarising myself with the For King and Parliament rules. Slow going, thus far - of course, it is possible that I have finally become too old and stupid to learn anything new, but mostly I have been having problems with the rule book.

Early experience-gainer tests. Everything vanilla - all the units are seasoned, no terrain effects to worry about, and so on. If you screw your eyes up you may see the pencil lines, which will be gone by lunchtime today. 20mm soldiers, 7.5inch squares, half-size playing cards, buckets of counters and wooden cubes standing by.
I would hate to say anything rude or unfairly critical of this game, so I must state right away that the booklet is enthusiastically and engagingly written, the style is pleasing and (a true rarity!) it is grammatically correct and the spelling is good, and the whole production is very attractively laid out.

I am happy to accept that the evidence is that this is a very enjoyable game, and that I will get up to speed eventually, and all will become clear. Good. My problem, I think, is that I have not come to this game after playing To the Strongest, so I am not quite on the right wavelength to start with, and also the authors - who have definitely come from the direction of TtS! - obviously understand the game and know what they mean, but sometimes I found it hard to pick up the key elements I need to get started from what is a mixture of design points, examples (which are useful and entertaining, but a couple of them seem to contain errors - or at least points which I couldn't find in the main text), tables, illustrations and playing tips.

Portent? - the very first activation card I played in this game - ever - was an Ace, which is a very bad card for activation. It makes a welcome change from bad dice rolls.
There are a number of examples of special exceptions to standard rules, which seem to be mentioned once only - some of them do not seem to be reflected in the summary tables, and often I found that I was unable to find the reference when I searched for it. The impression gained is that a number of post-prototype fixes were put in, and that an editor should get his head in there before the 2nd Edition appears. I am used to things being cross-referenced - especially if they haven't been mentioned yet. On a few occasions I came across terms I hadn't seen before (or at least couldn't remember seeing!), which a few pages later were explained and defined. None of this is serious, but I've found it a bit tricky. I like to remember rules in terms of norms which usually apply, with the necessary exceptions as a short and manageable list - if there are real weird cases which don't happen very often, then they are the things you know you have to check in the rules as and when.

The Quick Reference Sheet reproduces full details of unit properties - all or nothing - and undoubtedly lists some key information, albeit in a rather lengthy and waffly style - QRS's are usually brief and punchy. Oh - and they should be complete  too - rules for shooting and melees only appear here in the QRS by implication - and artillery ranges aren't set out (I couldn't find them, anyway). Since I've now read through the rule book four times, I would expect to have a better grasp of what is needed. I'll definitely produce my own QRS - that's a priority - but for some of the key rule sections - activation, combat, saves - I'll produce very short notes and tables of my own, with stuff explained as departures from a basic standard. I haven't got room in my head for amusing stories about all the features of Swedish horse - though I can maybe retrofit that sometime later.

So I shall plug away, but there is going to be a power of typing going on to get me up to speed! One further thing which is gently catching me out at present is that some of the TtS jargon is counter-intuitive to a newbie. In FK&P, "hits" means what in other games I would regard as "strength points" (or even "blocks"!), "disorders" means "losses", and there are a few other conventions I just have to get used to - OK - I can manage that. I also had difficulty finding the exact timing of tests for officer casualties, and thus far I haven't found out how far a melee attacker has to pull back if he doesn't eliminate the enemy.

Last night I did some cavalry melees, which were slow because I haven't got the hang of everything I need to know yet. First things I have to fix are:

(1) the tabletop - my original intention was to put pencil lines on to mark complete squares, pick out the corners of the square cells in black Sharpie pen, and then paint out (or erase) the construction lines. After I'd got the boards marked up, I reckoned I'd give it a go with the pencil lines still in place - they are not very visible anyway. Bad news is that it became obvious last night that the playing cards are going to get very grubby with raw pencil on the table (however discreet), so I have set about painting over the construction lines. We'll just have corners, as recommended, and as I originally intended.

(2) the half-size playing cards are OK - it is necessary to work at keeping things tidy and organised, or the result is a terrible mess, but I expected that. However, in the absence of proper counters to keep track of ammunition, "dash" (for horse), pursuits, "disorders" and all the other things you need to keep track of (and this is before you get to whether the cavalry are badly mounted, whether the units are raw/seasoned/veteran, the characteristics of individual leaders, the "gallant gentleman" classification...), I used a variety of coloured tiddlywinks, which won't stack without falling over and spreading about, which are not really very easy to handle and which look just awful. I can't be doing with very much of that, so some quick progress with proper tracking systems is necessary, or I'm going to shelve this. I'm thinking about it, and have had some useful ideas from commenters (thank you, chaps) and via email.

That's about it for the moment. I've started touching-out the pencil lines, and I'll do a bit of typing of CONCISE tables, and I'll be back on to trying out aspects of the game this evening.

Lots of Django Reinhardt on the CD player at the moment - that keeps the painting speed up! Just thought I'd mention it. Oh yes, and while I'm digressing, I've finally chucked out the remainder of the Nescafe - we bought two large jars of bog-standard Nescafe instant coffee a while ago, because they were on special offer with some rather handsome mugs. I am afraid that I do not like Nescafe - I realise this is entirely my own problem. I could, of course, have disposed of the actual coffee and simply regarded that as part of the cost of the mugs, but - no - this particular mug is far too mean for that. Eventually, halfway through the second jar, I have disposed of it. To be more accurate, my wife got tired of my complaining about it, so she threw it out on my behalf, and I've gone back to my preferred Douwe Egberts instant. Good. A bit like the relief when you stop banging your head on the wall. Some strange ritual, suffering, so as not to waste anything. Hmmm.


Wednesday 13 February 2019

For King and Parliament

Plain side of the boards now have squares on


So what's all this, Foy?

Well, in common with a lot of other chaps I have been looking at the For King and Parliament rules, which are a recent ECW extension of the popular To the Strongest Ancient/Medieval game, and I have to say I am very impressed.

I am pretty comfortable with my own current C&CN-based ECW game, which handles very large games splendidly, but there are a few characteristic subtleties of pike & shot warfare which I have struggled to build into such a high-level rule set. Having received good reports of To the Strongest, I purchased the FK&P rules, and am currently on my 4th read-through. They look good. They seem to offer a very entertaining game, not too complex, the philosophy of which is very much in the spirit of how I like wargames to be, and they handle some of these aforementioned subtleties rather nicely. Hmmm.

I have reached the point where it would make sense to try the game out. My two overriding concerns are whether it really would handle what I regard as a large battle, and - to be frank - I am a bit alarmed by the amount of clutter associated with it. I don't care for roster systems, so having all necessary information on the table, with the units, is very acceptable. On the other hand, this game involves copious use of playing cards (it is a dice-free system, though there are dice-based alternatives), ammunition chits of three varieties (pistol, musket and artillery -  why three varieties? - is this because infantry may have light artillery attached?), "dash" chits for cavalry, "untried" markers, pursuit pointers, victory "medals", disorganisation chits (= losses in the terminology of most other games) and assorted information about specific leaders and units. I have obtained some half-sized playing cards, but I am concerned that all this stuff might reduce the tabletop (especially if the tabletop has me attached) to a state that in a less correct age would have been termed as like a tart's handbag.

I'm working on it - I have consulted the Jolly Broom Man, who is also looking to adopt these rules, and he has some constructive thoughts on how it may be possible to reduce the depth of laser-printed MDF counters so that one may see over the top.

First practical issue for me is that the game uses a square grid. I have no problem with this at all - I am very much in favour of grids - except that I do not have such a thing handy. Well, I didn't - I do now. I gave some thought to tweaking the game so it would work with hexes (I have boards, scenery, all sorts for a hex-based game). The Northumbrian Wargamer's excellent blog explains the adaptation to hexes, and it seems to work OK. I decided against that, to give the game a fair trial in its intended form.

I came up with a simple way of adding a square grid to the reverse (plain) side of my existing warboards - a solution which could be quickly and easily painted over if I lose interest in the idea, which understates the square pattern in the interests of avoiding dizzy turns, and is subtle enough to be ignored if an un-gridded field is needed. The picture makes it clear what I have done - this is one of the table sections, freshly marked out on the reverse side. To allow room for the 60mm square bases I use with my ECW troops, I settled on 7½ inch squares. This may seem like an odd size, but it works OK with my unit sizes, and it very conveniently divides into a 5-foot table width to give 8 squares deep. I have marked out the boards so that I can have a 12 x 8 cell standard table, or 15 x 8 if I add in the (5th) extension board . That's all fine - I haven't tried it yet, but it seems workable. I will have a problem to solve for roads (which run through the centres of cells, but I don't have any suitable bits for 8" squares) and streams (which run around the edges of squares, a system which seems more intuitively comfortable than the C&CN arrangement, but - again - I will need to set something up). Most of the other scenic bits I can probably hash together from what I already have.

Despite my (predictable?) carping, nit-picking approach, I am enthusiastic. If the rules really do allow very big games to be fought then I am ready to make FK&P my ECW rules of choice. If they work well, but don't handle anything as big as Marston Moor (etc), then I can still turn my boards over to the hex side and use the C&CN-based game for special whoppers. A lot will depend on how comfortable I am with the amount of clutter involved.

From being the only wargamer in the known universe who uses 7-inch hexes, I have moved on to be the only one to use 7½-inch squares. Whether or not this is progress will reflect how the test games go.


Saturday 9 February 2019

Bavarians - The First of the Cavalry


I'm very pleased to welcome the first cavalry unit for the 3rd Division of the VII (Bavarian) Corps of the Grande Armee of 1809. These are freshly painted by my friend Goya, for which kindness I am deeply grateful; he and I agree that painting Hinton Hunt figures is challenging because some of the detail on the old castings is implied rather than in your face - thus the exact location of the piping around the lapels on these chaps (for example) is partly a matter of guesswork.

We are also agreed, however, that the figures really do look very good if they are well painted. I bow to his efforts on this lot! Thank you again, Count G.

This is the 4th Regiment of Chevauxlegers Bubenhofen, all ready to fight on the Danube. This regiment also fought in Russia and in the 1813 unpleasantness, but by that time they had become the 6th Ch-Leg for reasons which are too fiddly to go into.

Anyway, here they are, and very welcome. The officer and trumpeter are both conversions, for which thanks are due to Wellington Man.


The number of new painted units here recently has finally outstripped my stock of bases and sabots, so I have had to order some more from Uncle Tony at ERM. In the meantime I am very pleased to have dug out some pre-used bases which were previously attached to a unit of Brunswick Hussars (now departed). Considering that wargames collections (well, mine, anyway) are a veritable hymn to self-indulgence and waste, I can't understand why re-cycling a few penceworth of old bases would give me any pleasure at all - very strange.

They'll be provided with a smart new sabot of the correct size as soon as Uncle Tony sends some along.

Thursday 7 February 2019

Rapid Fire for Rookies...

Yesterday I made the trip up to the part of Scotland which is known as Perth & Kinross - a title which is not exactly concise, and which probably isn't very traditional either, but at least it's unambiguous. The occasion was a visit to Schloss Goya, the home of the famed Count. I had a splendid trip on the bus, and arrived in time for coffee and a quick viewing of the regiment of Bavarian Chevauxlegers which the Count is very kindly painting for me. Great stuff - I am confident these chaps will be ready to show here very soon. The advantages of getting Goya to help me with painting work are twofold: (1) I don't have to paint them myself, and (2) the quality of the painting is definitely superior!

German force advance out of the low sun of morning - my two Panthers are on the left flank, advancing as slow as necessary to allow the accompanying infantry company to keep up
He was kind enough to lay on a very fine lunch, and in the afternoon we had a bash at a WW2 game he had set up - a small encounter action between German and Russian forces, racing to seize a crossroads. It was the very first WW2 miniatures game I have ever taken part in, and the rules we used were Rapid Fire for Rookies, the two-page babies' version of RF, as befits my experience level. I was the German commander; I'll not attempt to give a coherent narrative, since I had very little idea what was going on most of the time, and I must apologise for the very poor photos, taken with my iPhone. I took a great many more pictures, but most were blurred and horrible. I must also emphasise that the game did look rather better than this sketchy post might suggest! I wasted a lot of time in admiring the 20mm figures - this is all new to me.

Overall view of my "left hook" with the Panthers - heavy weapons group heading into the woods in the middle
I regret to say that this is the only photo of the Russians which was clear enough to make out - this taken from a spotter plane early on. I suspect that it was fear which caused the camera-shake. As you see, the old Russkis are very keen on straight lines
I was pleased to get my tanks into this position so quickly...
...but instantly one of them was knocked out...
...and immediately afterwards my only gun was also kaput - my full repertoire of German swear words proved inadequate (obviously something I'll have to work on)
So my surviving Panther went off on a tour of the battlefield which eventually put paid to all the opposition's armour, and also eliminated a lot of his infantry
My infantry trying to keep up with the advance
Mostly because I wondered what would happen, I sent a single soldier with a Panzerfaust to take on a Russian self-propelled gun which was causing problems. He missed, and you only get one shot with a Panzerfaust. That's what happened...
The unstoppable Panther continued on its tour, mopping up resistance...
Though I suffered almost as many infantry casualties as the enemy, I won on points, as they say in boxing, and I was definitely in control of the crossroads. Very interesting little game - I enjoyed it, but I sincerely hope I don't get promoted on the strength of it
I had a lot to think about on the bus back to Edinburgh. Another grand day out!