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Flames of War – two AAR’s – 1420 points Late War

I played a couple of games of Flames of War a few weeks ago at the newly revamped Element Games North West Gaming Centre.

Game 1 – My British 11th Armoured v Germans

I got to face off against Hammy in a Free For All. I took the table edge that allowed him to put his 88mm guns in the centre on a hill and overlook his objectives. Bit silly of me I guess. After that I placed my infantry platoons one on each objectives and backed them up with the tank platoons.

I tried to move in on his left flank objective and used my tanks to whittle down his platoons. I managed to kill a couple of his defending platoons.

Hammy used ranged gunfire to try to kill and bail my tanks and eventually made a move with his panthers across to my left flank. I managed to take out one panther somehow.

In a war of attrition Hammy killed a couple of my platoons and we ended up with a few British infantry teams slogging it out with a couple of panthers over the objective. Somehow the panthers all died but I failed a last man standing and the objective was left wide open but with only distant German infantry to try to take it.

As we were running out of time and no one had a great advantage in terms of taking an objective in the next two turns we called it a Draw but with some two/three platoons a piece dead it was not a great day for collecting VP’S! Fun little game that dusted off my models after months on the shelf (and surprise that the tanks didn’t go down to 88m guns as quickly as I suspected they would).

Game 2 – my Germans v Dan’s Allied 9th Lancer tanks (6 platoons and 4 platoons respectively).

The German Grenadierkompanie 352 from the Fortress Italy book was Confident Veteran. I took 2 platoons of rifle MG’s, 2 PAK40’s, 4xPanzer 4 H, 3 x StuH, 3 recon cars (223/222’s) and limited Stuka air support. The Allies had two tank platoons, recon and an infantry platoon plus limited air support as I recall.

Mission: cannot remember – it was lengthwise so Pincer I think. I defended and placed an objective to the back right. Stupid move that may well have cost me the game. Dan placed his objective front and left to make a quick grab. I used infantry to defend that objective. My Panzer 4’s were in Ambush (or immediate ambush…?)

I should have put my objective in the centre with the PAk40’s to provide support for the attack to my left flank. I always think of the right move after the game. Deployment is my main Achilles heel I am sure.

Dan ignored my further away PAK protected objective with the 2iC in favour of an all out attack on his nearer objective. He used air to neutralise my air and recon for taking off GtG. His tanks tried to soften my infantry up then he launched an assault that killed off about half my infantry. I sprang my tank ambush behind the  hill near the objective and used it to reinforce the defenders. The Germans managed to beat back the attack with infantry and panzers at a small loss. The Allied infantry platoon collapsed and was lost. At that point it looked like I might just win this fight.

Then the Allied tanks came in and I decided to bring my newly arrived StuH’s on from the side and take side shots at the approaching Allied tanks. Guess what, I roll 3 one’s and whiff. In return the StuH’s are slaughtered next turn (I forgot stormtrooper but it would not have helped as cover was too far away). I lost the StuH’s in one turn of Allied firing.

At that point I was on the back foot. I brought on infantry reserves to try to counter the tanks but they were machine-gunned down in their first turn i recall.

Finally my recon cars came on to hide behind the hill as the Allied tanks rumbled on. Dan’s air support hit a couple of 222’s but somehow only bailed one.

My PAK40’s did nothing all game as the enemy kept away from them.

Finally, my Panzer 4’s and recon cars were killed and my company broke. A 5-2 to Dan I think. Fun game but I should have done better in deployment and could well have won.


The Eagle has landed (almost)….

One other mini project I did work on for an evening recently… a model Space 1999 Eagle Transporter. These re-makes of 1970’s kits are easy to build and look great as scenery for 20 or even 28mm gaming figures.

I now have a companion to my old 1970’s model kit – that one has seen some damage (the landing pads are easily snapped off when you are a kid or careless adult).

The only thing to watch for is not to let the glue go around the outside of the passenger module as it can discolour the plastic a little (the module joins from two halves lengthwise).

The last thing to do for me was to spray the model black to match the older one I have for a possible RPG scenario. Otherwise you can use the decals supplied to embellish the kit.


Summer Update – Flames, AoF & Kings of War

Well, it’s been a while…my first update for some time. I have been pretty busy but found time to either blog a bit or actually get on and get some armies built and painted.

Early April saw a family trip to York and a walk round the town, walls and museums. Excellent place to spend a couple of days. As it was a Roman and a Viking settlement there’s a lot of history. Sadly, the Yorvik museum and York Dungeon was closed as it had flooded a few months earlier.

Way back in mid-April I took my son and his friends paintballing. It was good to get out but the journey to the centre was a nightmare of off-road pot-holed track before arriving at a quagmire of a wooded area. At times it was impossible to walk let alone run over a number of the combat arenas. Still, it got the cobwebs well and truly blown away!

Back in early June the family went to the UK Games Expo at the NEC. I didn’t really take any pics this year. The main venue is now a large arena / hall and not the hotel setting of previous years. TO be honest, I didn’t like it. Far too much to try to see and in a random fashion and without the cosiness of the hotel rooms and corridors. I guess the show has now grown too big and commercial for my liking.

I chose to build and start painting and blog later. Glad I did as I have got quite a bit done.

First, Flames of War. Since Corrivalry 2016 I wanted to get a German force completed. In a way I now have two forces. A Stug Batterie and a Grenadier Company. Nice and simple and based around the plastic  starter set. I added some more battlefront StuG’s (and the StuH variant) along with a heavy platoon (HMGs and 81mm mortars) and four Wespe’s (I know – expensive for what they are – I just love them). I also added in a platoon of three plastic SdKfz222’s as a recon unit (one was slightly modified to be a 223 radio car complete with broom bristle antennae (I don’t like the metal ‘radiator’ piping aerial on the battlefront 223 model).

Then I noticed the box of Mantic Kings of War Undead sitting at the side of my desk and instead of getting the decals on the German tanks I started building a 2000 point Undead force for KoW. I added the contents of the Undead Elite Army

I needed to get some more Plastic KoW Undead (they are cheap points wise which is a mixed blessing) and so bought the 2 player set that has the rulebook and some Dwarfs in it as well. Guess what? The Dwarfs were built as an “interrupt mode” between Undead batches and expanded out to include TWO units of Giant Badger Riders for another 2K points army. The Brock cavalry are soooo nice and at 26 Attack dice for 10 they can really throw out some hurt.

The Kings of War rule set just seems to streamline the game and make Fantasy a joy again. (having used some Dwarfs and my old GW Goblins to play against my son (and lost to him).

Finally, I built some more 6mm brigades for ACW “Altar of Feedom“. They aren’t finished yet but when they are I will be able to run most of the game battles and the new Vicksburg Campaign.

I still need to finish off the woods I built last year. They are made from black foamboard with mixed clump foliage glued on top. the underneath needs to have more steady supports. The clump foliage also needs more glue as some of it tends to come off when you are gaming and moving scenery.

There was also some resin railway to base up for AoF too. It’s pretty brittle and must have a solid base of some sort. I gave the resin a clean in soapy water then let it air dry before gluing it to the bases with a grab adhesive from a cartridge gun.

Once these last items are painted I then need to tidy up the game table area and then I can run an AoF battle – the brigades are all labelled up.

It’s here – Altar of Freedom’s first campaign supplement!

The first supplement for this 6mm ACW game is here.

I will be reviewing it shortly. But first, go and check it out on the 6mmacw website!


© 2016 by Greg Wagman All Rights Reserved

Altar of Freedom – 1st Bull Run – 2nd Test game

Here is the second game of First Manassas / 1st Bull Run.

Using the lessons learned from game one I made some changes.

First up I laid the scenery more carefully (you should be able to see the differences if you check the link to the first AAR). It does make a difference to deployment as the Union can only set up in a limited area, whereas the Confederates can set up anywhere south of the Bull Run river.

The main difference is that the hills under the table cover are gone. I just didn’t like them. Too big and making too many creases.

So with the table re-adjusted, the battle plans were changed a bit.

Johnston still set up to the west of the table using his cavalry to cover the Sudley area.

Beauregard had almost all his force covering the same crossing as last time – shortest route north to Centreville (!) His artillery supporting to the left of his flank.

For the Union, the main difference was the use of Hunter’s division to make a flank attack to cross Sudley Ford in the northwest.

Heintzelman would keep the approach from the west covered along with Hunter’s artillery and one infantry brigade.

Tyler and Miles’s divisions were used to defend the south of Centreville, but this time as a more coherent line.

The Map / table….

AoF v2 1st Bull Run (30)

Turn 1

Hunters’ cavalry move to the Sudley ford followed through the woods by supporting infantry.

Johnston sends two brigades over the Bull Run toward Heintzelman.

Beauregard crosses the Bull Run south of Centreville and intends to punch through the main Union lines with men and cannon. Union lines are disrupted but no severely.

Turn 2

Hunter’s cavalry push on to the ford.

Johnston has sent reinforcing infantry to Sudley to help stop the flank attack.

Jackson’s strong brigade pushes on in toward Heintzelman’s larger force (not sure how it got so close to the artillery without being affected by ZOC…?)

Heintzelman responds by shifting his force to stand-off against Jackson.

Somewhere a tired Union brigade is broken and goes to its HQ to rally.

Beauregard personally supervises the pushing of his right flank forward into the woods to outflank the Union lines (End of Turn adjustments are very useful and Beauregard has no choice but to save points for this action).

Turn 3

Jackson’s infantry brigade pull back to a newly formed Confederate line under Johnston’s watchful gaze. Union artillery is pretty disrupted with Heintzelman appearing to be on the defensive at this point.

The action at Sudley ford is vicious. Palmers cavalry attack Stuarts cavalry. The Union push back the defenders but now face a slightly surprised Bartow whose weak infantry are also pushed back. This leaves the two cavalry units now facing off again. The action swings back and forth but Palmer, without support is finally beaten back and the Confederates re-take the Bull Run crossing.

When the lines are drawn, Johnston and Heintzelman appear to have reached a stand-off in the centre of the table.

Beauregard pushes his attack and brings in his right flank infantry to bear down on the thin Union line.

Somewhere in the fighting, Jones’ strong infantry brigade are broken and at the end of the turn they rout from the table despite Beauregard’s presence.

Heintzelman’s rearguard are now close to the Union HQ on the edge of Centreville.

Turn 4

While the fighting goes on nearer Centreville, Sudley is again the centre of attention.

Hunter’s infantry brigade reach the ford and quickly force back Bartow’s weaker infantry who eventually decide to fall back toward their Divisional HQ.

Turn 5

The action is fierce in the centre ground this turn.

Beauregard orders Longstreet’s brigade to push the Union flank and does so in a series of combats that roll back waves of Union troops, tiring them as they fall back further toward Centreville.

Hunter and Tyler both lose their artillery this turn, a fearful blow.

Stuarts cavalry fall back from Sudley toward Johnston’s position. The Unions forces at Sudley are now over the river but a long way from their main force.

Beauregard pushes his infantry relentlessly across the river and toward the weakening Union centre.

Turn 6

Heintzelman moves to support the defence against the oncoming Confederates of Johnston’s force.

Jackson’s infantry have been successful in rolling back Unions forces over the last couple of hours but are now tired and taking the back seat by supporting other brigades.

Hunter loses Porters infantry when they break to sustained attack, weakening Heintzelman further.

Beauregard sends two rested infantry brigades (Longstreet and Bonham) through the woods to support Johnston’s attack on Heintzelman (these are pushed further along in end of turn adjustments).

Tyler and Miles remaining forces are now backed up to the town limits of Centreville.

The situation is looking grim for the Union who are on the edge of a major defeat.

(apologies for poor pictures here – the phone camera just isn’t making it this game).

Turn 7

Longstreet and Bonham’s forces move out of the woods to surprise Heintzelmans division. Making capital from this, Johnston withdraws back to the river to try to steady his tired troops and keep the crossing safe from the outflanking Union forces behind them.

Hunter’s cavalry and infantry move in on Johnston’s HQ, but so far from support there is little they can do but manoeuvre in the hope of finding a weakness and keeping Confederate forces pinned to this side of the river and away from Heintzelman.

Turn 8

Johnston keeps a rearguard to protect his HQ while sending the rest of his force forward to support Longstreet and Bonham’s attack on Heintzelman.

Beauregard himself has now joined his troops and supports them from the front line, the need for caution less now his other troops are pushing into Tyler and Miles’s lines.

The Union line near Centreville collapses with more breaking troops. The Confederates capture the Union HQ’ and the broken troops flee the field. To add insult to injury, McDowell is captured too.

Palmer’s cavalry and supporting infantry will have a long trek home as they are stranded on the wrong side of the Bull Run with a lot of Confederates around…

End of Game…

Less than half of the Union forces now remain on the table and with no General. A solid victory for the Confederate forces.

Final centre position and a look at the casualties racked up….


After two games, it seems pretty clear the Union have the harder game here.

Three key reasons I see are:

McDowell: with a weak General (and only one) commanding four divisions that he cannot give equal priority points to the Union commander has a hard time trying to move all his forces or to get control of the Turn Clock.

The Confederates have only two large divisions, and a general with each one. Both are able to move their forces, even if Beauregard has to use end of turn adjustments to do this. Beauregard’s forces may be slow but it is a large force.

Strong infantry: There are some five strong confederate infantry brigades that can really steamroller the Union forces. The only way of really stopping these is artillery, if the Union can get to shoot at canister range at them. Otherwise, they just seem to roll through the weaker troops of Heintzelman and Tyler.

Starting positions: the Confederates can start anywhere next to the river and can hold all the fords and bridges if they want. crossing the river can be done in one turn.

The Union start in a  limited deployment area and have to move to fill out their lines or to get to the river. This seems to put them on the defensive. To add to this, they need to protect Centreville. The Confederates could give up their side of the river and recapture it later if they wanted without the same morale and political effects of having a Town sacked or captured.

All in, the Union need to work hard to find a strategy that can win the game or even stand-off.

A fun game and some very hard fighting. The only rule that might have been forgotten at one point was Zone of Control but it wouldn’t have made a difference in that case.


Altar of Freedom – Test Game – 1st Bull Run

Having prepared some more roads and river sections for the 6mm Altar of Freedom (AoF) game using 6mm Baccus figures,  I managed to get a 6 x 4 foot table set up and play a solo game through to get more familiar with the game mechanics and tactics.

The layout of the table came from the Altar of Freedom Eastern Theatre Campaign book.

The scenario for First Bull Run (First Manassas) has two similar sized forces trying to cross the Bull Run river to make political capital. The Confederates need to threaten the town of Centreville in the north-east as well as try to break the Union forces. They set up first. The Union deploy second around Centreville and the north of the table. Other than crossing the river, they need to try to bloody the nose of the confederates.

The obvious thing about this battle is the small size of the forces and the amount of space to manoeuvre in. There are several crossing points for the river and it is difficult for both armies to both defend and attack all these places. Each element in the game represents a brigade (infantry, cavalry or artillery). There are also bases for Generals and for their Headquarters. HQ’s are where broken troops move to and can try to rally at the end of each turn.

The players really have to come up with some good ideas on how to defend but at the same time be able to reach their objectives.

Set Up.

There are two Confederate Generals, Johnston and Beauregard. The latter was given overall command on the day by the former, despite their ranks. I decided the Confederates would deploy in strength south of Centreville and try to make the shortest route to their objectives. To this end, Beauregard’s larger Corps deployed in the south to south-east ready to cross the Bull Run. Johnston’s smaller Corps was to defend the crossing to the west of the map and stop the Union crossing, nothing more.

The Union have four divisions but only one commander, McDowell. He needs to try to be everywhere today(!).  The Union get to see where the Confederate forces deploy and so came up with the plan to have Tyler’s Division defend the large force approaching from the South with Miles’ division as a reserve to the south of Centreville. Hunter’s division is to defend against Johnston in the west. Heintzelman was given the task of making an outflanking manoeuvre to the far east and south through the dense woodland and oppose the small force in that area.

I should say at this point that I had not referred back to the historical deployment at this time and so was not sure how this ‘plan’ fared against history.

The game was to last 8 turns (8am to 4pm) and have a Turn Clock set to 10.

The Turn clock starts at ten and when it reaches zero, the turn ends. Players assign Priority points from their generals to each division in secret. They can also put spare points into bidding for the Turn Clock and for End of Turn adjustments.  After each Priority rating that is used in the turn is reached and done with, each player rolls a d6 and the player who has control of the Turn Clock decides which

There are also some Personality Traits that each General has.They add flavour to the game and give some interesting effects and synergies.

McDowell is Inept and a Quartermaster. The former means he cannot set two or more divisions under his command to have the same Priority in a turn. The latter means he can have two Headquarter units and both can be moved up to 4 inches in the End of Turn adjustments.

Beauregard is Revered (+2 to rally rolls within 6 inches of target); Grandiose (has a 5/6 chance of starting a turn minus one priority point and a 1/6 chance of gaining +2 points); Micromanager (must save half of his Priority points for EOT adjustments).

Johnston is a Disciplinarian (one brigade of his can re-roll one shooting result per turn); Shrewd Tactician (can save unspent Priority points to the next turn)

Here is the field of battle…

AoF_1stBullRun_gm1 (25)

Shooting, Close Combat and rallying are all done with a single d6 per player so dice are not in bucketfuls. Rolls are made and simple factors applied. For close combat, the difference between the totals is the result. Shooting generally ends in nothing or pushbacks, unless it is unharmed artillery at close range (!) Close combat usually ends up in one side being forced to fall back and become fatigued. Exceptionally, a unit can be overwhelmed and is broken in one turn. Factors affecting combat tend to be fatigue, brigade strength (rated +3 down to -3) and supporting (touching) allies (+1 per brigade or general). Generals can become casualties in close combat so be careful (!)

I will not go into too much turn detail, as the defensive fire was not conducted properly and led to a bias against the Union which saw the game end result speed up. I do not think the Union should have broken so quickly.

Both sides have a break point of 5 brigades (based on morale and starting size). Lose 5 brigades and the game is lost.

Turn 1.

The Confederates win the Turn Clock.

Beauregard orders some of his brigades over the Bull Run due north at Tyler’s Union division. The rest under Longstreet make a road reserve move to the other spur of the road. Where are they going?

Johnston keeps to his orders and waits to see what the Union do.

Heintzelman moves due south through the woods to try to outflank the Confederates.

Tyler’s Union division shooting is ineffective.

Miles’s Union division fails to receive orders as the Turn Clock reaches zero before their low priority assignment comes up.

Beauregard’s EOT adjustments allow him to push up some of the divisions already over the Bull Run into line facing the Union division.

Turn 2.

Beauregard’s forces spread out to face the Union defenders to the south of Centreville. Defensive firing makes some dents in the Confederate line but they respond by managing to break an enemy infantry brigade with canister fire (it ran off to HQ to try to rally!)

One of Beuaregard’s Confederate brigades is sent to the east across the Bull Run to try to go through the thick woods. The plan being to stop Heintzelman from making a flank attack.

To the west of Centreville, the Union were holding against the advancing forces of Johnston (who had heard the guns and marched across the river despite general orders to stop the Union crossing the Bull Run river).

Turn 3

In the centre, Tyler’s division manages to silence one enemy artillery brigade for a short time. They are unaware that ferocious fighting is happening in the woods to the east… but soon Beauregard’s stronger brigades push back the Union troops onto the doorstep of Miles’ men.

In the far east of the map, Heinzelman’s Union division is set upon by some of Beauregard’s brigades and mauled. They are pushed back northwards and actually leave the woods, outnumbered and fatigued.

Miles’s Union troops are still held in reserve between Tyler and Centreville. McDowell does not have the means to move them this turn (the Confederates have control of the Turn Clock again and bring the turn to an end before Miles can do anything). At the end of the turn they turn to face the new threat as Tyler’s men are now on their doorstep.

Johnston’s stronger force to the west pushes back Hunter’s static division toward Centreville.

More casualties stream back to the Union HQ’s. The presence of their General helps the situation, which is still confused.

Turn 4

Tyler and Miles try to hold back the stronger force of Beauregard but are slowly losing ground.

Heintzelman’s remaining troops are pushed ever closer to Centreville. The Confederates are relentless.

In the west, Johnston pushes Hunter all the way back to Mile’s and Tyler’s positions, making a blob of Union blue on the table.

Turn 5

The Union casualties are building up as even the presence of McDowell is not enough to stop a steady rout.

Bitter fighting ensues to the south of Centreville as Beauregard throws in his forces to the fray.

At this point, the Union have lost 5 units, bu the game is continued to “see what happens”.

Turn 6,7,8…

The beleaguered Union troops are pushed back and lose more brigades.

Beauregard looks on. Centreville is all but his now….


The Union were roundly battered and Centreville was contested. A solid victory to the Confederates.


I realised after the game that I had been getting the return fire rules wrong and missing out on a lot of defensive firing. However, from the outset, the Union seemed to be losing out on being able to manoeuvre and fight. They were always on the defensive. This is despite them having 13 Priority Points from their lone General. The biggest problem was that one general was trying to move four divisions and his Inept trait meant he could not just give them 3 points each and wait for “3” to be called and move everything. Some divisions just were not making moves. He really did look a bit … well… Inept (!)

Having one General meant it was hard to be in two places at once. For example, McDowell tried to move to support Heinzelman and use EOT adjustments to push those brigades quickly through the woods. But as soon as the first of Tyler’s brigades was broken by a shattering artillery canister barrage, McDowell was then needed at the HQ to help the unit to rally. Fortunately his Quartermaster trait allowed him to both move himself and the HQ to keep him as close to Heintzelman as possible. That didn’t work out in the long run, but don’t knock the use of the Quartermaster.

The Confederates had no such trouble. Beauregard kept himself close to his front line and also close to his HQ so he could move and rally if needed. Beauregard made use of his enforced EOT adjustment points well by throwing in close brigades.

I have to say the dice rolling was with the Confederates all the way this game. They won 6 of 8 Turn Clock dice rolls despite Union points being spent. Beauregard found himself in the front line at one point but rolled a 1 on the General Fate Table and simply trotted off a few inches back while no doubt being sainted by his men.

Shooting and close combat for the Union really whiffed. Poor dice rolling at the wrong times cost them, although in rally rolls, they did really well. A Few brigades did come back to fight again, but too late in the day to help.

Overall, a really good game that doesn’t have to take too long to play. I managed to get turns done in about 15 minutes with these small armies.

By the time you take all the traits and different order of battle into account, the spending of Priority points and planning really does go in mysterious ways.

And for Solo Gamers? Well, even if you can’t get a fog of war, then there is one simple way after deployment to help balance the fact you don’t have an opponent. At the start of turn 1, roll a dice for each side. The loser gets to plan his Priority Points first. Each turn after that, just swap the side that plans their points first (so it balances out in time).

More woods for Altar of Freedom

I got a chance to make some more woods for AoF – then promptly ran out of Woodland Scenics bushes (again!)

Three jars of bushes made about 7-8 A4 sheets of woodland canopy.

The aim is to put these canopies on stilts and have them sit above the table top to give area terrain effect.

ACW game tables seem to need a lot of woodland for sure.

Now that I am moving these about I need some more bushes to glue to the places on the canopies where they have come loose (usually the edges). It needs a bit of PVA glue for each one to keep them held down.


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