Heretical Gaming is my blog about my gaming life, featuring small skirmishes and big battles from many historical periods (and some in the mythic past or the far future too). The focus is on battle reports using a wide variety of rules, with the occasional rules review, book review and odd musing about the gaming and history. Most of the battles use 6mm-sized figures and vehicles, but occasionally 15mm and 28mm figures appear too.

Friday, 10 October 2014

Neil Thomas' Wargaming: An Introduction - A Review



Wargaming: An Introduction

Neil Thomas sets out to explain what wargaming is and present to the newcomer enough information to get started playing.  He sets out a brief history of wargaming, in which he makes clear his preference for rules using ‘a simple process but (obtaining) historically valid outcomes’. He then briefly discusses which periods of history to play, which figures to obtain and how to paint the figures, and prepare terrain for them to fight over.  All of this is short and to the point.

The author then looks at various wargaming periods: Ancients (covering 3000BC-1450AD), Pike and Shot (covering the period 1450-1650), Napoleonics, the American Civil War, Colonial and World War Two.  When covering each topic, he very briefly describes what he considers to be the main features of the period and the main troop types involved.  He then presents a short, simple set of rules incorporating the features and troop types he has just defined, and finally gives a number of examples of wargames armies set in the period, with the number of units of each type in a given army.

The author rounds off the book with an example game (set in the Napoleonic period), a set of contact details for various useful resources (book sellers, figure manufacturers etc.) and an index.

The rules themselves are short and simple.  Most infantry and cavalry units consist of four bases (some infantry units in various periods may consist of six or eight bases).  All periods share a similar format: a charge sequence, movement, shooting, melee combat and finally morale checks.  There are no command and control rules and the game follow an IGOUGO format.  Movement is reduced in some circumstances, but light troops are more flexible.  There are various special rules for each unit type to give each of them different abilities.  The combat mechanic consists of die rolls against a target number (e.g. 4-6 to inflict one hit), with units getting extra dice depending on the match up (so heavy cavalry fighting light cavalry might get two dice rather than one for each base in combat) and saving rolls to negate that hit in certain circumstances, e.g. if they are wearing armour, or in cover.   Every four ‘hits’ translate into the loss of a base from the affected unit.  Morale is entirely based on casualties: in some circumstances, units roll to see whether they suffer additional losses each time the unit is reduced in strength.  The game is over when either army is reduced to two units remaining.

The sample army lists are simple and are based on an army consisting (basically) of eight distinct units.  These are defined according to the troop types he defined earlier and are also defined by one of three morale classes (Elite, Average and Levy).  For example, the Swedish Army for the Thirty Years War consists of:

3-5 Infantry units (each of 2 bases of Pikemen, 4 bases of musketeers); 1-3 Artillery units (1 cannon); 2-4 units of Horse (consisting of 4 bases of cavalry); 0-1 units of Dragoons (mounted infantry).   All units are classed as ‘elite’.

Thomas also suggests that battles involving them are played on green baseboard with 1-3 terrain pieces placed on it, either hills, woods or rivers.

The Swedes have a special rule to allow for the effect of their battalion guns, and a special rule suggesting that the Swedish player experiment with using an army of six rather than eight units, since the Swedes were often outnumbered.

The rules give a good, fast game – my solo games typically take between an hour and ninety minutes to complete.  They should be understandable by most newcomers with minimal guidance.  The rules are easily modifiable by changing modifiers or adding special rules in accordance with differing views on the period.  For instance, the Napoleonic rules forbid squares to move but I think they should be allowed to advance slowly.  Making the change doesn’t break the rules at all.  The army lists are quite basic and stereotypical and are not particularly balanced in all cases, although the author explicitly doesn’t see this as a problem.  Naturally, they are far from comprehensive but a little research (or alternatively cribbing the army lists found in the free version of DBA) should supply any gaps.  There are no rigid basing requirements so the rules should work with most existing collections and the armies are small, so newcomers should be able to collect sufficient figures easily enough.  So a  Mongol Army for example, could consist of anything between 12 – 48 heavy cavalry figures and 32 – 56 light cavalry figures; a Spanish Napoleonic Army will consist of 80 line infantry figures, 16 grenadiers, 12 cavalry, 12 dragoons, an artillery piece and a general.

So, what are the problems with this book?  The photographs do not match the suggested basing system, they are ‘eye-candy’ culled mainly from the archives of Miniature Wargames magazine.  The rules are easy to follow, but they do allow for the odd situation when the players will have to rule for themselves over a difficulty and move on.  I have played a reasonable number of games but not a vast number – I do have a feeling that someone with enough patience could ‘crack’ the game, at least for certain match-ups.  By the wide-ranging nature of the rules, lots of troop types and areas of conflict are ignored, although the style of the rules allows for easy modification – some players have put on lots of additional information on the unofficial support group. The writing style is generally fine, but does contain sentences such as “It should also go without saying that the desire to abolish slavery gave the USA undoubted moral superiority over the Confederacy” and “Sadly for these lager louts of the ancient world (i.e. Gauls and Germans), personal valour did not fare well against Roman discipline…if being bashed by the Romans becomes too uninviting aprospect, inter-tribal conflicts (generally over such weighty political issues as who spilt whose pint, and who was looking at whom in a funny way) can provide interesting games”, which some readers might find slightly out-of-place or irritating.  The preface by former Miniature Wargames editor Iain Dickie is quite idiosyncratic too.

The rules do not worry about accurate scaling at all, in terms of both figure/man ratios and time/distance ratios.  The author aims instead for a kind of internal consistency, which he seems to achieve.   However, for players of the Napoleonic game, the mechanics, distances and aesthetic resemble a game where every unit is a battalion/regiment/battery; whilst the mechanics of the WW2 game suggest a 1:1 model to man ratio.  In neither case is this explicit though: a ‘unit’ could be anything the player likes.

Neil Thomas has also published books specifically aimed at the Ancient period and the Napoleonic Wars.  The rules are similar to those presented in this book, but more refined and contain a greater number of army lists.  I have played both, and in both cases slightly prefer the rules in the period-specific books.  There is not that much difference though, so if you want to try lots of different periods or are an inveterate tinkerer who thinks the best place for an army list is under a wonky table leg, then you are probably better off with this one.

I’d recommend this to beginners wanting a set of easy, well-thought out rules to begin playing with and to more experienced gamers looking for a consciously simple game.

For an example of the game in action, see here:


Although note that I use my existing single-base units rather than the scheme suggested in the rules and use counters to mark losses in hits and bases.  It works fine.

Saturday, 4 October 2014

Late C15 Clash

I played out one of the scenarios from 'Scenarios for All Ages' today, using my 6mm Wars of the Roses armies and the 'Pike and Shot' rules from Neil Thomas' Wargaming: An Introduction.  The forces were picked from the options in the French and Spanish army lists for the Italian Wars in the rules, named as 'Bretonnia' and 'Estalia' respectively for this imaginary battle.

The initial set-up: the 'Bretonnians' on the southern (near) side of the river, the 'Estalians' on the northern bank, both marching E to W.  It is a little hard to tell, but there are hillson both sides of the watercourse.

Closer in: the Bretonnians' order of march: 'Mounted Archers', Crossbowmen, Pikemen, Gendarmes, more Crossbowmen, Artillery, Pikemen, Crossbowmen.  The Estalians: Ginetes, Gendarmes, Arquebusiers, Halberdier x2, Artillery, Halberdiers, Arquebusiers.

The Bretonnian 'Mounted Archers' advance through the town, whilst the Main Guard is still to the South.  Pikemen and Crossbowmen prepare to ford the river.  Estalian cavalry is racing westwards to secure the westernmost crossing (left).


First blood: Estalian Arquebusiers and Artillery hit the Bretonnian 'Mounted Archers' (i.e. less well-arnoured cavalry).  For those who know the rules, a blue counter represents a 'hit', a red counter represents a lost base.  Bretonnian reserves are rushing up to support, however.

But not quickly enough!  A combination of shot and steel destroy the cavalrymen.  Both sides contine their deployment.


And battle joined in earnest - the Bretonnian gendarmes are causing havoc amongst the Estalian arquebusiers, who are hanging on grimly; just grimly enough to let Estalian infantry hit the gendarmes in the flank.  The Bretonnian crossbowmen do themselves great credit with the accuracy of their fire against the Estalian infantry,

Change of scene: Bretonnian infantry and artillery heading west meet Estalian cavalry who have already crossed the river.

The profusion of red counters reflects the profusion of blood spilled in the central melee: Pikemen support the gendarmes, but who are in turn engaged by Estalian infantry reserves.  Estalian arquebusiers, having been outshot by the crossbowmen, advance to come to grips.


Back west: that Estalian light cavalry is causing some damage to those Pikemen, who simpy can't deal with javelin-throwing light cavalry.

The beginning of the end for the Bretonnians in the East: the Pikemen are destroyed and they are now outnumbered 2:1...

Slightly closer-in.

The pikemen have suffered greatly, but the Estalian gendarmes have been shot-up badly and haven't inflicted enough damage to quickly see-off those Bretonnian crossbowmen.

The pikemen crash into the gendarmes' flank and destroy them in short order.  More Bretonnian crossbowmen make life difficult - indeed, in some cases, impossible

The coup de grace on the Bretonnian right!

Victorious Estalians march through the town and capture the bridge!

The Bretonnian infantry have seen off the Estalian cavalry, who retire over the river.

There was quite a long period of manoeuvre, where the Estalians marched up through the village then re-deployed to meet the remaining Bretonnians.  Their efforts to counter the Estalian mover were badly hindered by skirmishing Ginetes to their rear.

It is about to be all over...only exceptional shooting can save the Bretonnians now...

|Another view.

But not to be! The Bretonnian artillery is captured and more crossbowmen are routed...it is all over.

A close-up.
Game Notes: A thoroughly enjoyable solo game using Neil Thomas' 'Pike and Shot' rules with only a couple of scenario-specific rules.  The main one was that artillery could moves as infantry on the roads and in the open until it fired, where it had to remain static for the rest of the game.  The rules worked fine and the game was quick: it took about an hour and a quarter, spread over three short sessions.  Every time I play them I remember how much I like them!  They give a very pure game, as the rules are so simple.  I didn't use any additional rules for solitaire play, just asked myself what I thought the best move was.  Obviously this rules out surprise, but it introduces a more chess-like challenge which is just as engaging in its way.  I am familiar with the rules generally, as I have played many games with this or similar of his rulesets, but my lack of familiarity with the rules led me to make several questionable decisions!! The scenario used was 'Scenario 25: Chance Encounters', as two sides encounter each other suddenly after the lifiting of a mist on their way to secure three river crossings.

I hope to write a proper book review for these rules in the near future .

Sunday, 21 September 2014

Campaign Battle 13: The Second Battle of the Duero

Second Battle of the Duero, Mid-December 1808

General Situation: Upon hearing of Marchand's defeat on the previous day, Lefebvre seized the initiative and resolved to do it right this time.  Calling upon Moncey and Marchand for aid, the French are marching upon the Allied Anglo-Portuguese and Spanish armies whilst they remain on the battlefield.  Moncey has advanced with his whole Corps with the exception of Barbou, who in a manner reminiscent of D'Erlon, have contrived to miss both battles.  Marchand has left the battered divisions of Villatte and Lapisse within Valladolid to recover.  Lefebvre has arrived on the field first, but is assured of the imminent arrival of his comrades.  Moore and Venegas meanwhile occupy the same position as in the previous day's battle, but Espana's decimated units are recuperating some way in the rear and are in no fit state to take part in today's hostilities.

The Forces:

Imperial Forces:
I Corps (CinC General Marchand - Plodding)
Ruffin's Division: 6000 Infantry, 6 Guns
Treillard's Division: 3000 Cavalry, 6 Guns
I Corps Artillery: 24 Guns

III Corps (CinC Marshal Moncey - Capable):
Gobert's Division: 6000 Infantry, 6 Guns
Merlot's Division: 6000 Infantry, 6 Guns
Wathier's Brigade: 1000 Cavalry
Grouchy's Division: 3000 Cavalry, 6 Guns
Clausel's Division: 3000 Infantry, 6 Guns
Musnier's Division: 3000 Infantry, 1000 Cavalry, 6 Guns
III Corps Artillery: 60 Guns

IV Corps (CinC Marshal Lefebvre - Plodding):
Sebastiani's Division: 6000 Infantry, 6 Guns
Leval's Division: 6000 (CoR) Infantry, 6 Guns
Maupetit's Brigade: 1000 (CoR) Cavalry
IV Corps Artillery: 24 Guns

Totals: 36000 Infantry, 8000 Cavalry, 162 Guns

Spanish Forces:
Army of Andalusia (CinC Gen Castanos - Capable)
Venegas' Division: 5000 Infantry, 1000 Cavalry, 6 Guns
Coupigny's Division: 5000 Infantry, 6 Guns
Reding's Division: 4000 Infantry, 6 Guns
Jones' Division: 4000 Infantry, 6 Guns

Anglo-Portuguese Forces:
The British Army (CinC Gen Moore - Decisive)
Anstruther's Division: 9000 Infantry, 6 Guns
Spencer's Division: 7000 Infantry, 6 Guns
Hope's Division: 6000 Infantry, 6 Guns
Baird's Division: 9000 Infantry, 6 Guns
Paget's Division: 3000 Cavalry, 6 Guns
Artillery Reserve: 36 Guns
Loyal Lusitanian Legion: 3000 Infantry, 6 Guns

Allied Totals: 52000 Infantry, 4000 Cavalry, 96 Guns

The Set-Up:


The initial deployment from behind the Allied line: from the left there is Wilison's Lusitanian Legion, Spencer's Division, Hope in reserve behind, Baird's Division and the majority of the British artillery on the centrall hill, Paget's cavalry behind, Anstruther's Brigades in reserve, Venegas on the right of the hill, Coupigny's Division then Jones' Division on the extreme right, with Reding's Division in reserve for the Spanish.  Lefebvre has elected to advance against the Spanish whilst awaiting the other French Corps.

A close-up of the Spanish right.  Sebastiani's veteran French infantry is on the right opposed by Jones' Division, a brigade of Leval's German infantry is in the centre opposite Coupigny's Division.
 Lefebvre's Attack:


"Ah! This is Warfare I Understand!" - Lefebvre leads the French attack in person, as Sebastiani's Infantry push back Coupigny's and Jones' Divisions, some Spanish brigades are in rout.


Same position.

The Panic on the Right:


Reding's troops and British reserves from Anstruther's Division rush to the right to try and contain Lefebvre's breakthrough.

A wider shot of the situation.  Lefebvre has made good progress but urgently needs his rear brigades to catch up.
Marchand & Moncey Arrives - the Crisis of the Battle:


Over the net few turns, Marchand and Moncey reached the battlefield.  Initially the British looked exposed, but some well-directed artillery fire and a prompt forward movement by Baird's units - led by Sir John Moore in person - has put the Imperials on the back front.  Note the stabilization of the situation on the right - but Jones' Division has routed from the battlefield, a spent force.  However, Coupigny's units are fighting like lions and have routed one of Leval's brigades and Maupetit's cavalry.  The panicky Nassauers are attempting to form an emergency battle line...

Hope's units move up on the left to prepare to assault Moncey whilst the massed squares of the British - led by the footguards - advance on Treillard's Dragoons into a storm of ineffective French roundshot...
After one of the most intense individual combats of the campaign, Sebastiani's lead brigade has surrendered, after routing twice their number of Spaniards and throwing back two British assaults (note the red shaken markers around the British).  Eventually the fire of the Spanish and the charge of British Heavy Cavalry proved too much.  And much more heroically, Spanish infantry managed to defeat a second brigade from Sebastiani's Division in the enclosures at the right - this led to the collapse of morale in Sebastiani's division.  Simultaneously Coupigny's other units haved defeated half of Leval's units and the rest are withdrawing...

Lefebvre's Corps has more or less evaporated...

Triumph in the Centre:


Hope and Spencer's units advance to combat Moncey.  In the end, there was only some indecisive skirmishing and artillery fire in this sector of the battlefield, Moncey refusing to commit his quite motley force against his strong British opponents.

Moore's triumph!  Recalling Minden, the British infantry have driven off the French cavalry and are now in the heart of the Imperials' position...at which point, a musketball from a French skirmisher kills Sir John Moore!!  This temporarily paralysed the British Army.  Marchand and Moncey briefly considered renweing their attack, but the odds of success seemed low with their left flank now hanging in the air and their forces split in the middle, so they were able to successfully extricate their divisions from this difficult position without further significant loss...

The Final Position:

73
The position just before the successful French withdrawal.  It took the British four(!) turns (about an hour) to appoint a successor, this delay probably saving the French.  Moncey's powerful uncommitted cavalry overmatched the British pursuit and the French infantry and artillery retired without further molestation.
 Result: Another bloody business, with Lefebvre's and Castanos' forces suffering extensively.  Overall casualties were in the region of 7300 infantry, 1100 cavalry and 24 guns for the Imperials, with losses of about 5500 infantry and 150 cavalry for the Allies; and of course, the death of the British commander.  Lefebvre incidentally was injured four times in the course of the battle but suffered nothing worse than scratches!  The French force was in bad shape but it could reflect that it might have been much worse.  Castanos' Army has fought heroically over two days, but three of its five divisions are now out of the fight.

Game Notes: The French came within an ace of winning this one.  Castanos held on just enough for British succour and then Sebastiani's troops fought so hard for a moment I thought that he was going to win regardless!  The French superiority in skill and in particular, their veteran SK2 units, especially when led by a general in person, are very difficult for Spanish trained SK0 infantry to stop, even in decent terrain.  On the other hand, the British performance in the centre was a textbook success: disorder the enemy with artillery, drive them off at the point of bayonet and sabre.  In retrospect, although Lefebvre's attack nearly worked, it was launched too early: it should have been delayed until one of the other French Corps had arrived, in order to divert the attention (i.e. the tempo points) of the Allied generals.  As it was, they were able to focus on threats in succession rather than facing them concurrently.

But overall, another really enjoyable game.

Saturday, 20 September 2014

Neil Thomas' One-Hour Wargames

I've generally enjoyed Neil Thomas' various rules so I was looking forward to his latest ruleset, One-Hour Wargames: Practical Tabletop Battles.  It promises quick battles on small tables with a small number of figures.

It sets out in the first chapter what the author is aiming to achieve.  It also gives an admirably short summary for beginners of how to get started getting figures or making markers, painting those figures (or not!) and getting hold of terrain.

In the main part of the book, there are sets of rules for the following periods: Ancient, Dark Age, Medieval, Pike & Shot, Horse & Musket, Rifle & Sabre (i.e. C19 Europe), ACW, Machine-Age (WW1/Interwar), WW2.  All of the rules are similar but contain period differences, such as different troop-types, ranges and abilities.  For instance, none of the Medieval units can move through woods but other units in other periods can.  Each period is described briefly, with an emphasis on what facets of warfare the author feels were decisive in the period and is then followed by a set of rules which has incorporates those features within the generally similar framework.

For these basic rules, Thomas favours very simple concepts.   The game is an IGOUGO game, without any additional command and control rules.  There are no basing requirements, Thomas simply says that the game is designed to be played on a 3'x3' table with up to six units a side, each with a frontage of 4"-6".  For my playtest, I ignored these gargantuan proportions and played it on a 36cm x 36cm table with 6mm figures based on a 60mm x 30mm base.  It worked fine:


Romans (foreground) face Gauls (distance).  The total size of the board is c.36cm x 36cm.  The Roman Army consists of 4 'Infantry' units, a unit of 'Archers' and a unit of 'Skirmishers'.  The Gauls consist of 4 'Infantry units, a unit of 'Archers' and a unit of 'Cavalry'.
The turn sequence is always:Move - Shoot - Hand-to-Hand Combat - Eliminate Units (who have taken too many casualties).  There are no additional morale rules, for instance.  Typically of Thomas' rules, there is very limited interpenetration of units and no wheeling (units pivot on their centre point, instead).  Both rules are admirable examples of the author's rule-writing ethos: rules which don't quite replicate what happened on a real battlefield, but which adequately reproduce similar problems in a very simple way.
 
Combat is based on a D6 roll with the result being the number of casualties.  Additional casualties are added or subtracted depending on the troop types and terrain involved.  Units only fight in their own turn - this is to give an impetus advantage to the attacker (and works really well).  When a unit's casualties reach 15, then a unit is removed.  All this is so simple that it can be remembered very quickly without referring to the actual rules.  In fact, this applies to the rules as a whole. 

After the various period rulesets comes an army generator and a selection of 30 scenarios.  The army generator works from a D6 roll which gives a selection of various units.  If your army has 10 appropriate units, then it can cover every possible combination given in the generator.  These lists are entirely generic and don't reflect any particular army of the period.

The scenarios all look good and are given in a standard format of:
Situation (general comments on the scenario)
Army Sizes (whether a unit consists of 3,4 or 6 units)
Deployment rules
Reinforcements (in some scenarios not all of an army's units start on the table)
Special Rules (for instance some hills may be impassable mountains, some units may be elite (+2 on all die rolls; and so on)
Game length and turn order
Victory Conditions
Inspiration (which historical battle or previously published scenario inspired the author)
Further reading (about the historical battle or where to find the source scenario)
Map (all the scenarios have simple, easily produced/bought/improvised terrain)

It is clear from the various special rules that Thomas positively encourages the use of special rules to further define units and terrain for individual scenarios, or as needed to reflect the characteristics of particular armies.  It is very easy to do so without affecting the game inadvertently in unexpected ways.

The book concludes with short chapters on solo and campaign wargaming and then an extensive reading list of military history and wargaming books.

My test game was quite good fun, simple and basic but with a challenge or two nevertheless.  I didn't find anything particular to break the rules.

Friday, 19 September 2014

Campaign Battle 12: Battle of the Duero

Battle of the Duero, Mid-December 1808

General Situation: Three French Corps (Moncey's, Lefebvre's and Marchand's) were concentrated around Valladolid, facing the Spanish armies of Castanos and Cervellon and the British Army under Moore.  A period of protracted maneouvring took place, with both sides trying to gain a positional advantage to concentrate their entire force against some portion of their enemy's.  However, with the remainder of the Imperial forces continuing their march southwards, the onus was on the Allies to precipitate action or withdraw.  The Allied forces advanced with Castanos in the lead, supported by Moore and Cervellon to try and attack Lefebevre to the East of Valladolid or Marchand nearer the city.  Marchand, seeing the opportunity to catch the Allies seized the initiative and marched to the south to attack, appealing to his fellow Marshals for help.  However in an unfortunate example of inter-Marshal acrimony and lethargy, Lefebevre refused to help at all whilst Moncey sent only the two divisions nearest (Barbou's and Wathier's).  Marchand, with his strong veteran corps, was left to come to grips to Castanos almost alone: could he destroy the Spaniard's army before Moore could succour him?  The other spanish army was too far away to reach the battlefield in time.

The Forces:

Imperial Forces:
I Corps (CinC General Marchand - Plodding)
Ruffin's Division: 6000 Infantry, 6 Guns
Villatte's Division: 7000 Infantry, 6 Guns
Lapisse's Division: 8000 Infantry, 1000 Cavalry, 6 Guns,
Beaumont's Brigade: 1000 Cavalry
Treillard's Division: 3000 Cavalry, 6 Guns
I Corps Artillery: 24 Guns

III Corps formations:
Barbou's Division: 6000 Infantry, 6 Guns
Wathier's Brigade: 1000 Cavalry

Totals: 27000 Infantry, 5000 Cavalry, 48 Guns

Spanish Forces:
Army of Andalusia (CinC Gen Castanos - Capable)
Venegas' Division: 5000 Infantry, 1000 Cavalry, 6 Guns
Coupigny's Division: 6000 Infantry, 6 Guns
Reding's Division: 6000 Infantry, 6 Guns
Espana's Division: 3000 Infantry, 1000 Cavalry, 18 Guns
Jones' Division: 4000 Infantry, 6 Guns

Anglo-Portuguese Forces:
The British Army (CinC Gen Moore - Decisive)
Anstruther's Division: 9000 Infantry, 6 Guns
Spencer's Division: 7000 Infantry, 6 Guns
Hope's Division: 6000 Infantry, 6 Guns
Baird's Division: 9000 Infantry, 6 Guns
Paget's Division: 3000 Cavalry, 6 Guns
Artillery Reserve: 36 Guns
Loyal Lusitanian Legion: 3000 Infantry, 6 Guns

Allied Totals: 57000 Infantry, 5000 Cavalry, 114 Guns

The Set-Up:


Position from behind the Spanish centre.  Unfortunately the other deployment photographs were just unuseable, but this one show Espana's Division occupying the hill in the Spanish centre.  The right-hand elements of Reding's Division are in the field at the left, whilst Coupigny's Division is just off the picture to the right.  Venegas' Division is further back on the road in reserve, Jones' Division back and left.  Opposite Espana can be seen Lapisse's Division, supported by Treillard's Dragoons.  Villatte's troops are to the left (i.e. the French right), supported by Beaumont's troopers, whilst Ruffin's Disivion is on the other flank.

 First French Assault:

Villatte's Division breaks Reding's right-hand brigades, creating a gap between Spanish centre and left.  Castanos is compelled to bring Jones' infantrymen in to contain the advance.
 
Lapisse's Infantry do just as well, breaking Espana's left-hand brigade.  Venegas advances in support, but all the Spanish reserves have now been committed!  Marchand's plans are going extremely well: the veteran French units appear unstoppable...


A close-up of the same incident.

Same situation, with Venegas' column in the foreground.  The leading brigade is shaken as a result of Espana's units rushing past.

Further French Success on their right!  Ruffin's troops assault across the stream in textbook fashion and Coupigny's defence looks to be in tatters...and there are no Spanish reserves to help him!  Where is Sir John Moore??

The Spanish brigades have fought vigorously, but there is no stopping the veteran French infantry led by their skirmisher swarms.  Note the broken Spanish brigade running away in the foreground and the shaken left-hand brigade.
"I had lost the battle at twelve..."

The remnants of Espana's Division hang on grimly to their portion of the hill!  The Spanish artillerymen make life difficult - sometime impossible! - for the French infantry contesting it.  But another French wave is approaching...

It is a grim fight, but the French veterans appear to gave got the upper hand.  Espana's Division has thrown back another assault, however!

Lapisse victorious...?  The last Spanish gun has been captured, but still Espana's remaing two brigades fight on!  Venegas simply cannot get up that hill to support him.

Same position, but this time showing that the French infantry have now cut-off Espana's remnants entirely.  Coupigny's forces have regrouped into another battle-line to resist Ruffin.
 "...but won it back again at three!!" - the British arrive

Sir John Moore's army arrives on the French right flank.  Can he intervene decisively before the final Spanish collapse in the centre and right?

View from behind Reding's remnants.  Note that Beaumont's troopers have turned to face the oncoming British, and the massed British guns ready to batter the French right.
The British cavalry charge, huzzah!  The French right is in a terrible muddle...

And then routs and is gone!  Marchand forms another line to try and stabilize the situation.  But he can't be everywhere at once and his attack on the centre has stalled as he is forced to defend himself against this new threat.
Espana's Division has finally been defeated by the French, but Venegas remains to plug the gap.  Meanwhile, the massed redcoats are arriving from the left to succour the centre and exploit the success against the wilting French right, although Reding's surviving infantry can be seen too, acting against the French artillery.

Venegas and Lapisse square-off on the central hill.
 The Allied Victory:

A combined assault by Spanish and British infantry force the French light infantry out of the the farm enclosure, whilst Anstruther's and Reding's brigades push the French right back on the centre.  At this point, the morale of Villatte's troops collapsed.  The French reinforcements actually arrived at this point but Marchand declined to bring them on, feeling that they were strong enough to add to the extent of the defeat but not strong enough to avert it.  As Barbou's troops were exclusively raw recruits, he may well have had a point.
The French rearguard under pressure.  Ruffin's troops break-off ocntact cleanly, as Coupigny's troops had already withdrawn themselves (on the Spanish right).

Sir John Moore, at the head of his light infantry, defeats the remaining French infantry in the centre after a fierce fight (they had resisted two assaults from the Spanish and British troops in the foreground already) and Lapisse's division is broken.  The remainder of the French troops have escaped already.

The situation at the end of the battle.
 Result: Another sanguinary conflict.  The Spanish lost very heavily in the first half of the battle, the French in the second.  The Spanish lost around 6500 Infantry, 300 Cavalry and all 42 guns, although they are hopeful of recovering at least some of these from the defeated French.  The British in turn lost around 700 Infantry and 150 Cavalry.  The French lost around 7000 Infantry too, plus 1200 Cavalry and 12 guns.  At least the powerful French cavalry are preventing any pursuit.

Game Notes: Strong shades of Waterloo here, with an inferior army holding on just until the arrival of another army.  Marchand was very unlucky: his conception of operations was bold, entirely let down by terrible die rolls made against the initiative of all the other French commanders to see who would make the battlefield in time!  In contrast, the French troops fought superbly all over the field - the report doesn't do justice to how efficient the French attack was and how difficult most of the Allied attacks were: the French consistently seemed to roll better than their opponents and given the entirely veteran nature of their troops, made them incredibly difficult to move.  Furthermore, Espana's and Reding's troops managed to make crucial morale rolls - they could just as easily have cracked early in the battle, which would probably have led to the disintegration of Castanos' force just as Moore arrived.  Although Castanos' position was strong, the French advantages of skill and initiative nearly brought them victory in the face of quite heavy odds.