Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Saturday, 25 July 2026

Battle of Britain Campaign - Game 7 Battle Report

This Battle of Britain campaign update is from a game played a couple of weeks ago. It has simply taken me a little while to get around to writing it up, as other games, activities, and projects have taken priority.

A game in progress.

The campaign uses the Blood Red Skies (BRS) rules and has now reached the week of 19–25 August 1940. For this seventh campaign turn, the dice determined that the Luftwaffe's mission was to bomb RAF airfields. A successful attack on the airfields does not earn any campaign victory points, but it can have an important impact on the following game. If the mission succeeds, the RAF fighters begin their next battle with one Boom token, putting them at an immediate disadvantage. In Blood Red Skies, accumulating Boom tokens eventually forces aircraft to break off combat, so even a small head start can be significant.

Dicing for the mission.

The game was set up using the standard campaign sequence (which can be found here):

  1. Select aircraft based on the mission.
  2. Place barrage balloons and flak.
  3. Check the weather and place clouds.
  4. Deploy the aircraft and determine their starting altitude.
  5. Allocate pilot skill levels.

I have kept the battle report fairly brief, as I am finding that most of these games seem to follow a similar pattern. Hurricanes concentrate on attacking the bombers while Spitfires engage the German escorting fighters. This is followed by a dogfight as the RAF fighters try to position themselves for a second attack on the bombers. Occasionally, if they have managed to shoot down one or more German fighters, one or two RAF aircraft may even get a third attack run.

Battle Report...

German bomber and escorts heading to their target.

RAF intercepting aircraft.

The position of a cloud bank meant that the intercepting RAF force, two Hurricanes and two Spitfires, failed to spot the bomber as it passed through the cloud cover. As a result, the opening engagements were fought against the escorting Luftwaffe fighters.

The RAF held a clear advantage in pilot quality. They fielded one Ace, one Veteran and two Regular pilots, while the Luftwaffe consisted of one Ace and three Novices. This experience paid dividends early in the battle, with the RAF shooting down a Messerschmitt 110.

The initial dogfight as the fighters wait for the bomber to emerge from the clouds.

A Messerschmitt 110 is downed.

Once the Dornier 17 emerged from the clouds, the Hurricanes began their attack and quickly inflicted damage on the bomber. However, the RAF did not have everything their own way, as the German Ace managed to line up one of the Spitfires and shot it down.

A German Ace hits a novice Spitfire pilot.

The Dornier 17 emerges from the clouds.

After a couple of attacks the Dornier 17 takes multiple hits and crashes.

Pressing on towards its target, the Dornier came under a second wave of attacks after the RAF fighters had regrouped. This time they succeeded in bringing the bomber down before it could complete its mission.

Afterthoughts...

Pilot skill is a major factor in these rules, increasing both the number of dice rolled when shooting and the number rolled to dodge any hits. The Luftwaffe's three Novice pilots were at real disadvantage and, on several occasions, they failed to capitalise on favourable shooting positions.

The cloud cover also played an important role, shielding the Dornier during the opening stages of the battle and delaying the RAF interception. In the end, however, the better experience of the RAF pilots proved to be the decisive factor.

The version of Blood Red Skies I use is the one included in the Airfix Battle of Britain set. It is a streamlined version of the Warlord Games rules, omitting the advanced rules and aircraft trait cards. Instead, aircraft effectively have access to their traits at all times.

I also play the game on a hex grid, with each hex representing 3 inches. To accommodate this, movement values have been rounded to whole hexes, for example, aircraft with movement allowances of either 6 or 7 inches both move two hexes. This inevitably removes some of the subtle distinctions between aircraft performance, but I find the hexes help keep the game moving along quickly.

One house rule I have introduced concerns the Messerschmitts' Great Climb ability. Under the BRS rules, any enemy aircraft within 12 inches (four hexes) of a Messerschmitt must pass a manoeuvre test before it can gain altitude. I found I was always forgetting this rule, so I replaced it with a one I can remember. Messerschmitts that are at Advantage altitude may make a turn during their Pilot Action phase. It is easy to remember, adds a little tactical flexibility to the German fighters, and hopefully still reflects their superior climbing performance.

Anyway, that is all for now, and I will post this and wait to see how long it takes Google to update their blog feeds. 

Sunday, 28 June 2026

Battle of Britain Campaign - Game 6 Battle Report

A week ago I managed to find some time for another game in my Battle of Britain campaign, this one covering the week from 12–18 August 1940.

The Stuka finally gets to be used in a campaign game.

The mission, determined by a dice roll, was to Bomb an RDF (Radio Direction Finding) Installation. In the games I am using the Blood Red Skies ruleset adapted for play on a hex grid.

The mission is selected.

With the mission selected, the next steps were to determine the aircraft involved, the weather, pilot skills, and the arrival altitude of each formation. Details are all covered in the campaign rules, which can be found here.

Since starting the campaign, I have made a couple of minor change to the campaign scenario set up rules. The first concerns barrage balloons and flak. Rather than treat them separately I have combined the two, with all hexes surrounding the barrage balloons being treated as flak hexes. The second change relates to pilot skills where there can now only be one Ace in each force. If a second Ace is rolled, that pilot is instead now treated as a Veteran pilot.

Scenario

A Junkers 87 Stuka, escorted by four Messerschmitt 109s, has been tasked with bombing an RDF station. The Stuka is flown by a Regular pilot, while the fighter escort consists of one Veteran pilot, one Regular pilot, and two Novice pilots.

Intercepting the raid are two Hurricanes and two Spitfires. The RAF force includes two Regular pilots, one Novice pilot, and one Ace pilot. The Novice and Ace are flying Spitfires.

It is a clear day, with only two cloud markers on the table. There are two barrage balloons, supported by flak batteries defending the target.

Game Report

German aircraft, consisting of one Stuka dive-bomber escorted by four Messerschmitt 109 fighters, approach the coast and are intercepted by RAF Hurricanes and Spitfires who enter the action at low altitude.

Game set up.

A bank of cloud is utilised to conceal some of the intercepting RAF aircraft. Two Hurricanes and one Spitfire emerge from the cloud to make a head-on attack against the Stuka as it flies towards the target area. The Stuka sustains only slight damage and is able to continue on its course.

The RAF use clouds to conceal their initial attack.

The Messerschmitt escorts engage the RAF aircraft in a air melee. Both sides exchanging fire, causing minor damage to each side, after which the RAF pilots attempt to disengage and manoeuvre to make a second attack run at the Stuka, this time from the rear. Due to the close attention of the Messerschmitt escorts, these attacks will be less coordinated than the initial attack.

A confused air-melee as the Messerschmitt escorts engage the RAF aircraft.

A moment of relief for the Stuka as it finds cloud cover.

The attacks while unsuccessful did force the Stuka to lose altitude. However, it passed through the barrage balloon and flak defences without harm.

As the Stuka began to close upon its objective, one of Spitfires succeeded in delivering a decisive burst of fire, and the Stuka enters a steep dive and crashed to the ground before reaching the RDF installation. One member of the crew was observed to successfully bail out.

This was a good day for the RAF. They successfully defended the bombing target with no aircraft lost.

The attacks on the Stuka become piecemeal.

With the Stuka at low altitude a final attack forces it to crash.

Game Wrap Up

Both sides made good use of the available cloud cover during the engagement. The RAF exploited it during their initial attack approach, whilst the Stuka was able to escape some of the attacks. The RAF held a slight advantage in pilot quality, which proved useful for turn activation order and the number of dice used when shooting.

I made a mistake when setting up the scenario. Only one barrage balloon unit should have been available to the defenders, as Luftwaffe bombing activity had successfully struck London the previous week. Under the campaign rules, one barrage balloon unit would have been redeployed to the defence of the capital.

Campaign Situation

I am now 6 turns into the campaign, which runs for a total of 17 turns. Each game represents a key engagement within a given week, adopting this “bath-tubbing” approach keeps the number of games to a manageable level and makes use of my limited number of aircraft.

To win the Luftwaffe must achieve five successful bombing missions against London, industry, or convoy targets to win the campaign. So far they have achieved two successful raids, both against London. The campaign remains well balanced with eleven turns remaining. However, as it progresses, penalties to Luftwaffe pilot skill tests in the last 5 turns will take effect, reflecting the attrition on experience from sustained action over enemy territory.

Saturday, 13 June 2026

Battle of Britain Campaign - Turns 4 and 5

This weekend it was time to clear the American War of Independence armies from the tabletop and prepare for a game of Blood Red Skies as part of my ongoing solo Battle of Britain campaign. The campaign consists of 17 turns, and I am hoping to be able to play at least one game every fortnight.

A photo of the game changed to give a cartoon feel.

The mission for the next campaign turn, covering 29th July to 4th August 1940, was determined by a dice roll. A roll of 4 resulted in a Bomb Airfields mission. As this was a repeat of the previous week's mission, the campaign rules treat it as a period of bad weather with no flying activity.

The campaign therefore advances to the next turn, 5th August to 11th August 1940, and a roll of 3 has the mission to Bomb London.


Turn 4 resulted in bad weather as the dice roll was a repeat of the previous turn.

The campaign rolls on to turn 5 and a bombing mission on London.

With the mission selected, the following steps were completed to set up the game:

  • Select aircraft
  • Determine weather
  • Determine pilot skills
  • Determine aircraft altitude

Scenario

A Dornier 17 and a Heinkel 111 are on a mission to bomb London, escorted by three Messerschmitt 109s. The bombers have Regular pilots, while the fighter escort includes one Ace pilot, one Veteran pilot, and two Regular pilots.

Intercepting the raid are two Hurricanes and two Spitfires. The RAF force consists of two Novice pilots and two Regular pilots.

The weather is clear, with only two cloud markers on the table. Helping the defence are two barrage balloons supported by flak batteries.

Game Report

The intercepting Hurricanes and Spitfires belonged to a newly formed squadron whose pilots had limited combat experience, though they were eager for the up coming action. As the RAF fighters closed in on the incoming bombers, it became apparent that the escorting Messerschmitt 109s were flying at an unusually low altitude. This presented a rare opportunity to strike directly at the bombers before the German fighters could gain altitude to intervene effectively.

At the start of the game the RAF have the altitude advantage.

The normal tactic employed was for the Spitfires to engage the enemy escorts, allowing the Hurricanes to concentrate on the bombers. On this occasion, however, the entire RAF formation headed straight towards the German bombers. During the initial attack run, one of the bombers appeared to suffer light damage, though it maintained its course.

RAF fighters swoop in to attack the bombers.

The escorting Messerschmitts gain altitude and engage the RAF fighters.

The sky soon became a swirling melee as the Messerschmitts, having gained altitude, moved to engage the RAF fighters. With the RAF fighters occupied, both the Dornier and Heinkel sought refuge in a nearby bank of cloud.

The bombers get some relief as they enter the cloud.

The better turning ability of the Hurricanes and Spitfires allowed most of the RAF pilots to follow the bombers into the cloud, hoping to catch them as they emerged. Not all were so fortunate. One inexperienced Spitfire pilot was hit by enemy fire and was forced to bale out as his aircraft plunged earthward in a steep dive.

The attacks continue from the fighters and flak as the bombers emerge from the cloud.

A combination of accurate fire from the flak batteries and some determined attacks by RAF pilots inflicted further damage on the German bomber formation. Despite this punishment, the bombers continued steadily towards their objective. Then, without warning, the Dornier broke formation, banking sharply as flames erupted from one engine. The crippled aircraft began a slow descent, leaving its surviving companion to continue the mission alone.

The bombers are taking hits as they are tailed by the fighters.

One bomber breaks formation as it is shot down.

The Messerschmitts had not been idle. They positioned themselves behind the RAF fighters and pressed home a series of attacks. Their greater experience soon told, and a second Spitfire was shot down.

A second Spitfire is shot down.

With the remaining Hurricanes increasingly occupied by the German fighters, the lone Heinkel was able to slip through to reach its target. Although one bomber had been destroyed, the Luftwaffe would claim a successful mission, having delivered an attack on London while inflicting losses on the defending RAF squadron.

The Heinkel 111 reaches its target as the remaining RAF fighters break off their attacks.

Debrief

The RAF came very close to shooting down both bombers. They had an excellent start, catching the escorting Luftwaffe fighters at low altitude and exploiting this advantage. However, pilot experience plays a crucial role in this game, influencing both activation order of aircraft and the number of dice rolled during shooting attacks. The difference in experience levels proved telling. The RAF pilots lacked the additional dice for shooting on several occasions where successful attacks were made and failed to make the required hits.

Sunday, 10 May 2026

Battle of Britain Campaign - Turn 2 and a remote game

The dice were rolled for Turn Two (15 July to 21 July) of my Battle of Britain campaign to determine the Luftwaffe’s next mission. (For details of the campaign system, click Planning an Air Campaign.) A roll of 3 resulted in a Bombing Raid on London scenario. This game would be played remotely against Jon from Palouse Wargaming Journal.

The campaign missions for the Luftwaffe.

The forces Involved:

Luftwaffe

  • 1 × Heinkel 111
  • 1 × Dornier 17
  • 3 × Messerschmitt 109s

RAF

  • 2 × Hurricanes
  • 2 × Spitfires

In addition, the RAF would deploy two Barrage Balloons with Flak.

The game used the Blood Red Skies (BRS) rules from Airfix's Battle of Britain Boxed Set. The major difference is I have added the rules for bombers and the game does not use trait cards as per Warlord Games' rules. I have additionally adapted the rules for play on a hex grid. For remote gaming, I find a grid so much easier as it simplifies movement and positioning during play.

Jon would command the Luftwaffe, while I would take the role of the RAF defenders.

Scenario Setup

The scenario was prepared at the start of the remote session.

Weather - A dice roll of 2 produced Overcast conditions, resulting in three clouds being placed on the tabletop. Clouds were deployed alternately by the players, beginning with the Luftwaffe.

Defences - The RAF player then positioned two barrage balloons and Flak defences to protect the target area.

Pilot Skill - Pilot experience was then determined. The Luftwaffe continued to benefit from their early-campaign veteran advantage. Jon’s force consisted of:

  • 1 Ace
  • 2 Veterans
  • 1 Regular pilot

The RAF, meanwhile, suffered a penalty to skill rolls following their defeat in the opening Sortie mission. Despite this setback, my RAF roster included:

  • 1 Ace
  • 2 Regular pilots
  • 1 Novice

Deployment -  The Luftwaffe deployed first, entering along the table edge opposite the target zone, which was located in the centre of the far table edge. The RAF then deployed anywhere within their half of the table in preparation to intercept the bombers.

Altitude - Finally, each aircraft’s starting altitude state was determined as:

  • Advantaged
  • Neutral
  • Disadvantaged

Under the rules, bomber aircraft could never begin or gain an advantaged altitude. They just plod along in a straight line to the target.

With all preparations complete, the scenario began.

Game Report

The RAF patrol sighted the approaching Luftwaffe formation well before it reached the coast. Even as the bombers were identified, the British pilots were searching the skies above for the escort fighters that were certain to accompany them. Sure enough, the Messerschmitts were spotted higher up, ready to protect their bombers.

The RAF fighters opened their throttles and climbed hard to intercept. In response, the German fighters surged forward while the bombers, a Dornier 17 and Heinkel 111 laden with bombs for London and the docks pressed steadily onward towards their target.

RAF fighters climb to intercept and the escort fighters surge forward.

The Messerschmitts swept in fast and aggressively, machine-guns blazing, and the RAF pilots were forced to weave and turn sharply to avoid the incoming fire. They used the cloud cover and the tighter turning circle of their fighters to evade the worst of the attack.

The Messerschmitts engage the RAF fighters.

The British pilots broke through towards the bombers. As they swung in behind them, the Hurricanes and Spitfires began making attack runs against the enemy bombers, knowing time was short before the escort fighters returned. Short bursts of fire stitched across the bombers’ fuselages. Some damage was inflicted, and both German bombers were forced to lose altitude under the attack. Yet neither bomber was seriously damaged. The RAF pilots began glancing nervously over their shoulders for the inevitable return of the Messerschmitts.

Spitfires and Hurricanes make attack runs against the bombers.

The Luftwaffe fighters were soon diving back into the fray, forcing the British aircraft into evasive twists and turns. Even so, the RAF pilots did their best to press home their attacks on the bombers whenever the chance presented itself.

The bombers were proving to be difficult targets, and before critical damage could be inflicted, the Messerschmitt pilots struck decisively. Two RAF fighters were shot down in rapid succession, their aircraft falling away from the battle. Now outnumbered and with little prospect of stopping the raid, the surviving RAF fighters were forced to break off the engagement and turn for home.

German fighters are able to down two RAF fighters.

With the skies cleared of opposition, the German bombers continued towards London, now facing only the London's barrage balloons and flak batteries defending the capital.

Summary

Pilot skill is an important factor in the BRS game rules, influencing initiative, shooting accuracy, and ability to dodge hits. While Jon may have had better skilled pilots, the turning ability of the Spitfires and Hurricanes evened things up. Allowing my fighters to avoid the initial rush of the Messerschmitts with only minimal damage.

The RAF pilots were able to work their way onto the tails of the German bombers. Unfortunately, their shooting failed to make the most of the opportunity. Jon’s Messerschmitts regrouped from their first attack run and returned to the fight. This combined with the defensive fire from the bombers, disrupted my attack and inflicted sufficient damage to drive the RAF fighters off.

Bombers in formation.

The game took about an hour to complete. This included scenario setup such as determining pilot skill, altitude states, and weather conditions.

As the rules are still new to both of us, particularly for Jon, and with me having only played a handful of games, we occasionally had to stop to confirm certain rules which did slow the pace of the game at the start. 

Compared to our previous remote game, which began with only a single aircraft per side before later introducing an extra aircraft each, the larger forces in this scenario made for a far more challenging game. The activation system which is based on altitude and pilot skill creates some interesting tactical decision-making.

After the game, our discussion turned to whether the rules might also work for First World War air combat. As it happens, Jon has some WWI aircraft, along with a sizeable collection of kits still waiting to be built. I had previously come across a fan-made WWI adaptation in the "Blood Red Skies Ready Room" Facebook Group, so I downloaded a copy and sent it through to Jon the following day. No pressure, of course.

Updated campaign map and tracker.

Sunday, 19 April 2026

Planning an Air Campaign

In between painting Zulus, I am up to 180 now, I have finally managed to put together all my Battle of Britain campaign notes for use with the Blood Red Skies rules. The games will feature my small collection of 1:72 scale aircraft and will be played either indoors on the tabletop or, weather permitting, outside in the garden (see here).

Here are the campaign rules...

A campaign tracker I made.

This is a solo campaign where the player takes the RAF role. The campaign is played over 17 turns with each turn representing one week during the period from 10 July to 31 October 1940. The RAF objective is to minimise Luftwaffe bombing success against London, industry and Channel convoys.

Each tabletop game is a key encounter that determines the campaign outcome for the entire week. A very "bath-tubbing" approach with my handful of models.

Turn Sequence

  1. Luftwaffe Target Selection: Determine the Luftwaffe’s objective for the week.
  2. Mission Briefing: Note campaign modifiers and set up the tabletop.
  3. Engagement: Play the game using the Blood Red Skies rules and a Solo Flowchart.
  4. Debrief: Record the result and update the Campaign Calendar.

Luftwaffe Target Selection

At the start of each campaign turn, roll 1D6 to determine the Luftwaffe’s primary target.

  • 1 = Bombing industrial areas.
  • 2 = Sorties & Reconnaissance - Probing defenses and fighter sweeps.
  • 3 = Bombing London (Mandatory Target on Turn 17).
  • 4 = Bombing Airfields
  • 5 = Bombing coastal Radio Direction Finding (RDF) Installations.
  • 6 = Bombing Channel Convoys.

Note: If you roll the same target as the previous turn, the mission is scrubbed due to weather. Mark a dash (—) on your calendar; no game is played for that week. A reprieve for the RAF!

Record the target selection on the campaign map’s calendar. For example, cross off the week and write “3” at the end of the week if the target was London.

An example of a campaign game turn ticked off with a line through the week. The target selection was a Sortie game indicated with a "2" that was won by the Luftwaffe shown with an "L".

Mission Briefing

Once the mission is decided the next step is to create the forces involved. The forces are based on my limited 1:72 scale collection.

A couple of Hurricanes chase down a Messerschmitt 109.

Force Composition for Mission Engagements

  • Bombing industrial areas - Luftwaffe (1x He 111, 1x Do 17, 3x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Sorties & Reconnaissance - Luftwaffe (1x Me 110, 3x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing London - Luftwaffe (1x He 111, 1x Do 17, 3x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing Airfields - Luftwaffe (1x Do 17, 4x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing coastal RDF Installations - Luftwaffe (1x Ju 87, 4x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing Channel Convoys - (1x Do 17, 3x ME 109) vs. RAF (3x Spitfires, 1x Boulton Paul Defiant).

Weather & Defences

Bombing Targets - For all missions except Sorties, place a target marker/objective on one tabletop edge.

Barrage Balloons - For bombing missions on Industry, RDF installations, or London missions, the RAF player can place 2 barrage balloons within their half of the table. This is reduced to 1 balloon if London was successfully bombed within the previous 2 weeks.

Flak - For bombing missions on Industry, RDF installations, or London missions, the RAF player may place 2 Flak units anywhere within their half of the table.

Weather - Roll 1D6 for the number of clouds. Players alternate placing clouds (the Luftwaffe place the first cloud). Clouds must be 6” (or 2 hexes) away from other clouds or targets.

  • 1 = Poor (4 Clouds)
  • 2 = Fine/Overcast (3 Clouds)
  • 3-4 = Fine (2 Clouds)
  • 5 = Clearing (1 Cloud)
  • 6 = Clear (0 Clouds)

Aircraft Deployment and Pilot Skills

Aircraft Placement - The Luftwaffe starts by placing their aircraft along one tabletop edge (opposite the target if a bombing mission). The RAF may then deploy anywhere within the opposite half of the table.

Starting Advantage Levels - All bombers begin Neutral. For all other aircraft, roll 1D6:

  • 5-6: Advantaged
  • 3-4: Neutral
  • 2 or less: Disadvantaged

The RAF roll 2D6 and use the lowest score if an RDF installation was successfully bombed in the previous turn.

Pilot Skills - Roll 1D6 per aircraft for their pilot’s skill level. Subtract 1 if a Sortie mission was lost in the last two weeks.

  • 6+ = Ace
  • 5 = Veteran
  • 2-4 = Regular
  • 1 or less = Novice

The Luftwaffe adds +1 during weeks 1–5; subtracts -1 during weeks 13–17.

At the beginning of the campaign the Luftwaffe had the edge in pilot skills having on hand combat veterans who had already fought in: Poland, Norway, France & the Low Countries. However, they were fighting over enemy territory and overtime they lost their edge in experience. While the RAF pilots were fighting over home territory, that meant a safe landing in friendly territory with quick rescue on land or by the Royal Navy.

Airfield Damage - If the Luftwaffe successfully attacked an Airfield last turn, the RAF begins this game with 1 Boom Token.

A He 111 on a bombing run.

Gaming Notes:

  1. The use of aircraft traits in the game allows players to gain advantages with their aircraft. However, the Blood Red Skies full version of the game from Warlord Games uses trait cards, so all aircraft do not always get to use their traits. As I have no trait cards with the Airfix version, where traits can always been used, I have opted to limit the use of traits. Players can use up to 2 traits in a game turn, then must roll a dice and score 4+ to use any more traits during the game turn.
  2. When any of the games are played solo, I will be using a Blood Red Skies solo flowchart for determining the actions taken by the Luftwaffe. I found the flowchart in the files of a FaceBook Group “Blood Red Skies Ready Room”.

Campaign Victory Conditions

At the end of Turn 17, count the total number of Luftwaffe Successes (L) involving London, Industry, and Convoys.

RAF Victory - 3 or fewer Luftwaffe successes.

A draw - 4 Luftwaffe successes.

A Luftwaffe Victory - 5 or more Luftwaffe successes.


Monday, 14 April 2025

French and Indian War - Game 3 Report

Following the recent setback at Fort Robert, General Colchester has rallied his defeated troops and pushed inland with the aim of securing a vital river crossing located downstream from Fort Orleans. Securing this crossing would provide a crucial bridgehead for future operations. For more background on the campaign and the scenario setup, check out my previous posts.

This battle uses Scenario 5 (Bridgehead) from One-Hour Wargames book by Neil Thomas. During the game, units from both sides will be gradually arriving on different turns. The British objective is to establish and hold a bridgehead. By the end of Turn 15, they must control the crossing with no French units within 12 inches of the ford crossing to claim victory.

British troops crossing the ford and advancing towards French troops in the distance.

Game Report…

The British advance guard fords the river at an unguarded crossing, pressing on without resistance. Their presence has become known as they spot a band of Indian warriors in the distance. They move to secure the nearby woods as elements of the main British force began to arrive in support. Messages of this incursion has been sent to a nearby French camp. Realising the gravity of the threat, the French began mustering all available forces, marching them with urgency toward the crossing to deny the British from establishing a bridgehead.

The British advance guard at the unguarded river crossing.

The British advance guard take up position in the nearby woods as Indian warriors arrive in the distance.

The main British column cross the ford as more French reserves arrive.

The Indian warriors keep their distance as they move towards the woods, whilst fresh reserves of French regulars advance directly towards the newly arrived British troops. As the French infantry draw near and open fire upon the enemy, several bands of Indian warrriors continue to skirt around the edge of the woods, seeking to turn the British flank.

The British hurry across the ford and begin to deploy.

The British guns arrive.

All the remaining French reserves had taken the field and deployed in a line facing the bridge, ready for the advancing British. Meanwhile, the Indian allies had pressed into the wood, where they were skirmishing fiercely with British militia. At last, the final elements of the British force appeared, their artillery, which was brought up and positioned on the right flank, across the river, to lend their fire in support of the attack.

Indian warriors and militia skirmish in the woods.

All units deployed and the fighting is fierce.

British artillery deployed across the river.

A fierce exchange of musketry ensued between the opposing lines, each side striving to gain the advantage. Over time, the French line began to prevail, whilst the British artillery proved to be rather poor shots. Seeking to gain the initiative, a British unit made a bold charge from the woods, crashing into the French line. For a fleeting moment, it seemed the French might falter, but the French were able to rally and hold fast.

It was within the tangled woods that the fate of the battle was sealed. There, the British militia, sorely pressed, finally gave way before a series of Indian warrior charges. Routed and in disarray, they fled, leaving the British flank exposed. The warriors, seizing the moment, surged forward, threatening to sever the British force from the river crossing. Stricken with panic and fearing encirclement, the British were compelled to make a hasty and disordered withdrawal.

The British make a bold charge from the woods.

The Indians take the woods, threatening to cut off the British retreat.

The Indian attack on the woods was to be key to French success.

A French victory! And with this final battle, the mini-campaign draws to a close. The French achieve a marginal campaign victory having two victories against the one British victory.

A map of the campaign. The circles show the battles, blue for French victories and red for British victories.

The campaign ends…

The British plan had been bold from the outset, General William Colchester was to march his forces along the coast and seize Fort Orleans. The campaign started favourably, with the British securing the river crossing and the settlement of St. Paul, aided greatly by the Royal Navy, who landed troops behind the French lines.

With momentum on his side, General Colchester pressed onward toward Fort Robert. The French, under the able command of General Lucien Duvall, had not been idle. The intervening time had been well spent repairing the fortifications and reinforcing the garrison. When the British arrived, they were met with staunch resistance. Fort Robert held firm, delivering the first setback to the British advance.

Thwarted on the coast, Colchester turned inland, seeking to secure an upriver crossing that might open a new path toward Fort Orleans. Had he succeeded, it would have been judged a marginal British victory. But fortune did not favour the British and the French triumphed forcing the retirement of General Colchester and his British force.

Details of the mini-campaign setup can be found here.