Snappy Nappy Campaign in a Day for 2025

The next Snappy Nappy Campaign in a Day event will be held on Saturday, October 18, at The Portal Game store in Manchester, CT, from 10 AM until 5 PM.  Mike Seibert will once again be the GM for this event, which will involve 14 tables, more than 20 players, and hundreds of 25 mm wargames figures. As in the past, the rules will be Snappy Nappy by Russ Lockwood. 

We can still accommodate a few more players, so if anyone wishes to join in, please let me know ASAP!

Battle of Vittoria, June 21, 1813.

Wellingtons Offensive in Spain, June-July 1813

 
In September 1812, Wellington advanced up the main road, arriving before Burgos and beginning his attack on Burgos Castle on 19th September 1812.  The attack was unsuccessful, forcing Wellington to spend the rest of 1812 in a fighting retreat back to Ciudad Rodrigo.
 
Joseph and his chief of staff, Marshal Jourdan, were advised by all the French generals with knowledge of the country, that if Wellington was to advance in 1813, he would be forced to use the well-trodden route from Ciudad Rodrigo to Salamanca, Valladolid and Burgos. The French needed only to repeat their strategy of the previous year and hold that road to bring Wellington to a halt, as they had in 1812. 
 
Wellington’s army of British, Portuguese and Spanish troops assembled in the area between Ciudad Rodrigo in the south and northern Portugal and began its advance in May 1813.  Thru some flanking marches, Wellington skillfully maneuvered the French out of Madrid and out of Burgos.
 
Napoleon has told his brother King Joseph to stop retreating.  It was time to hold the line of the Ebro River and to try and take back Burgos.
 
Wellington’s scheme for the campaign of 1813 was going to be a very ambitious one—aiming not at local successes in Castile Province, or on recovering Madrid, but at driving the French right up to the Pyrenees.
 
And so the campaign in June 1813 begins.  FORWARD MARCH !

 
 
Frances’s situation- June 1813
 
5 years of fighting in Spain has taken its toll on the French forces. In 1812 King Joseph and Marshall Soult had forced Wellington out of Madrid but the king was finding it increasingly difficult to control what remained of his realm. Wellington’s success has encouraged the Spanish guerrillas who are now so active that even with four divisions general Clausell was fully occupied with trying to keep open the route between Madrid and the Pyrenees
 
 Jourdan, the chief of staff, saw that the South and the northwest of Spain would have to be abandoned, whatever the Emperor might wish, there were not troops available to control all of it. The vital area was Old Castille and Aragon: the route to the Pyrenees, Bayonne and Paris, with the ports of Santander and San Sebastian.  In early 1813 The British have retaken Madrid and driven the French back beyond Burgos.  Worse, Napoleon has taken 25,000 troops out of Spain to defend Germany.  This leaves them about 68,000 men.  Joseph has pulled back to what he hopes is a smaller perimeter to defend in the northern part of Spain.  But he must maintain the line on the River Ebro.  Failing to do so will embolden all of Napoleons enemies to join the Anti French Coalition and doom the Empire.
 
 
 
Britain’s Situation
 
Wellingtons campaign of 1813 saw his combined British, Portuguese & Spanish army of 79,000 strike northward towards Burgos without allowing Joseph’s French armies to concentrate.  Wellington’s forces marched hard to cut them off from the road to France.  He had spent the winter reorganizing and reinforcing his forces for the purpose to attack the French and push them beyond the Pyrenees mountains.
 
Spain’s Situation
 
The Spanish have longed to remove the yoke of repression of the French occupation.   The people are rising up against the invader, having been encouraged from the British success in the prior year (1812).
 
 
 
Objectives
 
Napoleon needs his Marshals in Spain to repel the British Army approaching the frontier.  Taking Burgos would set the British back, as this traces supply all the way to Portugal.  He also needs to avoid a major defeat, as that likely would persuade Austria to join the coalition forces in Germany.   The British need take the major cities & to push the French out of Spain and capture the main road to Bayonne, which is Frances main source of supply.

2nd Quarter Statistics

 As is usual, the stats for Q2 of 2025are more than 2 months late due to my time being occupied by Historicon and the subsequent write ups!

Preparations for HAVOC (and Historicon) dominated much of Q1, but HAVOPC certainly dominated actual gaming for Q2!  The date for HAVOC 2026 is yet to be finalized. 

Expenses:


April 2025
$241.79 HAVOC expense (hotel – meals- gas- tolls), Home Depot (spray paint) $6.36, Helion (books – wow, has the dollar dropped recently vs the GBP… wonder why?) $159.47

May 2025
Perry  Miniatures $363.25

June 2025
Scenic Express $82.93 Flock, tufts;  Home Depot – $57.93 – hobby tools and supplies


 2nd Quarter Total:   $911.73  (Similar to Q1)


Painting:

April 2025
Sea Peoples 180 pts, Portuguese Line 90 pts

May 2025

Sea Peoples 60 pts, Libyans 80 pts

June 2025  

Assyrian Chariots (3) 105 points , Sea Peoples Chariots (2) 70 points


2nd Quarter Total:  585 points  (Half of Q1 – a lot of terrain work, though!)

 

Games:

April 2025
HAVOC:  Crecy with Lion Rampant, Tinchebray with Lion Rampant Big Battle, Wellington’s Waterloo with Square Eagles, 1st St. Albans with Test of Resolve – 4 games total. 
May 2025
Aspern-Essling with FoB3, Solo Galatians vs Macedonians with TtS!

June 2025
None


2nd Quarter Totals:  6 games (Three times Q1!)

Quasi-Bras with Square Eagles: Turns 9 – 15

Turn 9: Allies get a big roll when they needed it! They will have sufficient activations for all of their units. French will have to leave 2 units inactive. 

“Me thinks I hear bagpipes!” exclaims the Allied commander. Hearted by dust clouds signaling the arrival of his reinforcements, he decides to hold his ground covering the approach to Quasi Bras. A Nassau light battalion does little damage firring at a French infantry assault. 

However, the French infantry then rolls very poorly (they need 4+ on 5 dice vs 5+ on 3 dice for the LI). Their assault is repulsed!

With the objective in sight, the French press the advance!

The French then see the relief column that arrived this turn – 3 units of Highlanders! (no special properties for this battle, though). 
French LI fire. 

Shooting by the 2 Nassau Light infantry units is more effective!

Turn 10: French seize the initiative , effectively 7 to 2! Orders are issued.

If at first you don’t succeed… this time the French Assault is successful, 

Eliminating the pesky Nassau LI; the victorious unit takes advantage of its free change of facing. 
French units advance again!

2 Highland units use Maneuver orders to advance 45 degrees and change formation. 

French shooting takes its toll on the Dutch Belgium line before Quasi-Bras!

Allied return fire is weak. 

Turn 11 – this time the dice gods favor the Allies, and not a moment too soon! Orders are issued. 

Highlanders advance on Quasi Bras, and the Dutch Belgian line occupies the crossroads. 

Limited French moves. 

Results of the  Allied shooting. 

French shooting is a bit less effective. 

Turn 12: both sides roll high, but Allies retain the initiative (must win by 2+ for it to change). Many orders are issued. Note that the French still have all 8 units remaining, although many are battered, while the Allies have only 5, but 3 are almost completely fresh. 
Gordon Highlanders launch a very successful flank assault!

French defenders are eliminated, and the Highlanders press forwards. !

Allied moves.
French moves – being in the Zone of control of the Cameronians, the French cavalry could NOT assault the flank of the Black Watch. 
Allied shooting.
French shooting – someone let that Legere uinit in the woods have some target practice!

The Dutch-Belgians at Quasi Bras are finally eliminated. 4 Allied units remain to 7 French, but again, most of the French have taken significant losses. In addition to the scenario victory conditions (hold Quatre Bras at the end of Turn 15),  I also decided that if an army reached 75% of it units lost (i.e. only 2 remaining), they would have to call off the battle and concede.  

Turn 13 – French seize the initiative! Orders are issued; the Chassuers a Cheval on the flank of the Gordons are salivating at the thought of an assault!
The slightly understrength Chassuers roll 6 dice needing 3+, and the also slightly understrength defending Gordons roll 6 dice, needing 4+, resulting in – a tie! The assault is (barely) repulsed. 
Remaining French moves – Quasi Bras is taken, and the French general makes an inspiring rally activation. 
British also have a (critical) very successful Rally activation!

Some decent French shooting… 

is overmatched by spectacular Allied shooting!
Turn 14 – Three French units were eliminated as a result of the shooting at the end of Turn 13! French roll a very ill timed “1” for initiative, while the Allies have more than they need. Orders are assigned. 

Allies go first and prepare for an all out attack on Quasi-Bras on Turn 15, plus setting up an impressive firing line. 

One hit is rallied off; the French lacked initiative to do anything with the distant (and very weak – 1 hit remaining) infantry unit near the woods. Their hold on Quasi Bras looks tenuous at best. 

Highland musketry scores 5 hits on 6 dice total!

French (simultaneous) return fire is very accurate as well, but the unit has reached its limit for hits and is removed!

Situation at the end of Turn 14 – both armies have but 3 units remaining, and Quasi-Bras is up for grabs!

Turn 15 (last turn): Allies come up with big win on initiative! There is little point on wasting an order on the distant, feeble 3rd French unit. 

2 highland regiments advance, seizing the Quasi-Bras crossroads, whilst the third rallies. 
Charge of the French Chevau-Leger-Lanciers – The Cameronians are driven back with heavy losses, but the Lanciers are almost spent as well! 

British fire eliminates the Lanciers. 

French fire to moderate effect on the occupiers of Quai Bras, but would have needed 4 hits on 4 dice to eliminate them.

The Allies have won… barely. They hold Quasi Braas, and the French have only 2 units remaining and are thus at their break point. A near run thing indeed!

Quasi-Bras with Square Eagles: Turns 1 – 8

 
I had a week off from work earlier this month, and had recovered enough form Historicon that I decided that I wanted to do a relatively brief solo game. I settled on Square Eagles. It would also give me a chance to test the modifications and clarifications to the rules made back in the Spring. I chose Scenario #11, “Surprise Attack”, from Neil Thomas’s One Hour Wargames. As this one is based upon the Battle of Quatre Bras, Red would be Anglo-Allied and Blue French. The building at the crossroads is for show only, and doesn’t count as cover, etc.; likewise the wheat field. 

I rolled a “2” for the red forces, and a “3” for Blue; adding 2 infantry units to each force gave Red 5 Infantry, 2 Light Infantry, and 1 Artillery. Blue wound up with 5 infantry, 1 Light Infantry, and 2 Cavalry, as depicted above. 

The scenario has 2 red units positioned as above, which I increased to 3, while all the Blue forces enter via the road. With the additional units, Red would get 2 units of reinforcements arriving via the Northern road on Turn 3, and 3 more via the Western road on Turn 9. I determined the composition of each of the three red forces randomly, and only when I needed to know them. Blue’s order of arrival was also determined randomly. Turn1: Red rolls far more activations than needed, while blue fare poorly with 2 (plus 1 for the general =3). Blue moves first by scenario conditions on Turn 1 regardless.

Using the grid and having to start form a single box meant no too much more could have entered on Turn 1 anyway! British artillery scores a hit on the advancing French. The large swamp is impassable. 

Turn 2: British again get more activations than they need whilst the French… do not! British also seize the initiative, having won by 2+!

British Artillery scores 2 hits!  French bring on 2 more units.

Turn3: Allies retain the imitative; even with 2 units of reinforcements entering, they again roll high enough for every unit to activate. British artillery scores another hit on the ? advancing French. 

Having rolled poorly again, French form a battle line and enter a 6th unit. 

Turn 4: French win the initiative, are finally able to activate 7 units this turn! Allies still roll well enough to activate all 5 of their units on the table. 

With British reinforcements approaching, this turn they advance with alacrity!

Cannister fire from the British battery drives back a French infantry unit with heavy losses!

French infantry fire leaves something to be desired…

The Allied general curses – it seems the two Dutch-Belgian/Nassau units put the powder in their muskets, but for got the musket balls!

Turn 5- British seize the initiative in a big way, with the French sputtering.

French infantry suffer anther 2 hits from bombardment.

Assault by the French infantry eliminates the battery (Artillery that is contacted in melee is automatically removed after defensive fire, if any). 

Allied fire; infantry hits on 4,5,6, Light Infantry on 5,6.

French infantry fire is about average in effect. 

Turn 6: French seize the imitative, while the Allies can’t activate every unit for the first time in the game. 

Defensive fire against a French assault scores a single hit. 
French eliminate the defenders (they had only 1 hit left). 

The victorious French infantry takes the 1 box advance. 

A second French Assault is successful (the target had no Order to issue defensive fire). 

Victorious French advance again. 

Remaining French moves. 

“Fall Back!”, orders the Allied commander. 

Situation at the end of the turn. 

Turn 7: French advance loses steam big time, while the Allies have initiative to burn!

Allies pull back to form some semblance of a defensive line, while the General rallies 2 hits off a shaky Nassau Light Infantry unit. The French then use their limited initiative to form up their own lines. 
Turn 8:  Allies retain the initiative but the French will be pressing them!

Allied main body withdraws towards the vital crossroads at Quasi Bras. A Nassau Light Infantry battalion clings to the edge of the woods; too many French cavalry around to risk being out in the open!

Seven of the eight French units advance; straggling unit has only 1 hit left anyway.  
British fire.

French fire. Allied commander asks where are those darned reinforcements. “Hang on, help is on its way!”

Historicon 2025: Mark’s Medley

 At my request, my friend Mark T. sent me a bunch of his Historicon pictures; most of these are games he ran or played in himself. 

Mark played in this game Wednesday night, Crossing the Berezina, East Bank, November1812, using Carnage and Glory computer moderated rules. GM Steven Unbrel. “Marshall Victor and a motley Corps of Germans, Poles and a few French must hold off Wittgenstein’s Russians long enough for the stragglers of the Grand Armee to cross the bridges and continue the retreat.” 
I remember playing Berezina game at Historicon some 20 years ago with Andy Finkel from the UK running it, using their Casquet rules – a mash up of Piquet and Shako!
Brazen Chariots Wednesday night, GM Adam Wine. Battle of Tafaraoui Airfield:
“Nov. 7, 1942, Operation Torch the invasion of French North Africa. The U.S. 1st Armored Regiment, lands on the beaches near Oran and quickly capture the town of Ste. Barbe-du-Tletat. The M3 light tanks are advancing on Tafaraoui Airfield and the French tanks roll forward to stop them.”
Battle of Raszyn, 19 April 1809, Carnage and Glory Computer moderated rules. GM Peter Burke. 
“Archduke Ferdinand and his VII Corps must capture Warsaw. Standing in their way on the road to the city is General Poniatowski and his scratch Corps of Poles and Saxons.” We’ve run Raszyn before (it’s one of the 20+ scenarios in my 1809 Scenario book for Field of Battle) – an interesting and challenging scenario for both sides!
This is Kambula, Zulu Kingdom, March 29th, 1879. GM Gregory Starace, Carnage and Glory (They do fantastic looking tables, don’t they?  “Just a day after the disaster at Hlobane mountain, Wood’s No 4 “Left Flank” Column is ready for the main Zulu impi to turn to his direction. Zulus are spotted to the north. Are they passing by, does Wood wait for the attack or provoke a move, can Ntshingwayo still orchestrate a cohesive attack?”
 Mark is a big fan but I can’t say that I’m much attracted to a computer moderated tabletop game myself, but they ran each of their games multiple times and had no trouble filling the spots, so not everyone agrees with me. So what else is new?  🙂
Dabrowa Tarnowska 1662 Poles vs. Russians and Cossacks. Carnage and Glory again, GM David Bonk. “Russian and Cossack forces attempt to capture the village of Dabrowa Tarnowska in 1662.”
Talk about Tiny Desk…
WW2 Skirmish game
Some of the layout for this year’s Samurai Spectacular! 
Operation Jupiter..
60 mm WW2. 
Falkirk, 22 July 1298, Carnage and Glory again. GM Jeffrey Ball.  “After the shocking defeat of the English at Stirling Bridge, King Edward amasses a huge army to defeat the Scottish general William Wallace. The English knights are hungry for revenge as the army advances on the Scots who are arrayed and waiting on a hill above a bog.”
Mark played in this game himself. 
He didn’t divulge for which side, and or if he won!
Star Trek, based on the classic  TOS episode, “The Doomsday Machine”.  GM Phil Lewis, Starmada rules.  Commodore, this is Star Fleet HQ… Sensors picked up an energy signature similar to a so called “Doomsday Machine” reported by Enterprise decades ago. The Romulans have been very active in this sector recently. You are ordered to assemble a task force and investigate.
15 mm at The Alamo
Iwo Jima
Dark Ages terrain set up
February made me Shiver…
Battle of Bouvines in 1214. Run by Mark himself on Friday AM with Lion Rampant Rules (he ran Crecy with the same rules Thursday).  “King John seeks to retake land in France with the aid of Flanders and the Holy Roman Empire. King Philippe II of France moves his army to a bridge at Bouvines, and Otto IV’s allied forces catch up with the French who turn to face them.”
Mark provides he following description: This photo is after the first 2 turns from my Battle of Bouvines game.  The French (closest in the photo) have 54 points of troops, which includes left, center, and right, each having a unit of elite cavalry, heavy cavalry, heavy infantry, and crossbows.  The left command starts with their heavy cavalry back protecting the bridge over the river near Bouvines, while all the rest of the French units are on the front or second line.
The Allies (Germans with English and Flanders allies) start on or slightly to the left of the low rising ground above (the latter being on the Allies right flank).  They have 58 points, and are charged with attempting to take the bridge which is the French’s route to their homeland. Each of the 3 Allied commands have different selection of units. The left flank and center both have elite and heavy cavalry with a unit of crossbowmen, while the left has 1 heavy inf, and the center have 2. On the right flank are 2 heavy cavalry instead of 1, 1 heavy inf, and they have 1 expert archer unit instead of elite cavalry. In the photo, the two heavy cavalry are pushing to out flank the French.
The following photos are at the end of each of the successive turns for the Bouvines scenario.

The Allies right flank heavy cavalry units continue there progress towards turning the French left flank and heading for Bouvines with its bridge. Meanwhile, the main fight continues in the center, and in the French right flank too.
This photo is at the end.  The Allies are contending for the bridge, and the number of units gone on both sides has started to show on the rest of the table.  However, the French probably don’t have enough to go much further at this stage of the game.
Terrain set up for the Battle of Bunker (Breed’s) Hill; Live Free or Die rules.  GM  Thomas Uhl. 
“On the evening before the battle, Col. William Prescott and 1000 militiamen quietly ascended the heights of Breeds Hill and began fortifying the position. Despite the secrecy, the unmistakable sound of digging could be heard. General Gage determined to strike the Rebel entrenchments in the morning.”
Oak Grove, June 25 1862. Carnage and Glory, GM David Bonk. “On the morning of June 25, 1862 Union forces under the command of Brigadier General Hooker advance through the White Oak swamp in an attempt to capture Old Tavern.” Mark played in this one; photos are from behind his command. 
 Mark’s Union brigade begins making its slow way over the deep and mucky stream.
Make for the Cornfield!
Having gotten beyond the thick forest and watery mess, the brigade begins deploying in preparation for eventual contact with the Confederates.
Contact has been made, firing begun, some retreating has occurred too.
8 of Mark’s 40mm Colonial AWI figures receiving some last minute basing.  The figures are originally Trident Designs, now being sold by Triguard Miniatures.  They were used for his AWI Concord Bridge North scenario. This game was played using the rules called Light Bobs which is a battalion level game where each unit is a company. Although it can be scaled up for big battle play, and these rules are currently under revision for printing a 2nd edition.
Some of Light Bobs interesting features include the idea that during the AWI, at a company level movement into a different formation was performed off of the company commander, and so the individual bases just move into position from the base to their new location.  Another feature is a concept of “return fire”, and this represents a companies ability to rapidly respond to being fired upon in a firing fight.
This is the initial setup where the colonials have reached the bridge, and begun to fan out for an ability to cover both sides of the crossing.  Meanwhile, the 4th, 10th, and 43rd British light infantry companies are lined up back to back in their initial deployment, and 2 companies of grenadiers are in the upper right moving in the direction of the bridge to provide reinforcement.

This photo is from Turn 3, which is after initial firing and positioning.  The colonials have started their attempt to cross the bridge, and the British have begun giving some ground while they attempt to slow the colonials down.

The 3rd photo is after Turn 6 where the British light infantry have left the field in their entirety, and only the grenadiers remain with Smith surveying the scene of colonials in various states of ability, while deciding to return to Concord for gathering his forces for the long, and what will turn out to be a hazardous, march back to Boston. Mark notes that the bridge for this scenario, although repaired and refurbished, is one that he built with his father decades ago!
These next pictures from “Coton Hall”, a fictional fight set in the English Civil War using Carnage & Glory, and by the rules author, Nigel Marsh.   The set up for the Parliamentarians, the cavalry force at the bottom was my command for the game.
The starting positions for the Royalists, the cavalry position being where the forces are opposing my force.
The placard for the game with map and other details.
 After Turn 2 … the Parliamentarians have pushed forwards across the entirety of there front in an effort to take the bridge and hopefully even Coton Hall in the rear of the Royalist line. Note the cavalry unit behind the Parliamentarians in the lower right that has been moving from the left flank to reach the far right flank.
Positions at end of game … the Royalist cavalry attack on left has met with some success, yet it comes too late as the Parliamentarians have used their infantry and artillery in such a way that the center and other flank are collapsing. The traveling cavalry unit has now made it all the way to where the end of the green and white measuring stick is pointing.
Battle at Hartebeestmund (German South West Africa, 1905). GM Roy Jones, Modified The Sword and the Flame rules. “It’s a trap! Nama riflemen in the heights of Hartebeestmund have been waiting for the Germans all along. And now the Germans are trapped between the hills and the river. It’s German Mausers, machine guns, and cannon against concealed Nama rifles and Nama guile, in a brutal fight at Hartebeestmund!” Mark played in this one, too!  Above: The Germans have been crossing the rough ground although Turn 1 starts when they’ve hit the edge if the steep hills, and the Namas have begun firing from concealed positions above.
The Germans attempt to get a foot hold in the center, although begin taking heavy casualties, and some have started to retreat.
The Germans have been significantly repulsed, yet they begin to rally for an additional effort soon.
The Germans make their second attempt at the hills, but it is not successful.
And then to make the matter worse, the Namas launch their attack on the baggage train, machine guns, and artillery pieces, after storming out of the heavy and high brush.  The end of the fight is reached.
All the awards at Historicon 2025, part1
and part 2! Congratulations all; well deserved!