Black Powder ACW – Piedmont 1864

This weekend the local HMGS-South group played a Black Powder Civil War game. The scenario was loosely based on the Battle of Piedmont, June 5th, 1864.

Black Powder rules modifications: BP-ACW specific rules (distances were adjusted for a ground scale of 50 yards per inch)


After four hours of play we called the game. The Union took heavy casualties to their largest brigade, the Confederates lost two batteries and cavalry losses were about even.


Empire 1809 French vs Austrian

Saturday the local HMGS-South group played a Napoleonic game using a modified version of the Empire V rules. The game pitted two corps (four divisions) of French against a similar force of Austrians.


The French success on their left seemed more significant than their losses on their right,  but overall a closely fought battle.

Hail Caesar – Medieval AAR

This weekend the local HMGS-South group played a Hail Caesar game. The fictitious encounter was set after the battle of Grunwald (or Tannenberg) in 1410. Surviving Teutonic Order forces are attempting to escape to the west. Polish–Lithuanian Union forces block the retreat while others arrive in the rear. 

After about four hours of play the casualties were about even but very heavy. The remaining Order units seemed to have no chance of getting safely to the west.

Rapid Fire – Russian Front AAR

This weekend the local HMGS-South group played a WWII east front game using the Rapid Fire rules.

The scenario is described here: Byelorussia June 1944

When we had to quit due to time, the remaining Fallschirmjager seemed about to be overwhelmed, with the German reinforcements unable to intervene.

TSATF – Zulu War Scenario

This weekend the local HMGS-South group played a Zulu War game using The Sword and the Flame colonial rules.

The game was to include a relief column and a besieged force but was cut down to just the relief column due to only having five players. There were 8 British infantry units, 1 cavalry unit, 4 guns and one Gatling gun against 20 Zulu units.The British stayed together, tripped the Zulu ambush with scouts and held their ground well until the last game turn. The Zulu commander choose to bring in all his units except two onto the British left flank.

Edit: More photos taken by one of the players have been added.

The final photo is after the final game turn when the Zulus finally break the British square. A typical TSATF game, the Zulu army is slaughtered but declares victory since they broke a square. The British would have reformed the next turn and what was left of the Zulu army would have been gutted.