Friday, January 30, 2026

The 'Goeben' Incident - Retests

You would have thought, wouldn't you, that a force whose combined Flotation Points at 36FP versus 48FP, and firepower not much in excess of the enemy, and in fact less at short range, would be on a hiding to nothing. Well, wouldn't you? I sure thought so, which was why I matched my battlecruiser and 'heavy' cruiser against four 'light' cruisers, and watched the lights get scrambled.

OK, then: next pass. The battlecruiser, representing Saabia this time, had a light cruiser - 12FP - by way of a consort. The game as before, was set up with the Ra'esharn's 4-vessel cruiser squadron in pursuit of the Saabian 'Middle Sea Division' of battlecruiser, let's call it SNS Charybdis and cruiser, SNS Cockatrice. The pursuers were just out of range of the battlecruiser's big guns, the chase heading due south.


The pursuit. The hex-grain, right to left is north-south.


Tiring of the pursuit, Rear-Admiral Karl Trummler ordered the two, in line astern, upon a West-Nor'west course, to close the range. Of course, Rear Admiral Trewford, nothing loth, eagerly entered the action. The single battle line comprised Trewford's flagship RNS Andronicus, and RNSS Bucephalus, Caractacus, and Demosthenes.
SNS Charbdis fires its first salvo at long range.


Bringing his squadron together in a single line of battle, Trewford set a course converging upon the enemy. His plan was to close the range. Now, I played this out twice. The first of these seems to have been inconclusive, and, as I took few pictures, I will omit its narrative. So what follows will be the second.


It might have been in the interests of the battlecruiser to keep the range long, but although immune at that range, it would take it a long time to inflict serious damage. Charybdis's long range gunfire scored two early hits, but Trummler needed to get closer to inflict sufficiently discouraging damage. All the same, it wouldn't do to permit the four enemy vessels to get into short range. Apart from the risk of torpedo attack, their combined firepower would exceed their own. Medium range seemed ideal.
 
The range closes, with Kiivar squadron within
medium range of the lead Ra'eshar ships. The two rear cruisers
are still not in range of their own main guns.

As the squadrons closed, Trewford found that only his two leading ships had the range. The twelve combined guns requiring sixes to hit, they score a par result: 2 hits. Cockatrice also scored a par with its six-gun salvo. The secondary batteries aboard Charybdis chimed in with two hits (out of 6) of their own. But he primary batteries, 9 guns requiring fives and sixes at medium range, were less impressive. Still and all, the lead Ra'esharn ship, Andronicus, had now taken 6 hits - not very far from its 'let's get outta here' point. The second ship, Bucephalus, had taken the hit from Cockatrice. Meanwhile both Saabian ships had taken a hit.


The range closes further. I've shown only the dice that 'hit'.



Reluctant to close the range too much, Trummler edged away slightly before bringing his squadron back onto the WNW course. Trewford doggedly maintained his own course. That only the lead ships were within short range of each other rather suited Trummler. At this range Charybdis would take more damage, but should hand out more in turn.

So it proved, receiving two hits, Charybdis threw five aboard the Andronicus (9 guns, 4to 6 to hit). I rather think I omitted a pic of an earlier exchange of salvoes, as the five hits were enough to put Andronicus under - along with Admiral Trewford.  Cockatrice and the Bucephalus also exchanged blows. Although the third and fourth cruisers were in range at least of their forward main guns (four apiece) neither managed to score any hits at all.




RNS Andronicus turns turtle and goes down.

The sinking of the lead cruiser rather threw the whole squadron into a turmoil, having to avoid the wreck. Although the range was precisely as Trewford desired, just two hits registered upon Charybdis. The battlecruiser handed out five upon the already battered second cruiser, whilst Cockatrice shoved three aboard the third. 

The Ra'esharn ships have fallen into a tangle on account of 
the sinking of Andronicus. I daresay we should look at how long 
the wreck remains on the surface filling with water.


Torpedoes, then. At this range, the probabilities weren't too good, 1 die only, requiring a six. None of the three launched scored hits.

'Torpedoes away!' No hits.


The damage to Bucephalus forced that ship out of the line, leaving just Caractacus and Demosthenes in the fight to cover its withdrawal. It was all very one sided. Although the cumulative damage was eventually sufficient to force Cockatrice out of the battle, Charybdis battered the two remaining, crippling one and sinking the other. 
A badly wounded Ra'esharn cruiser exits the action.



Two enemies sunk, and two in sore need of a major repair, the Charybdis resumed its former course towards the Omez Narrows, escorting its wounded consort, Cockatrice.

The Ra'esharn squadron is routed. But Cockatrice
has been badly mauled.


Well, that was fairly interesting, but Trummler's little squadron had a huge measure of luck. Charybdis took a fair amount of damage enough, had it been given 18 Flotation Points instead of the 21 I assigned it probably would also have been badly injured.

It was around this point, checking up the rule set upon another matter, I realised that I had given the battlecruiser 21FP. Nothing wrong with that, but the standard (according to the rule set I wrote, after all) is 18FP.

Of course, I had to give that a try.  Here are some of the pictures...
Final action. Some phenomenally fine shooting 
by at least three of these ships...








The action already well under way with broadsides delivered at long and medium ranges. Once again the heads of the columns have converged, this time with the Chrarybdis slightly ahead of Andronicus. I've shown all the dice rolled here, including Andronicus's torpedo. In effect the Saabians have practically 'crossed the Ra'esharn 'T'. Charybdis's ten hits well and truly sank Andronicus, and the damage Cockatrice inflicted upon Bucephalus - four hits - is not slight, either. But Ra'esharn has dropped seven hits on the Saabian ships - especially Cockatrice, which has taken at least four itself.

Ra'esharn salvoes: 8 hits.
Four on each of the |Saabian ships




A subsequent exchange of blows, this time pictured separately. The Saabian ships take four hits apiece. That's enough to drive Cockatrice out of the battle, and the situation aboard Charybdis is looking grim as well. Unfortunately blurry, the subsequent picture marks the end of Bucephalus's role in the action, and the other two cruisers take further damage.

Saabia replies. Eight hits on Bucephalus alone 
would drive it out of the action.





Here the action was broken off. On the Ra'esharn side, one cruiser was sunk and another seriously damaged and barely afloat. The other two ships were knocked about but still 'fightable'. On the Saabian side, Cockatrice was also in a near sinking condition, and Charybdis itself was happy to break off the action. Although still fightable, another hit would have been enough to force its retreat.
Close of action. 



I don't know about you, but I found this very interesting, in view of the comments and conversations that followed on upon the previous posting on this topic.

I really did think that the battlecruiser, even paired with a heavy cruiser - as defined under my rule set - would have very slender chances of survival against 4 cruisers. We're not talking 'real world' here, by the way, but it would be nice if this rule set does at least in some measure reflect what might have been observed in real events. 

Here's the math. To begin with, I will be coining an expression 'dice equivalents', that is to say 1 'dice equivalent' equals one die rolled requiring a six. If a die is rolled requiring a five or six, that is the same as two dice requiring a six (i.e. 2 dice equivalents); and a die rolled requiring four, five or six, counts as three 'dice equivalents'. I want to compare the total Flotation Points and firepower measured in 'dice equivalents' of the forces used in these exercises.

- Ra'esharn Squadron
: 4 cruisers
Total FP = 4x12FP = 48FP
Firepower:
  • long (7-9hexes) - 0DE; 
  • medium (4-6hexes) - 4x6 = 24DE; 
  • short (1-3hexes) - 4x12+4x6 = 72DE

- Kiivar Squadron:  B/cruiser @ 21FP, H/cruiser @ 15FP 
Total FP = (21+15)FP = 36FP
Firepower: 
  • long - 9DE; 
  • medium - 18 + 6 + 9 = 33DE
  • short - 27 + 12 + 18 + 6 = 63DE
- Saabia Squadron (a): B/cruiser @21FP, Cruiser @12FP
Total FP = 21+12 = 33FP
Firepower:
  • long - 9DE
  • medium - 18 + 6 + 6 = 30DE
  • short - 27 + 12 + 12 + 6 = 57DE
Saabia Squadron (b): B/cruiser @ 18FP, Cruiser @ 12FP
Total FP = 18+12 = 30FP
Firepower:
  • long - 9DE
  • medium - 18 + 6 + 6 = 30DE
  • short - 27 + 12 + 12 + 6 = 57DE
On the whole, under this rule set one might imagine that, if the four cruisers survive reasonably undamaged running the gauntlet of the battlecruiser's heavy guns until they get to 3 or less hex range, they would stand a pretty good chance of winning the action. In one of these scenarios, I had the cruisers in line abreast rapidly closing the range, but they took a bit of stick doing so, and could fire of only their forward armament until they could adopt a course parallel to the battlecruiser. At the same time, it isn't always a simple matter to bring the whole firepower of the four ships into action - especially at long and short ranges, oddly enough.

It seems to me that this scenario - even with a rule set as simple and basic as that I've adopted here - presents an interesting challenge for both sides. The balance, apparently skewed by the 'math' in favour of the cruisers might not be quite as imbalanced as the numbers might suggest. Note, by the way, that all the ships had equal speed - 3 hexes the turn. A disparity in speed would probably be decisive in favour of the faster ships.


Wednesday, January 28, 2026

The 'Goeben' Incident - a 'Jono's World' Scenario

 A short while ago - a week or two, maybe - the subject came up in someone's blog, or comments therein, of an incident early in World War One involving a German battlecruiser, SMS Goeben, accompanied by a light cruiser SMS Breslau, encountering a British force of four armoured cruisers. The German ships had been sent to the Mediterranean, destined to enter the service of the Ottoman Empire.

Without going into the adventures of this miniscule, 2-vessel, German Mediterranean Battle 'Division' against the French Navy and the British Mediterranean Fleet, there was a point at which Rear-Admiral Troubridge's armoured cruiser squadron, HMSS Black Prince, Defence, Duke of Edinburgh and Warrior, might have brought the two German ships into action. Following orders that were never quite up to date with real events, Troubridge let pass the opportunity. 

This, of course, has become one of those fascinating 'what if?' scenarios. What might have been the result of the four armoured cruisers taking on a battlecruiser accompanied by a light? Was Troubridge correct in his assessment that the German ship constituted a 'superior force', and therefore, following orders, to avoid an engagement?

One of the reasons for my particular interest being piqued, was that, some 40 years ago, this scenario was the basis of one of several scenarios used for a competition in a Wellington war games club (not the Warlords, the other one at the time). After several rounds, SMS Moltke (standing in for its sister ship Goeben) and Breslau had been universally victorious. So then I drew the Germans for my battle.

It was the type of 'rotten show' that described the Coronel disaster for the Royal Navy. I simply could not buy a straddle, let alone a hit. Under the rule set, the main guns were operated under a central control system, which gave better odds of a straddle, and therefore of hits, and consequently damage, upon the enemy. I was getting nothing (except accumulated damage to my own ships) - a whole string of sh.. cr.. horrible dice rolls. In sheer desperation, I split my 2-ship force, and shut down the central control to give the guns independent fire. At least I improved the odds of scoring a hit, even though reducing the odds of scoring multiple hits, and hence less damage. 

If memory serves, I didn't actually lose the battle, but I didn't win it either, which was, in view of the other results, tantamount to an ignominious drubbing. I seem to recall amused murmurs of 'Courts Marshal' being uttered...

At any rate, the recent blog comments sparked my interest in trying the thing out. Now, my Chubby Marine just doesn't have the mix of ships to make the thing a goer. But my Mini-Chubbies might be adapted. My entire inventory includes just one 'armoured cruiser', and a formidable unit it is, but it seemed to me that 4 standard cruisers would suitably make up the 'British' force. What would the battlecruiser's consort be?

For much of this exercise, I assumed (forgetting my own rule set) that the Battlecruiser stood at 21 Flotation Points (FP). It should have been 18FP (we'll come to that!). It carried 9 heavy guns (primary weapons), and 6 mediums (secondary). All five cruisers carried 6 mediums and 6 lights, and stood at 12FP apiece. Now, look at the 'math', per broadside:
B/C Squadron: 33FP total, 9 heavy guns, 12 mediums and 6 lights.
A/C Squadron: 48FP total, 24 medium guns and 24 lights 
All vessels carried torpedoes. 
Although the 9 heavy guns outranged the enemy, and were more effective than the rest at all ranges, I did wonder whether under my rule set, that would outweigh the disparities in protection and numbers of guns.


The range closes to medium for the battlecruiser's 
main guns. On the Cruisers' side, Rear-Admiral Trewford's
flagship has already taken two long range hits (the green die).
The Cruisers' gunnery is woeful!!


So, for the first 'passage of arms'  the armoured cruiser joined the battlecruiser. This really did beef up the B/C Squadron: 36FP, 9 heavy guns, 15 mediums and 6 lights. But, would it be enough?



As Trewford's ship staggers badly wounded out of the battle.
the rest of his squadron bravely (rashly) closes the range
in the hope that the increased firepower will redress the balance.


It was. In spades. The cruiser squadron was quickly and easily crushed.

Terrific exchange of gunfire at short range. But
the damage so far accumulated (12FP vs 3FP) places
the cruiser squadron at a disadvantage.

A terrible mauling on both sides. Another cruiser 
exits the battle critically injured, and then a third is sunk
under a decisive salvo. But the battlecruiser
has taken a lot of damage itself.


The surviving cruisers turn to flee, but the pursuing 
battlecruiser sends another to the bottom. Not without
receiving bites in return. With 18FP damage (out of 21), 
KNS Pteranodon abandons the pursuit.

Well, that was interesting. Clearly the balance was wrong, whatever the 'math' had to say to the matter.

So I redid the scenario. The Saabian Navy took over from the Kiivar, whilst the Ra'esharn continued its role as the 4-cruiser squadron. The battlecruiser's consort was to be a standard 6-gun cruiser instead of the 9-gun heavy. 

I'll leave the other AARs until next time. I will also add a little 'math', for whoever might find that sort of thing as interesting as I do.

To be concluded...



Wednesday, January 21, 2026

Little Great War: Aeryth Chromatica

Just for orientation purposes, here is an overall map of that part of the world of Aeryth Chromatica where lie the main combatants of the coming Little Great War. 

Aeryth Chromatica - the warring nations

Sangria is, of course, the diamond in the sceptre of the Ruberia global empire. The Zubian region has had troubles, and therefore a historiography of its own, e,g. that of Robert G. Cordery, printed as recently as 2019.

Turcowaz has certainly been in the wars in recent times, beating off a powerful challenge from the Blacklands League, halting a Ruberian punitive expedition just short of Sakhdad, and facing a hostile Czarist army in Abasgia.

In the face of escalating challenges from all round, the Sultan of Turcowaz appealed to the Republic of Azuria for assistance. Today it is generally believed that the Sultan - or at least his chief advisor and confidant, Wazir Yezdi - was seeking a negotiated settlement of outstanding issues, with Azuria as the disinterested mediator.  But the Republic had its own scores to settle, especially with Ruberia. Azuria was not behindhand in stepping into the ring. 

As it happened, Ruberia was the readier for war, and very swiftly put into motion a plan long wished for, plotted and the wherewithal gathered. For so long, withal, had the seaborne invasion been in the Ruberian mind, that the Troisieme Bureau of Azuria had had for years almost every detail gathered by its agents, read carefully, studied, analysed, criticised, damyerised, and finally filed away clearly labelled. So, when the invasion fleet appeared suddenly one June morning off the coast of Norromandy, it came as a complete surprise...

Little Great War: TO&E Izumrud-Zeleniya

North of the Karadeniz lies the vast realm of Izumrud-Zeleniya, ruled over by the Czar, Constantine LXXVII of the long-lived Romanovitchski Dynasty. Ever since that empire had reached the northern shore of the Karadeniz and the Tavrida Peninsula, the Czars have cast eyes upon the southern Turcowaz coasts and the straits through which Karadenis shipping might reach eventually the more open waters of the Mesogesean Sea.

Izumrud-Zeleniya Army - less its transport columns

In recent times, a provincial army has clashed with Turcowaz forces in the much smaller kingdom of Abasgia, a campaign in which both sides were less interested in annexing the sub-Kavkaz region than in preventing their adversaries from doing so. After a string of defeats, Izumrud-Zeleniya scored a stunning victory at Zugdidi, which effectively smashed one of the pincers by which Turcowaz high command hoped to entrap their enemy. The sinking of a light cruiser by Izumrud torpedo boats off the coast from Poti was also a shock to Turcowaz morale.

Something of a pause fell over events in the sub-Kavkaz, whilst both sides rebuilt their forces. Unfortunately for Turcowaz, news arrived of a Ruberian expedition landing far off to the south in the Gulf of Parthia, near the mouth of the Pardis River. At once, Turcowaz had to detach much of the forces from the Kavkaz to send south to Sakhdad to meet the Ruberian invasion.

So much for the narrative, which will resume later on. The Izunrud-Zeleniyan army had been reinforced and placed under the command of Marshal-General Prince Yevgeny Yevgenitch Znosko-Borovski.

Army of Izumrud-Zeleniya

Command: Marshal-General = 6SP

  • 1st (Grenadier) Division: Command @2SP; 1st, 2nd, 3rd, 4th Grenadiers @4SP = 18SP
  • 2nd Division: Cmd, 11th, 12th, 13th, 14th Infantry = 18SP
  • 3rd Division: Cmd, 15th, 16th, 17th, 18th Infantry = 18SP
  • 4th Division: Cmd, 19th, 20th, 21st, 22nd Infantry = 18SP
  • 1st Cavalry Division: Cmd @2SP; 1st, 2nd, 3rd, 4th Hussars @3SP = 14SP
  • 2nd Cossack Division: Cmd, 5th, 6th, 7th, 8th Cossack @3SP = 14SP
  • Marine Machinegun Battalion = 3SP
  • Artillery Division: 101st, 102nd, 103rd, 104th Field Artillery @ 2SP = 8SP
  • Medium Artillery Regiment: 115th Medium Artillery = 2SP
  • 1st, 2nd, 3rd, 4th Transport Columns @2SP = 8SP

34 Units, 127 Strength Points.

Army of Izumrud-Zeleniya (GREEN):
1st, 2nd Infantry, 1st Cavalry, some artillery and Krupp guns Strelets-R,
3rd, 4th Divisions ESCI, Light arty and Gardner guns HaT, Cossacks also HaT,
Command possibly ESCI or Italieri. Medium 
artillery home made on an Airfix carriage.



It is possible that Corps commanders might be appointed to command all-arms columns detached from this army. They will have 4 Strength Points. There will be a security formation that will garrison important points, such as Zugdidi at the outset of the renewed war. 



Tuesday, January 20, 2026

Little Great War: TO&E Turcowaz

 Allied to the Republic of Azuria is the Settee Empire, the Supreme Door, generally known as Turcowaz. The Empire lies at the pivot point in the divide between Europeia and Asiatica, between the hyperborean north and Aithiopian south. The head of this Imperium is the Sultan, his capital in the great city of Ionople.


Turcowaz 1st Army



So situated, Turcowaz has, ever since it reached the apogee of its territorial reach and power, been subject to assault upon its borders, culminating in the secession of the Blacklands States late in the 19th Century, and the subsequent Blacklands War (see here for the account of that conflict). In recent times, Turcowaz had found itself battling incursions by a Ruberian expeditionary force in the Medifluvian region in the southeast, and an attack by Izumrud-Zeleniya in the north along the eastern littoral of the Karadeniz (the Kavkaz Campaign) - See 'Labels' to the right of this column.

Although just managing to keep its manifold foes at bay, a shattering defeat at Zugdidi in the Kavkaz Campaign led the Sultan to seek a powerful ally, at least to draw off at least some of the pressure upon its borders, or at least to help its resistance.

In view of the chaos that was developing in the Blacklands, Turcowaz undertook a rebuilding of its Asyali Forces, distinct from the Batili, west of Ionople. The former comprised two Armies - neither much exceeding in size a Western Army Corps:

1st Army: Duya Ed Din Pasha (6SP) 

  • 1st Division: Command @2SP, 1st, 2nd, 3rd Infantry @4SP = 14SP
  • 2nd Division: 4th, 5th, 6th Infantry =14SP
  • 3rd Division: 7th, 8th, 9th Infantry =14SP
  • 1st Cavalry Division: Command @2SP, 1st, 2nd, 4th Cavalry @3SP = 11SP
  • 1st Machinegun Battalion (Nordenfelds) = 3SP
  • 101st, 102nd Artillery Regiments @2SP = 4SP
  • 113rd Medium Regiment = 2SP
  • 211th, 212th, 213th Transport columns @2SP = 6SP
Totals: 19 units, 76 Strength Points

Turcowaz 1st Army

2nd Army: Ameer Bagatel Pasha (6SP)

  • 14th Division: 40th, 41st, 42nd (Bashi-Bazouk) = 14SP
  • 15th Division: 43rd, 44th, 45th (Bashi-Bazouk) = 14SP
  • 16th Division: 46th, 47th, 48th (Bashi-Bazouk) = 14SP
  • 17th Division: 49th, 50th, 51st (Bashi-Bazouk) = 14SP 
  • 2nd Cavalry Division: 3rd (Regular), 21st, 22nd (Bashi-Bazouk) cavalry = 11SP
  • 2nd Machinegun Battalion = 3SP
  • 104th, 105th Field Artillery Regiments = 4SP
  • 116th Medium Artillery = 2SP
  • 224th, 225th, 226th Transport Columns = 6SP
Totals: 22 units, 88SPs

Turcowaz 2nd Army

Overall: 41units, 164SPs

Imperial Reserve: 10th, 11th, 52nd, 53rd Infantry @4SP = 16SP 
These are not part of the main armies but may be called in as garrisons or local reinforcements.


The figures for these armies are mainly Strelets-R, with HaT machine guns and artillery where not home made, and Zvezda irregular cavalry. A few of the artillerymen are modified Airfix French Foreign Legion. Commanders are actually Napoleonic from probably Prussian, and probably Revell. The 'Reserve' units are metal - possibly Minifigs or Hinton Hunt.

Turcowaz 2nd Army

Being what they are, the Bashi-Bazouks are irregular types whose discipline, were there any question about it, would be called 'questionable'. They are all classed as 'poor'. However, since the Kavkaz campaign, where, withal, they gave a good account of themselves overall, they have now been equipped with more modern rifles.

Monday, January 19, 2026

Little Great War: TO&E Ruberia

 The major enemy of Francophone Republic, Azuria (BLUE) is the powerful Kingdom of Ruberia (RED)
Here is the list

Army of Ruberia

Commander: Field Marshal Montgomery J. ffotheringarnish-Ptarmigan (6SP)

I Army Corps: Lt-Gen Sir Goshdarn Scarlett (4SP)

  • 1st Brigade: 1st, 2nd, 3rd Infantry (12SP)
  • 2nd Brigade: 4th, 5th, 6th, Infantry (12SP)
  • 3rd (Highland) Brigade: 7th, 8th, 9th Infantry (12SP)
  • 1st Lancer Regiment, 8th Dragoons (attached) (6SP)
  • 1st Gatling Battalion (3SP)
  • 1st Royal Field Artillery, 11th Medium Artillery (4SP)
  • 3rd, 4th, Transport Columns (4SP)
16 units, 57 Strength Points


Ruberia: I Army Corps. Figures mostly ESCI, with HaT Gatling detachment
and Strelets-R Highlanders and Corps Command.

II (Sangria) Army Corps: Lt-Gen Sir Aylmer Reddington (4SP)

  • 4th Dehra Dun Brigade: 10th, 51st (Silliputti), 52nd (Kashinkari) Infantry (12SP)
  • 5th Garwahl Brigade: 11th, 53rd (Hydansikh), 54th (Punjanjudi) Infantry (12SP)
  • 6th Barrelly Brigade: 12th, 55th (Myulshuh) Rifles, 56th (Deccan-Decca) Infantry (12SP)
  • 2nd Light Cavalry, 7th Lancers (attached), 9th Dragoons (attached) (9SP)
  • 2nd Gatling Battalion (3SP)
  • 3rd Royal Field Artillery, 21st Mountain Artillery (4SP)
  • 5th, 6th Transport Columns (4SP)
17 units, 60 SPs

Ruberia: II (Sangria) Army Corps

III Army Corps: Maj-Gen Garnet Lord Garnet (4SP

  • 1st Division, 7th Brigade: 13th, 14th, 15th Infantry (2+12SP)
  • __________, 8th Brigade: 16th, 17th, 18th Infantry (12SP)
  • 2nd Division, 9th Brigade: 19th, 20th, 21th Infantry (2+12SP)
  • __________, 10th Brigade: 22nd, 23rd, 24th Infantry (12SP)
  • 3rd Light Horse, 5th Light Horse (6SP) 
  • 3rd Gatling Battalion (3SP)
  • 4th Royal Field Artillery, 12th Medium Artillery (4SP)
  • 7th, 8th Transport Columns (4SP)
19 units, 73 SPs
...
Ruberia: III Army Corps - minus its cavalry, it seems!


IV Army Corps: Lt-Gen Sir Redmond Rosewall, Bart (4SP)

  • 3rd Division, 11th Brigade: 25th, 26th, 27th Infantry (2+12SP)
  • __________, 12th Brigade: 28th, 29th, 30th Infantry (12SP)
  • 4th Division, 13th Brigade: 31st, 32nd, 33rd Infantry (2+12SP)
  • __________, 14th Brigade: 34th, 35th, 36th Infantry (12SP)
  • 4th Dragoons , 6th Lancers (attached) (6SP)
  • 4th Gatling Battalion (3SP)
  • 5th Royal Field Artillery, 13th Medium Artillery (4SP)
  • 9th, 10th Transport Columns (4SP)
19 units, 73 SPs
...
Ruberia: IV Army Corps


Army Troops: Maj-Gen Aloysius Cherry (4SP)

  • Sailor Division: 41st, 42nd, 43rd, 44th Naval Regiments (16SP)
  • 1st, 2nd Transport Columns (4SP)
6 units, 24SP

Overall: 77 units, 287SPs

There's still a little bit of 'finishing' work to be done on some of the elements, but by and large these armies are ready to go. I, III and IV Army Corps will be operating in the Azurian theatre, II Corps against Turcowaz along the Pardis River in Medifluvia.

Next time: Azuria's ally, Turcowaz.




Sunday, January 11, 2026

Little Great War: TO&E Azuria

This post does have the 'feel' of a university student, spending a deal of time sorting and reorganising his lecture notes, feeling at the end that he has put in a good couple of hours of intense study. However, writing up proper tables of organisation and establishments is necessary prep work for the war games narrative to develop.

In the following each unit - regiment or battalion - comprises a single stand of 4 infantry figures, 3 cavalry or one gun. Infantry stands have 4 Strength Points (SP), cavalry 3SP, machine guns 3SP, artillery and supply columns 2SP. Army commands have 6SP, Corps commands 4SP, Division commands 2SP. Lower formations (brigades) have no distinct command stands.

We begin with the...

Azuria Army 

Commander: Marshal Vicomte Dubonnet

I Army Corps: Marshal Baron Pauillac

  • 1st (Turco) Division: 1st, 2nd, 3rd, 4th Turco Regiments
  • 6th Division: 29th, 30th, 31st, 32nd Infantry
  • 7th Division: 33rd, 34th, 35th, 36th Infantry
  • 1st Mitrailleuse Battalion
  • 1st Light Cavalry Brigade: 1st Hussars, 2nd Hussars
  • 91st, 92nd Field Artillery
  • 191st Medium Artillery
  • 201st, 202nd, 251st (pack) Supply Column

21 units, 79SP.

I Army Corps: Marshal Baron Pauillac



II Army Corps: General Saint-Emilion

  • 2nd Division: 5th, 6th, 7th, 8th, 9th, 10th Infantry
  • 3rd Division: 11th, 12th, 13th, 14th, 15th, 16th Infantry
  • 15th Brigade: 37th, 38th Chasseur (Foot) Regiments
  • 2nd Mitrailleuse Battalion
  • 2nd Light Cavalry Brigade: 3rd Chasseurs, 4th Chasseurs
  • 192nd, 193rd Medium Artillery
  • 201st Heavy Artillery
  • 203rd, 204th, 252nd (pack) Supply Column
23 units, 85SP.

II Army Corps: General Eugene St-Emilion



III Army Corps: Marshal Gevrey-Chambertin
  • 4th Division: 17th, 18th, 19th, 20th, 21st, 22nd Infantry
  • 5th Division: 23rd, 24th, 25th, 26th, 27th, 28th Infantry
  • 16th Brigade: 39th, 40th Chasseur Regiments
  • 3rd Mitrailleuse Battalion
  • 3rd Light Cavalry Brigade: 5th Lancers, 6th Lancers
  • 95th, 96th Field Artillery
  • 194th Medium Artillery
  • 205th, 206th, 253rd (pack) Supply Column
23 units, 85SP

III Army Corps: Marshal Etienne Gevrey-Chambertin



Army Troops: General Comte Viognier
  • 4th (Independent) Cavalry Brigade: 7th Cuirassiers, 8th Cuirassiers, (9th Carabiniers?)
  • 99th (Horse) Artillery Regiment
  • 500th Engineer Battalion (3SP)
  • 207th, 208th, 209th(engineer) Supply Column
8 units, 20SP

Overall: 75 units, 269SP

Owing to some mishap, I have decided that the other TO&E lists will occupy separate postings.