This game was thrown in firstly because Battles with Model Soldiers was the source of my original ruleset test scenarios for Fire & Fury.
Battles with Model Soldiers is really a 200 page design/ideas book with rules dotted throughout.
The rules I used are explained briefly at the end of this post. A key aspect is alternate moves with losses incurred before any responses. Initiative (who goes first in each turn) therefore matters.
Donald Featherstones book provides basic rules for American Civil War actions. he shows the mechanics through three stepped up siutations
- infantry only
- infantry plus cavalry
- infantry, cavalry and artillery
In this game I used the last stepped up situation of infantry, cavalry and artillery.
Narrative – Near Rome in 1849
In this confused affair a wargaming Napoleon faces off against Garibaldi – I suppose the nearest real conflict would be 1849 at Rome where Garibaldi gave the French a shock defeat.
The forces were
Roman Republic (Garibaldi) on the left
- Red Dragoon Volunteers in foreground left
- White Legion Volunteers
- Roman Artillery (in liberated Austrian uniforms!)
- Milan Sharpshooters in distance
The French were led by General Oudinot looking a bit like the great Napoleon himself.
- 33rd Line Regiment right foreground
- Austrian Artillery on loan
- 66th Line Regiment in distance
- French Cuirassiers
In terms of “ground” the battle was fought on a low ridge (no effect on movement) crossed by a rough track (no benefit) and the fenced orchard (inaccessible to all forces).

What you see is almost what you get – counting actual figures equals strength. I don’t do figure removal normally – using rings and dice to show remaining strength. So 8 cavalrymen on show were actually 10 in value. I also did some selected base removal in this game (for visual effect) just to confuse matters!

This game is a bit short on images – it was quick – almost done in 3 moves really……
Move 1
Both forces deployed and marched forward to drive the other from the ridge otherwise known as Orchard Hill.
Move 2 – Oudinot won the initiative
- the 33rd Line fired on the Red Dragoon Volunteers inflicting 3 casualties at medium range
- The Austrian artillery opened up on the White Legion Volunteers missing them completely
- the 66th Line fired on the Roman Artillery and the artillerymen promptly ran away (die throw = 6 hits versus 4 figures in strength)
- The 10 French Cuirassiers charged the 20 Milan Sharpshooters.
- Basically a melee is headcount times 1 point for an infantryman or 2 points for a cavalryman.
- So this fight was on equal points. 1 d6 is rolled per 5 points – 4 dice each. Cavalry get +1 on each dice throw (2 to 7 range possible) for charging.
- Cuirassiers scored 17 versus Sharpshooters 20.
- The points tally HALVED equals the damage. So 17 points halved and fractions rounded down meant 8 points of damage to the Sharpshooters. Thats 8 figures lost from the 20 that started the fight.
- Meanwhile the 20 points of damage halved was 10 and divided by 2 points per cavalryman gave 5 cavalry killed.
- The survivors represent their basic morale – 10 points of Cuirassiers x 1d6 throw of 5 = 50 while the Sharpshooters at 12 points x 1d6 throw of 6 = 72.
- The Sharpshooters won while the Cuirassiers retreated with 50% losses. (bit of Roman gloss there…..)
Garibaldi responded
- The Milan Sharpshooters hit the 66th Line with 4 hits
- The White Legion hit the Austrian Artillery for six literally – destroying them
- The Red Dragoon Volunteers charged the 33rd Line
- 7 remaining Dragoons x 2 pts versus 20 infantry x 1 pt meant 14 points versus 20 points or 4 v 3 dice (round up half or better fractions – 14 points becomes 15 points = 3 dice)
- Cavalry get +1 for charging. The Dragoons inflicted 16 points damage halved = 8 infantrymen killed
- The 33rd Line threw 12 in all = 6 Cavalry points damage or 3 actual dragoons killed
- Now the Dragoons had already lost 3 casualties to firing so were now down to 4 dragoons
- 4 cavalry x 4 die roll versus 12 infantry x 2 die roll was 16 v 24 or a victory for the 33rd Line
- The Cavalry retreated
Move 3 Garibaldi won the initiative to move first
- The Milan Sharpshooters fired on the 66th Line scoring 1 hit
- The White Legion fired on the 33rd Line scoring 8 hits – destroying the 33rd
Oudinot in Move 3 sent his 66th Line against the Sharpshooters. In the melee the 66th won reducing the Sharpshooters to just 4 men who retired.
The game is almost over!
Move 4 Oudinot moved first
- The 66th fired at the Sharpshooters but missed
- The Blue Cuirassiers now returned to the fray
Move 4 Garibaldi
- The Red Dragoons also returned to the fray
- The White Legion now closed on the 66th Line
- The Milan Sharpshooters scored 2 casualties on the 66th Line reducing them to just 10 men.


Move 5 Oudinot took the initiative
- The French Cuirassiers made one last valiant charge into the Milan Sharpshooters.
- The Sharpshooters killed 1 Cuirassier in turn receiving 3 casualties
- The Cuirassiers won the melee driving off the Sharpshooters
- The 66th Line fired on the approaching White Legion scoring 6 casualties (I allowed liberal firing arcs!)
Move 5 Garibaldi
- The White Legion fired on the 66th Line inflicting 5 casualties in return

Move 6 Garibaldi won the initiative
- The White Legion fired on the 66th scoring 4 more casualities
Move 6 Oudinot attacks in desparation
- The 66th Line and Cuirassiers charge home against the White Legion.
- The White legion suffered 2 casualties
- In return they inflicted 4 infantry casualties with 1 cuirassier loss


Oudinot knows the games up and in Move 7 his Cavalry retire covering the rest of his routing forces.
General Garibaldi triumphs capturing the ridge.
Rules used in the Battle of Orchard Hill
Donald Featherstone distributed his many periods (10) rules within the 200 pages of text. The basic rules presented were for horse and musket and his three stepped up situations used an American Civil War example.
My Summary of Rules from Battles with Model Soldiers

- 8 moves = 1 dayof daylight and 4 moves = nighttime
- Alternate Moves – I opted for “initiative” going to one side for whole move, fire and melee process.
- guns picked target after moving is complete
- Infantry Firepower
- 1d6 per 5 men with muskets/rifles
- modify -1 (0″-6″ short range) 1d6 = hit = casualities of 0 to 5
- modify -2 (6″-12″ medium range) 1d6 = hit = casualties of 0 to 4
- modify -3 (12″-24″ long range) 1d6 = hit casualties of 0 to 3
- -1 per dice for hard cover
- half casualties for cavalry
- Artillery
- hit on a 6 @ 18″-36″ then 1d6 = casualties
- hit on 5,6 @ 9″-18″ then 1d6 = casualties
- hit on 4,5,6 @ 0″-9″ then 1d6 – casualties
- half casualties for hard cover
- halve casualties for cavalry
- Melee
- INF v INF = 1pt v 1pt
- INF v CAV = 1pt v 2pt
- 1d6 per 5 pts fighting
- +1 per dice for charging cavalry
- +1 per dice attacking rear
- half result to get effect in points
- half effect for cavalry (they=2pts)
- survivors in points x 1d6
- compare result – highest is melee winner, loser retreats one full move
- Movement
- Infantry 12″
- Cavalry 18″
- Guns 18″ -3″ limber and unlimber
- Guns select target in their turn
- No firing if moved
- Gun target selection is not movement
- Morale
- Loss of Cin C (not used)
- 1d6 is thrown per unit
- =1 unit flees the field
- =2 retire from the field in good order – will defend itself
- =3 surrender
- =4 fall back 1 move and rallies
- =5/6 carries on
A simple set of rules although for some the melee points technique might feel complicated.































