Pickett's Charge Now Available

Although a divisional rather than a company-sized game, here's news of the launch of the first TFL/Reisswitz publication, Pickett's Charge.

"Written by veteran game designer Dave Brown, Pickett’s Charge are an exciting and dynamic game with plenty of fast-paced action combined with a command and control system which is intuitive and simple to use, but nuanced and subtle enough to provide the gamer with interesting and testing command challenges. ‘Simple to learn but a challenge to master’ has never been more the case as the player is constantly presented with decisions about how to best influence the action, to seize the initiative from the enemy and to inspire his troops on to great deeds.

"Packed with Civil War flavour, Pickett’s Charge is designed for Divisional and larger battles in the American Civil War, with the Regiment being the smallest manoeuvre element, the Brigade the lowest tactical command. A typical club night action involving several Brigades per side and a full day or weekend handling a Corps or two with ease.

"82 pages in length, Pickett’s Charge includes rules for using both 15mm and 28mm figures, suggestions for organising your armies with a point system and a guide to rating force. An introductory scenario is all you need to get playing with this great new set of rules from the master of the big battlefield.

"PLEASE NOTE:  This advanced order option is for the hard copy rules with the bonus of a free PDF of the rules. The PDF will be emailed to you on the day of publication, the 26th of October."

You can buy the rules by clicking either here or on the picture of the front cover.

Sharp Practice: Advanced Orders Now Being Taken

Exciting news from Lard Island: with advanced orders for Sharp Practice now being taken.

Sharp Practice is the TFL large scale skirmish game designed for use from the Napoleonic era to the end of the catalytic wars.

Here's what Big Rich had to say about the release:

The rules are at the printers, the cards are being produced, the Poker Chips are en route and the Game tokens are rolling off the production line.  That can only mean one thing: Sharp Practice will be released on St George’s Day later this month and we are now taking advanced order.

And what spankingly good advanced orders we have for you too.  You can, of course, get the rule set on its own, but there are also five bundle deals which you can select from which provide some assistance when playing the game.  Let’s take a look at what these bundles contain.

The Rules

It's a 120 page book which contains the rules and Army Lists for five different conflicts.  These are the French Indian War, the AWI, Peninsular War, ACW and Indian Mutiny.  

However, the rules won’t stop there.   We have lost of other periods ready as free downloadable Army lists covering stuff like Garibaldi in Italy, Napoleonic warfare, Revolutionary Wars in Italy, US Mexican Wars and a whole host of other exciting stuff.

The Cards or Poker Chips

You can choose whether you want to use a card deck or pull chips from a bag or cup.  It’s entirely up to you which you use.  You will need ONE set or cards or chips to play a game.  You do not need one per player.  

The poker chip set are 34 tokens in engraved MDF which are very easy to paint up and look superb when they are done.  The cards are a proper poker standard set with rounded corners and come in a tuck box.  As it happens we got 40 cards to a deck as this suited the printer card sizes so the card deck is slightly larger.

Game Tokens

A set of 18 acrylic tokens to indicate when units Present (ready to fire a controlled volley), when they are firing an uncontrolled volley and when they are broken.  We have played many many games and this set of 18 tokens have been all we needed for any game situation.  No need to duplicate unless you are really going to push the boat out on game size.

We will be posting photos of all of the items as they arrive from suppliers, for now you’ll have to trust us as to the fact that they are all designed for purpose and rather swish.  Here’s the bundles in detail.

The Bundles

Bundle 5

The monster of a bundle with everything anyone would wish for on the Sharp Practice front.

  • Hard Copy rules with 120 pages packed with army lists, scenarios and, of course, the game rules.
  • Bumper Card Deck of 40 cards
  • MDF Poker Chip Set of 34 Chips
  • Game Token set in acrylic
  • Free PDF of the rules.

At £38 this saves you £21 as a bundle.

Bundle 4

Chips with everything  (as per Bundle 5 but no card deck)

  • Hard Copy rules with 120 pages packed with army lists, scenarios and, of course, the game rules.
  • MDF Poker Chip Set of 34 Chips
  • Game Token set in acrylic
  • Free PDF of the rules.

At £34 this saves you £19 as a bundle

Bundle 3

Card Sharp (as per Bundle 5 but no Poker Chips)

  • Hard Copy rules with 120 pages packed with army lists, scenarios and, of course, the game rules.
  • Bumper Card Deck of 40 cards
  • Game Token set in acrylic
  • Free PDF of the rules.

At £35 this saves you £19 as a bundle

Bundle 2

Rules & Chips

  • Hard Copy rules with 120 pages packed with army lists, scenarios and, of course, the game rules.
  • MDF Poker Chip Set of 34 Chips
  • Free PDF of the rules.

At £28 this saves you £17 as a bundle

Bundle 1

Rules & Cards

  • Hard Copy rules with 120 pages packed with army lists, scenarios and, of course, the game rules.
  • Bumper Card Deck of 40 cards
  • Free PDF of the rules.

At £29 this saves you £17 as a bundle.

These bundle orders are for the hard copy rules with extras and they PDF comes free as a “thank you” for placing an advanced order.  Please note, the free PDFs will be sent out on the 23rd of April, the release date.

We will be releasing the PDF bundles on the 23rd of April which will cover the PDF versions of the rules along with bundles of hard copy cards, chips and tokens, so if that’s your bag keep your eyes on the web site or Lard Island News for more details.

The TooFatLardies shop can be reached by clicking here.

More Franco-Prussian War Action

Keen to get his revenge for my win last time, Neil suggested a re-match, but with him playing the Prussians this time.

The situation was fairly similar: von Neil's troops holding a ridge that ran down the centre of the table, with my French aiming to knock them of it. I outnumbered him about 2:1, but Prussian reinforcements were expected, and would arrive at a time determined by a roll of the dice.

The Prussian Line

Looking at the Prussian line, I noticed that all their artillery was in the centre, and that the Prussian right wing was hanging. His left was hanging a little, being sort of anchored on a farmhouse, but it was his right that looked vulnerable.

I therefore set up in a long line parallel to the ridge, but with a column of four battalions of zouaves (nasty, fighting, little buggers) supported by a mitrailleuse and a battalion of chasseur sharpshooters as an attack column on my left flank. My aim was to advance forward, give the Prussian line an unanswerable volley due to the superior range of my Chassepots, and then slam in my attack column. Once I had a foothold on the ridge, the attack column would roll him up as my line kept hammering in the fire. Tres simple but hopefully tres effective!

My commanders were obviously having a good day, as on the first turn my entire army moved forward into rifle range. I took some artillery fire from the Prussian centre battery, but because of its positioning, my densely-packed attack column remained untouched.

On my next turn (the Prussians remaining stationary and relying on their guns) I let loose a volley with the entire line that proved satisfyingly effective, with many Prussian units taking significant casualties. More importantly, the Prussian right flank brigade was disordered, mainly due to some brilliant shooting by the Chasseurs. The mitrailleuse jammed, of course!

Note also that the Prussian left flank brigade was also disordered, leading me to think that there might be something I could do here as well...but more on that later.

the french centre and left (about-to-be-victorious zouaves in the background)

My four-battalion column of zouaves charged up the hill and hit the end of the Prussian line. The lead battalion had been disordered by the fire coming at them as they charged in, so failed to simply smash the Prussians from the ridge, and fierce hand-to-hand combat broke out. Weight of numbers quickly began to tell, however, and the first brigade of Prussian infantry evaporated.

Over to Neil and his next turn: the next brigade of Prussians along attempted to punish the zouaves with fire from their Dreyse needle guns, but someone had obviously blunted their needles as they had no effect at all, not a single casualty being caused.

This was obviously quite worrying for the Prussians, as they retreated both the brigade that formed the right of their line and their guns off the ridge and down into the valley below. The left of my line quickly consolidated their gains: that end of the ridge was in my hands!

Meanwhile, at the other end of the line, I had decided that the opportunity of a disordered Prussian brigade was too much to resist, and had thrown two brigades of infantry up the hill in an attempt to dislodge them as well. Proving that the 2:1 odds were right for scenario (my zouaves had been 4:1 and supported by chasseurs), les gens brave found it hard going, and a hard-slog pushing match developed.

Hitting the prussian left (note the cavalry in the background)

Weight of numbers, however, meant that my men gradually pushed the Prussians back but, just at the moment that his line began to break, Neil sent his regiment of divisional light cavalry into the flank of my assaulting units.

Very messy, and even sending in another battalion of infantry to hit the cavalry in its flank in turn didn't really help matters.

Numbers, however, still told in the end, and although I effectively lost a brigade of infantry doing it, the right hand side of the ridge was now also in my hands so, with the enemy centre retreating, I had achieved my aim.

At that point, however, the Prussian reinforcements began to arrive. Unfortunately, the clock wasn't just ticking for the French, it was ticking for Neil too, so we had to call the game before he could get his extra troops into action.

Saved by the bell, the French were victorious!


AAR: Franco-Prussian War

It's been a long time since I've played any 19th Century (i.e. Waterloo to Mons) wargames, so it was most pleasing when Neil, my regular opponent, offered to bring round his new 6mm Franco-Prussian War collection and run a game using a modified version of the Black Powder rules.

He duly arrived, laden with not many boxes (6mm, you see!) and set up what looked like a huge game on my 5ft by 6ft gaming table.

I would play the Prussians, versus the French, obviously, with the aim of smashing a French rearguard from their positions atop a ridge at the other end of the table from my start point. All directions are given from the point of view of the army being described.


At my disposal, I had a Corps of Prussians consisting of:

  • Corps Commander
    • Corps Artillery (4 batteries)
    • Corps Cavalry (2 regiments Cuirassiers, 2 regiments Dragoons)
  • Left Flank Division
    • Divisional Commander
    • Divisional Light Cavalry (1 regiment)
    • Divisional Artillery (4 batteries)
    • 1st Brigade
      • Brigade Commander
      • Brigade Infantry (6 battalions)
    • 2nd Brigade
      • Brigade Commander
      • Brigade Infantry (6 battalions)
  • Right Flank Division
    • Divisional Commander
    • Divisional Light Cavalry (1 regiment)
    • Divisional Artillery (4 batteries)
    • 1st Brigade
      • Brigade Commander
      • Brigade Infantry (6 battalions)
    • 2nd Brigade
      • Brigade Commander
      • Brigade Infantry (6 battalions)

I could also expect reinforcements at some stage.

Against me, lined up on the ridge line in front of me was a single division of French facing my left flank division. 

I decided that I would strongly probe the French right flank and see what happened, so I set up my left hand division on the left and the right hand division in the centre, with the Corps cavalry protecting my right flank.

The left hand division began the game by advancing strongly, halting inside my artillery's range, but outside Chassepot range. The artillery opened fire with a round of counter-battery fire that had no effect.

Meanwhile, my right hand division and corps artillery (also deployed in the centre) had not moved: its orders having been mislaid or delayed or some such.

we are ready down to our last gaiter buttons!

The French, for their part, now revealed another division set up in line on the left hand side of the ridge. They therefore effectively had an unbroken line of infantry across the entire table's edge.

The artillery of the left hand division now switched targets to the enemy infantry on the ridge, and immediately forced one battalion to retreat in disorder. Excellent!

This left not only a hole in the French line, but led to the more central of two brigades facing my left retreating back behind the ridge in the face of the advance of the corps artillery in the centre.

This obviously left the other brigade isolated, so my left hand division moved forward and prepared to assault. A round of fire peppered my line, but I still had plenty of troops for the attack.

Unfortunately, the corps artillery were then told to move immediately to the right (a "blunder"), meaning that the French brigade that had moved back could now move forward again. In tactical terms, my left hand division could now punch up the hill and destroy one French brigade, but would then be destroyed in turn by the other.

This was not something I was prepared to accept, so my infantry fired one round with their Needle Guns, and then retreated back out of Chassepot range.

This doesn't seem in keeping with my orders, but the good news was that I had received reinforcements in the shape of another division of infantry behind my right flank.

This division kept in column and punched up the right hand side of the battlefield, aiming to hit the left hand brigade of French infantry. Behind my reinforcements were the four regiments of Corps cavalry, Cuirrassiers to the front. 

the prussians in position for their assault, about to receive fire from the french line

What had been the right hand division was now in the centre. One brigade of this division headed left and, together with the left hand division, kept the French on the left hand side of the battlefield from helping stop my right-hand assault. The other brigade headed straight up the hill in line and began a firefight with the right hand end of the French line on the left: I took casualties, but this meant that they couldn't intervene either.

keeping the centre of the french line occupied (note the corps cavalry charging in on the right)

My full divisional column smashed up the hill against a single French brigade that had already been softened up by artillery. At the same time, my Corps cavalry came out from behind the infantry and charged the centre of the French left-hand line, which had become disordered as a result of the fire of the right hand brigade of what was now the centre division.

prussians assault the ridge

misere de misere!

It was carnage!

Although the French Chasseur battalion in the house protecting the left hand end of their line resisted all attempts to dislodge them, the left hand brigade lost three battalions and its artillery were over run...and that was before the cavalry hit.

The Cuirassiers (big men on big horses!) were disordered by the fire from the two French battalions in front of them, but kept going nevertheless. They slammed into the equally disordered French infantry that, effectively, ceased to exist!

At this point we called time and declared a Prussian victory. The right hand side of the ridge was in my hands, and it would not take much for me to wheel left and start to roll up the rest of his line in conjunction with a general advance from my left hand and now-centre divisions. The French retreated: battered!

the french right

keeping the french right occupied

It had been a great game: and a game that looked really good as well. There's something very satisfying about huge numbers of 6mm infantry or cavalry blocks manoeuvring around the tabletop.

Not that I'm going to switch to 6mm, I hasten to add...but I'll certainly have a some more games like this!

My thanks to Neil for putting on a great game.