Welcome to Platoon Forward!

Welcome to the site where the story of the battle is as important as the battle itself. Here we will focus on men thrust into extraordinary situations of life and death. They must lead other men with duty and honor to meet their countries objectives. Some will be blessed with great skill, some will carry great shortcomings. No matter what nation, no matter what war, no matter what theater, they are all called to move their Platoon or Squadron forward!

These are their individual stories as played out using my various campaign rules . Hopefully these stories will entertain and inspire you to use your own troops, airmen and sailors to accomplish your own great heroics.

Friday, January 9, 2026

Boyd's Tavern with Peter Pig's Washington's Army Rules

 My last post I mentioned I purchased some Peter Pig AWI figures.  This was for Martin's AWI rules Washington's Army.  I suspect most folks are familiar with his figures but if not they are very well done.  True 15 mm so not large or bulky and they are pretty easy to paint with a lot of detail.  Given  recent postage I have been getting my figures from Brookhurst hobbies in the US and they have given me excellent service.  

If you can get past my painting and look at the figures here are american militia.  [ The rules state they are suppose to be 3 figures per base but I still have a dearth of figures.] and

an overall US commander.  [ 3 years ago I spent time on bases; now I don't. ]

I have found almost nothing written about Washington's Army.  It is my second Peter Pig rule set.  I really enjoy Poor Bloody Infantry so thought I would give this a go.  For those of you familiar with Martin's rules it follows his general pattern.  There are differences.  This is an old set so there is no grid.  I use hexes with each hex representing 3 inches.  Terrain is still by block however.  "5-6s" hit and unlike PBI there are saving throws based on the quality level of the defending troops. [ I actually like this and will probably have my elite troops get a saving throw in PBI.] Maneuvering is far different as you would expect and the C + C is both familiar and different.  As with Martin's games there is one scenario that you roll up with your opponent to see who attacks/defends.  There are multiple variables to make each game different and WW introduces the concept of "flankers".  These are units that you set aside in the hopes that they will appear on your flank during the game. As with PBI, for two players having a friendly game this looks like a lot of fun.  For a soloist,  it seems like a lot of work when I can  roll up a game using Platoon Forward or something similar.  

So as I often do I will take you through a small battle and give you my initial thoughts on the rules.  One caveat, as I don't have figures for a full game of 3 commanders per side I played a smaller game using 1 British commander and 2 American commanders.  I still think it is representative.  

In the Commonwealth of Virginia on the road from Williamsburg to Charlottesville is a way point for travelers called Boyd's tavern.  It is on a slight rise and controls a secondary road north.  Gen Cornwallis is moving troops across Virginia.  Col Howard is responsible for security along the route.  He stations LtCol Pemberton's battalion at Boyds tavern both to rest and to control the road junction.  In case of trouble he gives Pimberton a galloper gun and some loyalist Scots.  

Map of the area rolled up per Platoon Forward.  British "B" south, Americans "A" north.


 How it translated to the tabletop.  Boyd's tavern at the crossroads in the middle.  Kemp's house left.  Jameson's farm bottom right.

Jameson's farm. 

Pemberton set up his men along the main road facing Kemps house.  The Scots face north along the secondary road where they won't hurt themselves.  In WA units are roughly battalions made up of 4-7 bases including a flag [ or leader ] base.  Units can be line or militia with line units having 4 figures and militia containing 3.  [All my units have 2 figures as I am trying to generate both sides quickly.  As I solo player I am well aware who is line and who is militia.] Where the command base is placed identifies the quality of the unit; right elite, center average, left poor.  I like that!  Simple but impactful.  Quiz time. Based on the picture above, what is the quality of the two British units?  Right! British are average [centerish] and Scots are poor. [ Guy with the sword on the left is part of the command base.] 

Drone view. Americans gather up north.  Loyalists let Pimberton know.  He sends word to Col Howard.  

The Americans are made up of 2 forces.  The main force of 3 battalions [all avg] will move straight toward the tavern.  The 2 battalions of militia [ 1 state [ avg] 1 local [poor] will move down the american left.  The 1st VA will cut across the field and flank the tavern.  The local militia will advance to Jameson's farm and block any reinforcements. [ actually try to slow them down] Great plan!  Let's see what happens. 

The Continental army moves south towards the tavern. 

Each leader has a rating from 1-4. To activate a unit you roll higher than the combined score of leader's rating + units rating + distance.  The Army commander [ if he is properly painted!] can try to assist one leader by giving him a certain number of re rolls.  If a unit doesn't activate it gets 1 action point.  If a unit does activate it gets 1D6 dice of APs.  You have to pay different # of APs to wheel, move, turn depending on how wide your line is. [ 3 bases is the cut off] A short line is easier to move but has fewer muskets forward to fire.  A long line is cumbersome but can throw shot downrange.  It is horrible getting these guys to move and I love it!  It feels like AWI instead of PBI. 

The Militia commander is terrible (4) and he can't even afford a horse so you know the militia is going to be slow.  [ btw that is Kemp leading the locals with the sword and yellow coat!]   

I don't paint well but I really like these 1st VA guys!  


 The Scots prepare to defend the crossroads for King and Country.  Pemberton starts to wheel his line towards the rebels.  I allowed Pemberton to act as a commander of this force until Howard shows up. 


 Units in close range fire in both parties turn.  Cannons only fire during the opponents turn. As the rebels near the Scots the cannon fires.  The artillerymen wonder exactly how long is it going to take to wheel this line of troops!   

The lines finally close.  The Scots take some casualties and their lines become disrupted. [ red marker. I know.  Some day I will paint some AWI ones.] To the right a second unit closes with the British.  The american unit on the left is hung up on the fencing. [ poor die rolls]  

Better look at the US right.  [ Note the red die.  WA is an Igo-Ugo game.  One change I made was at the beginning of each turn each commander rolls a D6 and subtracts his leadership rating. Then commanders go in order highest to lowest with British players winning ties.  This really adds uncertainty to the game as you are not sure who will move first or how far. [ Like Piquet]  As a solo player I am not concerned with both sides being "even".]  

End of the 2nd turn.  1st VA [ love those guys] rolled 6 APs and raced down towards the farm.  They are now ready to turn right and roll up the Scots.  The Local boys missed their activation and moved 1 hex again!.  I don't think Kemp really wants to fight.  
 

Here is the kind of dilemma that you don't get in PBI which I think is realistic here.  Pemberton, being who he is activates first, thank King George otherwise he might have been hit in the flank.  With only 2 APs and a line of 5 bases he is stuck.  He can only wheel 45 degrees and that costs him 2 APs.  He can shorten his line and wheel but still only 45 degrees.  What to do?  [ I want to have the SAW lay down covering fire, throw grenades and assault but that isn't in the rules.]


 The British pivot 90 degrees for 1 AP...

And add 3 bases to their front line.  They are so busy getting organized they don't shoot but at least they are facing the enemy now!   

Meanwhile, the Scots continue to die for their country.  

I guess I missed some pictures here.  The american right closed with Pemberton's troops and exchanged fire with both sides taking loses but the canister from the galloper caused significant casualties. At the beginning of each turn any unit which took casualties check morale.  After 3 casualties and cannon fire the americans have had enough and retreat!  


 Another drone view of the field.  Col Howard has shown up with reinforcements on the south road.  the 1st VA is moving into a line in preparation to flank the Scots. [ bottom]  Kemp's militia is so slow they aren't even in the picture. [ more bottom]  The left american battalion has made it through 1 field and now they are going to tackle the second. [ middle right].  Scotts and central americans battle at the crossroads.  Pemberton's British have just chased away the rebels right flank.  
 

With the new turn the remnants of the Scots retreat to Col Howard!  They tell him how tough the fighting has been at the tavern!  

He is unimpressed with them and their story!

The american commanders rush to rally their troops.  Without them the right flank of their army is exposed!  What will Pemberton do?  
 

Initiative dice in place.  The Continentals go first but fail to rally!  


 Col Howard gets the jump on the militia and orders his men to occupy Jameson farm.  Fighting breaks out with the 1st VA.  He then orders his real Scottish battalion up and onto the crossroads.  

The 835th Highland battalion shows up and even the birds stop for a moment!  [ Did you notice that their flag is on the right?  Just checking!] The Scottish loyalists skulk over to guard the flank near Jameson farm.  
 

With the army commander painted the rebels finally rally.   Pemberton has turned his men 90 degrees and is heading for the american flank.  He had a really bad roll so isn't their yet.  We need you men to get there and stop him!  


 Drone view showing Pemberton lined up to begin his move through the tavern into the flank of the troops at the crossroads.  The final american battalion has finally showed up but their lines are still disordered after crossing fences.  The Highlanders are just across the road from the rebels and shooting at them from long range to keep them pinned in place. 

As sometimes happens, the key moment of the battle happens elsewhere... 

With the British lines disrupted, the 1st VA decides to charge into the farm with a Huzzah!!!

Charging in WA involves a morale test for both sides which is an opposed dice roll.   It seems hard for the attacker but I haven't played enough to really render an opinion yet.  If both sides survived then you play out the assault. 

 The Virginians, British and Col Howard are shocked when...

the british stream out of the farm and race down the road!  [ For the morale test the US rolled a natural 11 while the British rolled a natural 3.  The British routed!]  

If a unit routs 2 units within 6 inches [ 2 hexes] must also take morale tests.  The Scot militia never had a chance!  Now the British right flank has crumbled as well.  


 Col Howard has 2 units left against 5 rebel units but 1 of his units is the 835th Highlanders and the other is sitting on the flank of the enemy.  If Pemberton can flank the continental center he can rout the continentals and then deal with the militia at his leisure.  Pemberton must hit their flank before a) the militia can hit the highlanders and b) Pemberton is hit by the reconstituted unit north of him.  Initiative is critical here as are APs.  

Col Howard rides towards Pemberton to see for himself how the operation is going. The British get the initiative but Pembertons troops move slowly through the tavern area and become disorganized.  It is clear they will not reach the center before their flank is threatened.  With heavy heart Howard gives the orders to retreat from Boyds tavern. 

Great game that had unexpected turns and could have gone either way.  I really like the rules so far.  I am no expert on AWI tactics but they seem to give plausible results and certainly feel different than PBI.  With my addition of "initiative" and the rolling of APs there is plenty of uncertainty. I am not going to give my pros and cons of the rules after one play.  I think that would be unfair.  I will get a couple more games under my belt and then do a more formal assessment.  This post was to give players an idea of how Washington's War plays because there is so little on the internet about them. 

More to come...

Cheers

 

Joe     


 


    
 

Sunday, January 4, 2026

Happy New Year! Magnetic Flight stands and other Christmas goodies

 Hope everyone had a great Holiday whatever your faith is.  Mine was fantastic with kids around for a good week.   

I would like to review several of the presents I was fortunate to receive starting with magnetic flight stands.

I bought 16 magnetic flight stands from Corsec 15 years ago and they have been great.  They are pictured to the left.  I have been able to paint on them and there is room for markers.  The problem is when planes are at high altitude the stands become unstable even with fighters.  Plus with Boom and Zoom I can get more aircraft on the board so I went looking for magnetic stands.  

I bought these from Wbaetz1bids on ebay for $9 a piece and they are great.  They are weighted so more stable then my Corsec stands.  There is less room for markers but a small price to pay for stability.  They easily move up my 6 levels of altitude.  I am pleased with this purchase.  Just search "magnetic  telescoping flight stands in ebay.  

Next...


 I am a dice junkie and I really like blood red sky dice. I like the size and the unique look. These were bought used from Noble Knight games. Now my Japanese are all set.  I just wish they made Italian dice.

I also took the plunge into plastic aircraft and ordered some from Table top flights on 1 Dec.  I am still waiting to see how they look.  Mike apparently had some health problems.  

Finally I ordered some American Revolutionary War Peter Pig figures for their Washington's Army rules. I will report on them in a separate post.  


 Lastly I will be running a bombing mission over Germany at the Williamsburg Muster in February for anyone who is interested using Boom and Zoom.  

Short update but hope everyone is doing well.

Pax 

Cheers

Joe 

Monday, December 15, 2025

P-38 Headhunters; Squadron Forward and Boom and Zoom. Decisions decisions decisions

 Apologize I haven't been playing any land combat but I have been cranking on finishing my Boom and Zoom rules.  Now I am formatting and have sent them out for proofreading.  

To celebrate I decided to run a mission with P-38 squadron, the Headhunters.  

I run about 15 squadron with Squadron Forward and this squadron is the most hard luck squadron I have. They are based in New Guinea.  They shoot down aircraft but lose planes and fail to accomplish missions.  Over 9 missions they have shot down 12 planes including their CO Maj Johnny Lightning who claimed 5 and lost 5 of those 9 missions.  Col Birch, the Group/CC was going to sack Lightning on the mission he claimed his 5th kill which was a fighter sweep in which Johnny claimed 2 Tonys but his flight lost 2 P-38s!  How would a sacking look now!  Decisions!  I rolled it up on the AKOT and Birch and Gen Holland still felt Johnny had to go.  Sooo Johnny was promoted up to Holland's staff.  They also threatened a court-martial of Lt Howard who is in charge of the headhunters maintenance. 

That puts Capt Strong in temporary command of the squadron.  Strong has 3 kills, is well liked and is somewhat connected through blood relations politically though Birch isn't really sure how.  Lt Adkins moves up to XO.  He is an easy choice despite having only 1 kill.  He is a former enlisted pilot who is a student of air tactics and has flown wing for Birch on several  occasions.  

So for the headhunters first big mission Col Birch decides to fly with Strong and will bring his own staffer as a wingman. [ event from last mission.]  This way Birch can evaluate Strong and the headhunters in general.  I roll up Patrol from Squadron Forward. We don't have many choices of pilots so no real decisions here:

Col Birch         cunning       west point      Avg

           Nameless staffer                             Avg

Capt Strong       generous     connected     Vet     3 kills

          2LT "Hot" Summer                       Rookie

Lt   Adkins      Scholarly    mustang          Vet     1 kill

         2LT    Smally   obnoxious              Rookie    
 

Col Birch tells Strong that it is his mission.  He is just along for the ride.  

Switching gears for a second.  I have another decision to make regarding B&Z.  Right now I am going to list all the airplane stats in an excell spreadsheet.   I made myself cards.  

The Headhunter's plane for today.

I didn't bother to save the files as I made them because I didn't know I was going to publish B&Z.  Even though all the money goes to charity I would not want to use others artwork for the pictures on the cards.

I could use stuff like this photo.

So making cards would be a fair amount of work.  I could releases cards later if people would be interested but I don't know if people care about cards or just stats. 

Okay, back to our mission.  Over the radio the Headhunters are vectored towards some Vals coming towards shipping moving up the coast.  Bill Strong leads his P-38s towards an interception...

                                             Vals heavily escorted by Oscar IIs. 

It isn't a "bounce" but the P-38s do surprise the Japanese.  Decision time.  What should each element do?

Bill is surprised by the number of Oscars bussing around the Vals.  He decides he will attack the fighters while everyone else goes for the Vals.  Col Birch, after telling Strong it was his mission, tries to be magnanimous and says he will go for the fighters instead.  


                                             Headhunters get the jump on the Japanese!  Start 1 square away but with the initiative first turn. 


 Birch plows into the Oscars and kills a Japanese pilot with a high speed pass.  One down!  Maybe the headhunters luck is changing. 

Yet another decision... 

When Strong and Adkins attack the Vals, do you keep the element together for protection or break it up to attack more bombers?  Since "Hot" is brand new to the squadron and there are a ton of Oscars around, Bill tells "Hot" to stick with him through his pass.  He fires at the Val but sees no significant damage.  

Adkins' wingman is Max Smally.  An obnoxious SOB who has been around a while.  If Smally was half as good as he thinks he is he would be a double ace.  "Well, here's your chance." Adkins tells Smally.  Target the right Val and meet me on the other side.


                                              Adkins' shooting is very effective!  Smally's not so much.


 The Oscars respond.  One Jap latches on to Birch's tail but the 2 HMGs of the Oscar do no significant damage.  


 End of turn 1.  Birch has an Oscar on his tail but also has 1 kill [ silver planes bottom left]

 Strong has an Oscar at 9 o'clock [ center top]  Adkins and Smally are free and clear but are not an element. [ upper right]  Squares marked with small black balls. 

Unfortunately an Oscar gains the initiative and decides to maneuver against Smally who doesn't have a wingman.  He quickly latches on his tail and shoots up his instruments.  [Decisions have consequences.  Had Smally gone first he could have joined up with Adkins to form an element] Smally dives to get away and does break the advantage.  Adkins now has to save Smally instead of attacking the Vals.  He does a...

diving attack on the Oscar which damages it and with his momentum regains his altitude.  A true Boom and Zoom!  Only to be met...
 

by yet another Oscar.  These guys are everywhere!  Fortunately, Adkins uses his skill to thwart the Oscars twists and turns.  


 Meanwhile, Capt Strong reports that he has had his gas tank puntured and is leaking gas. [ Petrol for my British friends]  He has time for maybe one more pass and then must leave.  


 End of turn 2.  Birch, lower left, skirmishing with an Oscar.  Strong, upper right, leaking fuel, has his hands full with 2 Oscars.  Adkins, with a height advantage, dogfighting an Oscar. [ left lower corner] Smally, left middle, trying to disengage from an Oscar.  


 Hot Summer manages to push the Oscar off Strong's tail. Strong climbs back up to the Vals and makes one more attack which accomplishes little.   Decision time.  Strong heads for home.  Tells Summer to find Adkins and join up with him.  

Col Birch, his airframe badly damaged during the fray, finally goes down.  A parachute is seen.

Adkins executes another Boom and Zoom on the damaged Oscar tormenting Smally...


 and this time is rewarded!  2 kills in one mission for Adkins.  

Apologize for the orientation of this photo.  End of turn 4.  Strong has disengaged.  Smally has disengaged.  Summer has joined up with Adkins [bottom right].  Nameless staffer has radioed Col Birch's position upper left.   1 more minute of play!

Nameless staffer climbs up to the Vals but can't get into a firing position.  To add insult to injury, an Oscar climbs up, gets on his tail and shoots him down!  [ I won't calculate the odds of all that happening but trust me, slim.] There is a parachute but I considered nameless staffer doing the honorable thing and staying with the plane. 


 Adkins, with his new wingman, decide to make one more pass through the bombers.  Adkins tells "Hot" to "stick close by me".  They damage a Val.  Yet another Oscar comes up to attack but Adkins is able to fend him off.  Out of ammo and low on fuel he sets a course for home.  

Yet another terrible mission!  But wait.  Three more drama's need to be played out.  

1.  I set the odds of Strong having enough fuel to get home as probable.  Back at the airfield the ground crews hear and then see a beat up and exhausted Capt Strong land his rugged fighter!   

2.  I set the odd of Smally making it back to base, wounded, instruments smashed, and inexperienced as possible.    Smally's plane is long overdue.  A message goes out to the dumbo mission sent for Col Birch to search for another missing pilot.  Nothing is ever found.  MIA

3.  I set the odds of finding Col Birch as very likely and he is picked up by a Catalina.  Birch has a mix of emotions.  He is happy for his kill.  Embarrassed by being shot down by a Japanese ace. [ actually a veteran] and unhappy by the results of the mission.  2 Oscars downed, 1 Val downed.  3 P-38s lost including 1 pilot.  

I roll for events after the mission and get that Bill Strong is transferred!  So....... decision time 

Privately Col Birch blames the mission on Strong.  Strong is connected so publicly it is decided that the headhunters are in disarray [ true] and need totally new leadership.  Strong has the makings of a great leader but needs seasoning.  He will be transferred to a new squadron to get a fresh start.   Maj Simmons, a 7 kill ace is brought in to bring the headhunters up to standards.  Lt Adkins, now up to 3 kills is kept as the XO and promoted to Capt.  

Wow that is a lot of stuff.

The air combat rules worked very well and show the strength of teamwork which is what I was after. The Headhunters continue to roll very very poorly except for Col Birch's lucky kill of that Oscar pilot. 

Can Maj Simmons break the curse and get the headhunters on track?   Stay tuned!!! 

 

 

Joe