A Quick AWI Game

A few weeks back we got together on a Thursday evening for a game. We wanted to try out a few amendment we were thinking of for our favourite set of AWI rules “Field of Honor”. We were basically trying to apply some of the rules for the original 19th cent set of the rules and work of something for improved skirmishing.

The game was just a simple engagement meeting between two numerically equal forces. As in real life, the quality of the British forces carried the day but it did give us the opportunity to try out some of our thoughts, more of later.

In the meantime thought you may like some pictures of the game.

 

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Filed under American war Independence, Fields of Honor, General, Uncategorized, Wargame Rules

Reinforcements – The Wargame Artist painting service

Almost a year ago I bought from a show a few packs of soldiers from a new manufacturer and therefore range.  The range was Napoleonic Spanish and the manufacture was Three Armies. I don’t have a large collection of Spanish but probably have always wanted to, not sure if it is the era, colourful uniforms or being an underdog. Whatever the reason I spotted these for sale and investigated. The figures I think are some of the best I have seen but buying them broke one of my main rules, do not buy figures from incomplete ranges. There were no grenadiers available at the time. The sculpture who is also the owner assured me that soon they would be available. The figure sat on the To Be Done shelf. Then about 3 months ago I spotted an advert for the Grenadiers and this reminded me I need some, so I ordered them. The figures are great and detailed as I hope you can see from the pictures. My only criticism would be that the bayonets are possibly too delicate for wargaming as a few had broken off in delivery and I have knocked a few off in handling.

On a slightly different note I had recently bought a painted British Napoleonic unit from Ebay and noticed that the seller offered a painting service. Following a chat I sent of a few units for painting. I must state that Sam at Wargame Artist admitted to not having a great knowledge of Napoleonic uniforms so I supplied the details, therefore any areas of the uniform that are incorrect are of my doing. Normally if I need units I send them to A Brush Too Far but Sam offered to turn the units around in weeks, definitely in time for my birthday.

Sam was as good as his word and last week the units turned up. The other great thing was that I was sent pictures at most stages to ensure I was happy with the work. Please check out the Wargame Artist site for details www.thewargameartist.com but basically there are two levels of service Standard and Deluxe. I sent figures for both services but did not request basing.

Spanish Walloon Royal Guard – Standard level

I think this unit is what sums up the Spanish Napoleonic era for me. Uniforms from a bygone age with bright colours giving a sense of showmanship. I really like the painting.

1st battalion Royal Walloon Guard. Only the first battalions in Spanish regiments had Grenadier Companies. 2 Companies of fusiliers and 2 of Grenadiers.

1st Battalion – The first battalion carried the King’s Colour while the other Battalions carried the Regimental Colour

1st Battalion – with homemade flag

2nd Battalion with 4 companies of Fusileers

2nd Battalion with Regimental flag

 

Irlandaise (Irish) Regiment – Standard level

 

Foreign Regiments in Spanish service were distinguished by light blue uniforms.

1st Battalion Irlandaise Regiment

1st battalion

1st battalion close up – may need to touch up the buttons

2nd Battalion

2nd battalion

2nd battalion close up of command. Buttons again.

 

Spanish Line Principe Regiment – Standard level

1st battalion

1st battalion close up – buttons need to be picked out in Gold. my error as I missed this detail off of my guide and did not spot in the updates.

 

Review

I needed to be more accurate with my details as I forgot about mentioning buttons etc but the work by Wargame Artist is great and turnaround time is fantastic. Thank you Sam.

I will detail a few more units in my next blog including some AWI and a few deluxe wild west figures.

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Filed under Reviews, Traders, Wargame Artist, Wargame Artist

Fisticuffs 2018 Weymouth 26th May –

This show is a local treat as it is held in a lovely area of the Dorset coast and wargamers who have a young family can visit the show and later spend time on the beautiful beach on 200 yards away.

There was a new venue this year and it was very cosy on such a hot day.

For those of you who have never been to Fisticuffs, it is a gaming show not a trade show. This year there were only a handful of local traders. Martin (Peter Pig) is your host and it has to be said he is one of the most welcoming hosts I have ever met. Other shows please take note, gamers who put on games at shows are not an inconvenience but a draw. Think what your visitor numbers would be if people walked in to find tables full of unpainted or even empty tables. At a couple of shows in the last year not a single member from the committee has come over to welcome, thank or say goodbye and in more and more cases charge us for putting on a game at their show!

The boys all agreed that they were interested in playing Bolt Action ww2 set in a Stalingrad environment. I will be honest here in that I had never played the rules or in fact read them until the night before.

They seemed playable but very disjointed in the  reading off due to exceptions to rules not always being near the main rule and the QRF having so much detail missing.

I do not intend the detail the game but we enjoyed it even though at times I spent ages trying to clarify rules. An example was when a mortar was fired and missed, I spent ages trying to find the deviation rules. Made something up only to find out later that missed mortar have no ability to deviate and hit anything else. Seems stupid and why?

Here are a few pictures from the game, all figures and scenery  from the collections of Steve and Laurie, great effort boys. Figures are mainly Bolt action. Quite a few people asked about the fallen rubble and it was ground up plastic waste pipe which was given a dusting of red primer to knock back the colours.

Puma supported by Panzer grenadiers advance through the ruins

German advance through the ruins seeking safety near a Hetzer

Russians attempt to assault a passing Puma

The Puma is finally disabled.

Snipers and AT rifle teams think about abandoning the factory as it is on fire

251 ambulance awaits the on rush of casualties to come. Note the tank of fresh water added to the side. Great

Scrambling through the ruins

Fountain

Russians about to push forward

View from the German edge

Panzer Grenadiers dismount to clear the Russians from the Puma

 

 

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Filed under Bolt Action, Demo game, fisticuffs, German, Russian, Wargame Rules, Wargame Shows, World War 2

Legionary 2018 – The British are here. Day of the Show

On the day of the show everything went smooth. The journey to the show took only 6 minutes, I was first there so drove into the show and unloaded my car next to my allocated tables.

Within 90 mins I had the game set up, just as the rest of the boys from Plymouth turned up so we went for a fry up. The catering on site is the best of any show I have ever attended.

Terrain laid out now just add the troops

Sarissa Plantation house and barn with Renedra Church

River and bridge crossing by Amera Plastics

Renedra Cabin with door mat crops and hay stacks

The table size was 9×6

Here are the orders of battle.

Copy of Legionary 2018 Record sheet American Copy of Legionary 2018 Record sheet British

Procedure change

Normally we allocate a card to each commander and randomly draw then to see who is activated. We also include an end of turn card which allows all unactivated commanders to initiate a command test or fire, it also requires the shuffling of the reformed pack. Having just bought the Battle honours rules for WW2 we decided we would allocate a colour of card and allow the activated player to chose which commander to activate. The Joker was the end of turn.

The game

The British suffered in the first couple of turns as most of the Americans were activated  but only one or two British were before the end of turn. The Hessians took and early casualties from the heavy gun of the Americans and this in turn seemed to fixate the British on counter battery fire when activated.

Americans marching past their camp towards the sound of the guns

British advancing towards the Plantation. Light regiment to the fore

Hessians advance to the fence line all the time being pick off by Morgan’s rifles and a dogged 2lber gun.

British right flank entering the table

American left flank enter the table

Hessian batteries open up!

The British /Hessian centre tried to advance and capture the centre of the field. Holding the fence line was a small command of Moprgan’s rifle and a 2lber cannon. While this may not seem too much of a challenge, the marksmen’s ability and the range of the rifles made the Hessians too nervous and ended up targeting the rifles with cannon fire. Bad dice rolls for the British trying to hit the skirmishers and brilliant saving rolls by Steve in particular for the Americans meant they hang around far too long than the British wanted. By the time the rifles had been cleared the American centre was full of support.

The British Cavalry had attempted to advance and capture the centre ground but accurate howitzer fire caused many of the British cavalry to break.

Riflemen and cannon fire into the advancing Hessians

First unit to be broken!

A woman cleans the cabin hope the advancing British in the rear don’t burn it down.

American CinC with his dragoon guards

American heavy gun. This is a foundry model and comes with 6 figures but I only needed 4 as each figure represents the no. of damage dice is hits with.

British Cavalry advance towards the town centre. Due to bad dice they were to stay there too long and become the target of the American Howitzer.

British lights reach the plantation at the edge of the town.

closer look at the gun

The British native units were making their war steadily through the woods next to the river. this eventually bought them out at the bridge. Not wishing to venture into the open to the poor morale when in the open they shot from the wood edge hitting the mounted militia.

The British left was now trading shots with the American right which was advancing through the plantation and engaging the enemy, very well it must be said.

British right firing at the distant enemy. Maybe if they can capture the cabin the owner may provide refreshments or they could always burn it down!

American left wher militia are advancing through the woods

A cheers goes up in the British camp as the first American unit breaks and flees from the plantation

American left engage with British right in a fight for the cabin.

Morgan’s rifle get the reinforcements they hoped for.

View from rear of American right

Camp scene vignette from Perry

The Game ended and it was generally felt that while the British never secured the field, while the American’s were not in a great state to hold it. The American’s won though and so it was time to adjourn to the onsite cafe and have some Tea, I think the American may have even choked on it!!

Thank to Combine Oppos Wargame Group of Brian (British), Steve (American), Laurie(American) and Nathan(British).

I love the show with it being my local and as stated the venue is great, parking is free, loads of helper with trolleys if needed and best food ever. the only downside was the traders, many cancelled at the last moment and the ones that were there many sold the same items, great if you want Warlord items as you have the perfect bartering opportunity. What this can lead to is reduced sells and no returning next year.

Everyone helped pack up and I was home in 10 minutes unpacking.

 

Thank you all

See you all in a few weeks when we go to Weymouth for Fisticuffs which is at a new venue this year. Steve and Laurie have a secret game they are putting on so I cannot wait to see it.

Fisticuffs

Saturday May 26th   2018
Rembrandt Hotel ,12-18 Dorchester Road, Weymouth DT4 7JU

Next blog will probably be about some recently, eventually received TTCombat Wild West building

 

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Filed under A Brush Too Far, American war Independence, Demo game, Fields of Honor, Flags of War, Legionary Wargame Show, Old Glory, Perry, Redoubt Miniatures, Scenarios, Wargame Factory, Wargame Rules, Wargame Shows

Legionary 2018 – The British are here. Part 3 – The Volunteers of Ireland

Another Loyalist unit to get on to the table is The Volunteers of Ireland. They were listed on the establishment as the 2nd American loyalist regiment and were involved in the Battle of Camden and a major player in the large skirmish action, the Battle of Hobkirk’s Hill. They remained in action until the surrender of General Lord Cornwallis. The regiment was moved by ship to New York, many of the men decided to move to Canada rather than return home.

The figures are from Perry, made up from AW170 and 171.  their flags are from GMB. The photos are not great so will try to get some better this weekend, with them in action.

Volunteers of Ireland

Volunteers of Ireland 2

Volunteers of Ireland 3

 

 

 

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Filed under American war Independence, Demo game, Fields of Honor, Flags of War, Legionary Wargame Show, Old Glory, Perry, Redoubt Miniatures, Scenarios, Uniforms, Wargame Factory, Wargame Rules, Wargame Shows

Legionary 2018 – The British are here. Part 2 – The King’s Orange Rangers.

As mentioned in part 1 , this year’s demo game is about showing the diverse units available to use during the AWI.

The first ” different” unit I will be putting on the table is the Kings Orange Rangers. They were raised in New York in 1776. Their uniform was green coats faced orange. Their facing are orange because of the county they were raised in.

They will be fielded on the table as a Fire/Melee/Morale unit of C/D/C and because they only numbered about 200 men at their highest recorded strength they will have 2 SPs.

These have been made using Perry British infantry as I could not identify anything special about them to suggest I could not use them. I was unable to find any references to a regimental flag so here they have a generic loyalist flag from the range by “Flags of War” which just had to be in Orange.

This unit was painted by Jono at “A Brush Too Far” painting service.

Please check out their site for the latest prices http://www.abrushtoofar.com/

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Filed under A Brush Too Far, American war Independence, Demo game, Fields of Honor, Flags of War, Legionary Wargame Show, Old Glory, Perry, Redoubt Miniatures, Scenarios, Wargame Factory, Wargame Rules, Wargame Shows

Wild West Gunfight II – Welcome to Plymter Town

Sam ” Dirty” Daily woke as the train jarred to a halt in the Plymter Town station.  It was the first time he had returned since he shot his mining partner Jack ” Scruffy” Tarr who had claimed he had been cheated out of his share of panning rights following a dodgy  poker game. Only in the last two weeks had Sam’s hair grown long enough to cover the missing part of his ear that Jack had shot off when he was called out. Sam was a much better person with a gun than Jack and had responded by gut shooting Jack, who had crawled off to die. Sam is in town to pay into the bank his share of the gold ( 5 bags) from the claim. Sam has found a new willing partner to do the work as it is hard work and Sam longs for an easy life. The only issue today could be the Sheriff, who may want to chat about the fight. If he could be avoided then it might allow the day to go easier.

Jack “Scruffy” Tarr leaves the General store with a late breakfast of beef jerk. His ribs are still hurting from the beating he received yesterday from a thug at Madam Nellie’s Whorehouse where he had been recovering, hiding in a room occupied by Zo Wong. She had been found Jack  shot and taking pity on a soul in far more distress than herself helped him back to her room where she had cared for him, forcing him to hid in the cupboard when plying her trade. Jack was discovered yesterday and “convinced” by Dan to pay the equivalent (6 bags of gold) for Zo Wong’s time. The bill is due to be paid by  12 noon today and Dan, a thug is due to collect.

While biting down on a rather tough bit of jerk on his way back to the whorehouse to ask for more time he spots out of the corner of his eye  Sam  on the train pulling into the station.  Time for revenge  he thinks as the Town clock strikes 12.

Dan(The Thug) – yesterday  discovered someone in Zo Wong’s room. After a discussion the “guest” agreed to pay for her time and the payment is due to pay at 12 noon today. With only a few minutes to go he has not returned so Dan sets out to find him, get the money and make his boss Madam Nellie happy. During yesterday’s discussion Zo objected and Nellie asked Dan to take her to Mr Moo’s meat shop for a rest and lie down with the pigs!  Getting the money will help fund a new girl, maybe one that would like a simple country boy who locals say is “strong in the arm thick in the head”.

Sheriff Dupree Dawg steps out of the office with not a care in the world. this is the easiest town he has ever worked in. The inhabitants are generally law abiding although  one, a Sam Daily did cause an issue a few weeks back having shot his ex partner. Luckily no body was found so a chat is on the books should he ever show his face in town again.

 

This was the scene for our Saturday game.

View down the main street at 12 noon

Turn One.

Sam played by Steve leaves the station and decides to talk the back lanes  towards the bank.

Jack played by Laurie continues to walk away from the general store towards the Whorehouse.

Dan played by Nathan leaves the whorehouse walking up main street looking for Jack.

Sheriff played by me. Surveys his empire from the porch outside the jail.

Random event – next player drawn gets a sudden headache reminding him he needs to pick up his glasses. Until they get them they are -1 on shooting and fighting.

Turn Two

Dan gets a headache and heads off to the optician to collect his glasses, walking past Jack.

Jack  decides to hang around but does recruit a gunman who happened to he having a rest on the roof of the bunkhouse.

Sam spots Jack and darts into a local shop and sneaks up to the window.

Sheriff starts to walk down the main street where there are a few locals enjoying a drink.

Turn Three

Jacks recruit covering the main street and the sheriff

Sam takes a shoot through the shop window and hits Jack for a wound.

Sheriff starts to run down the street shouting a warning

Random event – Stagecoach enter the town

Jack returns fire at Sam but with no effect.

Dan still making his way to the opticians

Turn 4

Sheriff get to the scene and shouts a warning, no response so tries to shoot Jack ( maybe in the back) but manages to hit Jack for a wound and a member of the public killing him.

Jack turns and shoots at the sheriff hitting him twice. Jack triggers his local help on the roof who also hits the sheriff.

Dan gets to the opticians

Sam leaves the shop and heads back into the alleys

Turn 5

Marshall getting out of stagecoach. Sheriff at the back sheltering. two dead body counters can be seen in the street (must buy some casualties).

Sheriff plays a health card and runs for the cover of the stage coach that has arrived outside the Shady lady Saloon but not before he recruits a local to help him in the gunfight.

Jack shoots the local up but fails to hit the sheriff, the main street now has two dead bodies on it both locals. Jack’s recruit fires on the sheriff but misses.

The noise brings the 2 deputies out of the jail and they head down main street towards the sheriff

Dan leaves the opticians and is almost instantly approached and offered  some gold to get their brother out of Jail. Having seen the deputies leave Dan accepts and heads for the jail.

Sam makes it to the top of the town.

Deputies leave the jail to investigate the noise

Turn 6

Random event – long hair is getting in their eyes so -1 on any shooting and fighting until they get it cut at the barbers.

Sam gets hair in his eyes but is not too concerned.

Dan walks in the jail and soon open the cage freeing the inmate and getting 2 bags of gold.

Sheriff blasts away at the Jack’s local recruit  on the roof but his shotgun is not the best and misses.

Turn 7

Stagecoach pulls up near the Shady Lady Saloon. Two men can be seen having an argument on the balcony

Deputies are distracted by the sound of shooting coming from the Shady Lady as two brothers argue over one of the women.

Dan decides to help his boss he will set fire to the Shady Lady

A marshal jumps out the stagecoach in his combination underwear and heads for the Shady Lady weapon drawn (I do mean his gun).

Jack moves up the main street but due to wounds he cannot move too fast his recruit fires at the marshal with no effect.

Sam Darts out of the alleys and heads for the bank which is having a new safe delivered.

Turn 8

Dan legs it from the fire

Marshall enters the Shady Lady…………. behave.

Sheriff Reloads and takes a few more shots at Jack’s recruit again to no avail.

Jack and recruit take a few wild shots at the sheriff and Sam, both missing.

Jack makes it to the bank but before entering recuits a local to stand watch outside and then he finally manages to deposit his gold and claim the day as his  victory.

Sam in the bank with local recruit outside in case anyone take an interest.

 

Everyone had a great days gaming and all agreed that the modification /house rules worked.

 

 

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Filed under Battle Flag, Dixon Miniatures, Empires of War, foundry, Sarissa Models, Scenarios, Skirmish, Traders, TT Combat, Wild West