Category Archives: Scenarios

ACW Revisited – Part 2

It has been a long time since my last post. I have been getting over a big ish operation that to be honest just wiped me out.

Anyway, finally managed to feel like playing a game so invited Steve and Laurie up for an ACW game.

It was based on the forces detailed in the first part of this post and the terrain was similar to the map.

The background was that an initially numerically superior Confederate force was attempting to take a set of road junctions and hold-off  expected Union reinforcements.

The rules we used were based upon the Fields of Honor set which we adapted to align with our house rules. The main difference is that the original rules use D6 and in our initial trials we found that while the rules were OK for middle and later battles, the early years with units having lower morale and inferior weapons meant that they usually ran on getting their first casualties. The D10 we believe balanced these issues out perfectly.

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The view from the Confederate end.

and the Union end

and the Union end

The confederate came on to the table and advanced up to the first set of rail fences and seemed to take up defensive positions to await the union onslaught. After a few turns trading artillery shots they realised that they may be better off taking the fight to the union.

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Meanwhile the few Union troops on the table anxiously await reinforcements!

sam_3837The delay by the confederates allowed the Union reinforcements to appear and have room to deploy.

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I have to be honest we then went for a bite to eat and sat chatting, which  got the better of us. We returned to the game late in the day so I have left it set up for next time.

Not much of a battle report but hope you like the photos.

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Filed under 1st Corps, ACW, American Civil War, Battle of Mill Springs, Perry, Redoubt Miniatures, Scenarios, Traders, Wargame Rules

ACW Revisited – Part 1

Having swore never to go in to ACW again.   I have.

In previous expeditions into this era ,I started in 15mm then went into 25mm down to 10mm and back to 28mm before swapping my collection for the start of an English Civil War Army. I also have to admit that in all those scales I only ever played about 4 games.

Having recently establish a small group of regular gamers who all have a liking for ACW I became tempted back into it.

Therefore over the last few months I have been buying, painting and basing.

 RULES

The rules we will try will be our own lite version of the Fields of Honor, rule set.

Order Of Battle

As with most new eras I go into,  I like to pick a battle and start to build the forces for it.

On this occasion I picked a rather smallish event, The Battle of Mill Springs also known as Logan’s Cross Roads, 19 January 1862.

This battle has everything I like when starting a new era. It has a little of all aspects of the armies of the day. Infantry, Artillery, Cavalry,  and dismounted cavalry. The terrain is interesting with roads, fields fencing, rivers, and woods.

The order of battle I will be working to is:

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THE TABLE

I will probably play this game on a 8×6′ table. Map and entrance positions below.

Mill Springs

THE FIGURES

Here are a few picture of the command I have painted so far. These are a mixture of Perry and 1st Corps. Although they fit as in scale wise, the quality of the Perry over the 1st Corps stands out. That said I do like the character look of the 1st Corps. The 1st Corps horses were great to paint as I just painted them a base colour and then once dry wiped them with oils.

The Union

The Confederates

These were a mixture of Perry and Redoubt. While similar comments to the union command regarding quality are true, I do feel that Redoubt are slightly better than 1st Corps overall.

As I finish troops I will add another blog.

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Filed under 1st Corps, ACW, American Civil War, Battle of Mill Springs, Perry, Redoubt Miniatures, Scenarios, Traders, Wargame Rules

Legionary 2016 – Pegasus 1940 Part 2

Legionary 2016 is now only a week away (30th April 2016). Therefore I have started to pack away my game, ready for the show.

Here are a last few pictures before the show.

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Filed under British, Dad's Army, German, Legionary Wargame Show, Scenarios, Wargame Shows, World War 2

Legionary 2016 – Pegasus 1940 Part 1

With my local show on a few months away it was time to reveal to the boys what I intend to put on for them to play.

The show is only a mile a mile away as the crow flies and to get to it I have to cross a couple, a River bridge and a Canal bridge.

Here is a picture of the canal swing bridge and in the background is a bascule type bridge (I cross this coming back from the show). The reason I am interested in them is that in 1944 the swing bridge and the river bridge where used in training for the Pegasus Bridge assault.

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This got me thinking and as a lot of people have done a Pegasus bridge based wargame scenario I started to think about Operation Seelowe (Sea-lion) and the possible importance these bridges may have played if the Germans had come ashore on the Devon coastline. In fact we have two large flat beaches (Dawlish Warren and Exmouth) with a few miles. Both are either side of the estuary and for the forces to link up they would need the bridges.

Below are a few shots of the planned game so far. Still plenty to do as well as a set of display rules to write.

Infantry -Home guard are Foundry with Heavy  Support Weapons ( Northover Projector, Spigot Mortar, Smith Gun) and Beaverette from Stronghold Miniature. I have also scratch built a Standard Mk III Beaverbug version. Regular infantry are Warlord. Germans are mostly Foundry with a few Blacktree with some additional heavy weapons from Artizan Designs.

Vehicles – Vickers, Matilda and Panzer 38T tanks(all metal) old Blitzkrieg Miniature now Warlord, I think. Panzer II are old Frog Fumen kits. Kubelwagon is Corgi, Opels and Styre? Unknown.

Buildings – Mainly Charlie Foxtrot and Sarissa with some unknown and some scratch built. River Bridge is a Hovel.

Tree and Hedges  – Scratch built

Boat – Scratch built

More pictures will follow as items get completed.

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Filed under British, Charlie Foxtrot Models, Dad's Army, German, Legionary Wargame Show, Scenarios, Wargame Shows, World War 2

January’s Game – The Bridge

Have had a bit of down time with war-gaming with Christmas etc.

Now I am back in the flow as we all got together for our first game of the new year.

We decided to put on an AWI game.

Background. 

Both sides had identified the need to secure a river crossing. The British had sent a small force to take and hold the objective. This included what can best be described as a Light Brigade consisting of Light infantry , Hessian Jagers and Indians!

Thankfully for the British they out marched their line infantry companions and made it to the bridge before anyone else.

Arrival for both sides was random, see OOB

Rules

We used our old favourites, Fields of Honor with house rules for the Indians.

Commanders

Americans – Laurie and Steve

British – Nathan

Umpire – Me

 

The Battle

The British lights had decided to strategically place themselves behind the fence line and await the on coming Americans. This was also described by the American command as hiding!

The Americans were the first to get their 2nd Brigade on the table followed the next turn with a quick 6 bring on their last brigade. The British were a little slower and at one point it looked like the Americans would be engaging in melee with the lights before any British support arrived. The Americans sent two brigades up the road and another towards the river beside the fields as they believed the river to be fordable.

The American lead brigade of militia got held up in a fire fight with the British lights, this in turn blocked the road and never really managed to allow the 3rd Brigade to pass them and get into the fight. The 3rd brigade got so frustrated that they resorted to deploying their artillery on the bridge to provide supporting fire. While this did help, it also blocked the bridge forcing the infantry to wade across the river. On their left flank they had crossed the river just in time to engage the British 3rd Brigade that had finally advanced up the road.

Both sides traded shots and attempted to engage in melee but the willingness and determination of the militia was never quite enough.

Attrition managed to whittle the Americans down in to a too weakened a force to carry the day. They withdrew in good order to fight another day allowing the British to sneak out from the fences and hold the bridge( American commander not me).

Here are a few shots of the game. Figures are Perry and Foundry and from both Nathan and my own collections.

American OOB British OOB

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This was the first game of AWI that Steve and Laurie had played and both confessed it was an interesting era and may possibly pick some figures up at their local show PAW2016 which is on in a couple of weeks.

 

 

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Filed under American war Independence, Fields of Honor, Scenarios, Terrain

November’s Game – Napoleonics

The consensus of the usual players was for a Napoleonic Game.

Having recently visited the Elite Miniature website I spotted a great scenario on there. I decided to give it a try. The basic plot is that a Spanish garrison is holding a town blocking the advance of the French. The British with a few Portuguese are rushing to help save the day.

Here are the Orders Of Battle

The table was 9×5 and dominated by 2 large tree covered hills and a large town in the the centre. The focus was the town and this would be the first time this type of feature had such a prominent role in one of our games and would test the rules.Map

French commanders 1,2,3 and 4 and their direct commands were placed on the French table edge.

The Spanish were the only Allied units on the table and they were holding the town. Initially one unit holding each quarter of the town, artillery on the road deployed facing the oncoming French and the Dragoons outside awaiting a suitable target.

The main French attach lead by Brigadier Heller advanced towards the village in columns with skirmishers to the front. As they got close the Spanish dragoons fancied making a name for themselves and charged. They contacted a unit of skirmishers before they had a chance to fire ( They decided to stand and fire but rolled a score on the fire dice for the range at which they fired that was greater than the distance to the cavalry). This meant they were automatically wiped out. The dragoons realising how easy it was carried on into the French columns. Here they hit a column before it could get into square but it held and for the next couple of turns a furious melee was acted out which ended in the dragoons being wiped out although they had inflicted some damage to the infantry. What this really did though was to brake up the attack so that not all the French hit the town at the same time! This gave the Spanish to move all the infantry to the half of the village nearest the French. In our rules each building represented can hold a battalion. Attacking the town gives the defender a +2 advantage. To get into the town the Spanish must either be destroyed or vacate a building which would allow the French to move in and then fight house to house). Over the next 6 turns the melee continued to ebb and flow with both sides at times thinking they had carried the fight. Unbelievably the Spanish morale held even though casualties were building.

In the meantime more French had arrived and were moving through both hills to envelope the town. the horse battery deploying on the hill to give supportive fire into the town. The British had also started to arrive. Deploying either side of the road and bracing for the expected French attacks.

Back in the town the fight was grinding to an end. The Spanish had gallantly fought to the last man. The artillery being the only surviving unit but that was in full route, not being rallied before it routed right off the table. The town was open for the taking. How could get to occupy it first? This was were the British were given a life line, by the French! A random event was drawn and it was “The master spy” card. This allowed the next activation card to look at the follow 6 activation cards and rearrange into an order that suited them. A very powerful card. This could have allowed the french to activate their units first and then place the “end of turn” card before any British card. Unfortunately this did not happen and in a panic the French place the End of Turn card as the next to be drawn, therefore ending the turn. Next turn the British were activated first and allowed them to move reinforcements into their end of the town. The French did move into their end of the town but now they would have to get involved in house to house fighting.

The British were not having a great day, their firing was not causing the casualties they hoped for and losing all faith they moved more and more units into the town. The French right flank came down off the hill to engage the British moving into the town. This advance was only halted by the late appearance of some British and Portuguese Light Dragoons to their flank. The Light Dragoons went in catching a French column in the flank. It did mange to hold though. This fear caused the remaining French units to all form square. I could almost feel the sense of Christmas coming early for the British artillery seeing this new dense target that surely even they could not miss.( They had been rolling terrible dice). The panic in the British was also true on their right flank as they abandoned their position upon the french cavalry coming down the hill and raced for the town, leaving a few skirmishers to stem the on coming cavalry.

Last turn of the day heard the British give a sigh of relief as the Portuguese infantry finally turned up. The French had their cavalry and Italian reinforcements also turn up. Everybody now have the confidence that they could win the day.

In all we had about 5 hours of full on gaming with many breaks for tea and chatting and an hour or so for lunch.

It was decided that we would leave the game as was and continue next month. So Part One is complete what can Part 2 hold? Will any more reinforcements turn up, will the squares hold, can the French clear the town or can the British clear it.

Figures and terrain  are all from my collection, mainly Perry and Victrix with a few Elite. Town and trees were homemade.

Rules – Our own house set called “King George Commands and We Obey”. See link to rules on side of page if interested.

 

 

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Filed under Free Wargame Rules, KGCAWO, Napoleonics, Peninsular, Scenarios

October’s Game – 12mm WW2

For our October game we decided to play an era I have not played for about 4 years and in a scale we have never played. I have had a few items in my collection but they have sat at the back of the garage unpainted.

That meant that the last month has been full of painting and basing. Luckily on the way I managed to find a few items on Ebay that fitted my requirements perfectly.

The rules we used were a slightly modified version of a free set from Panzer 8. While these are aimed at 1/300 they were easily modified for 1/144 or 12mm. Here is the link http://panzer8.weebly.com/ Their rule sets are great fun and picked up in just a few turns. We had done a bit more research on the attack and defensive values of our tanks, infantry  etc to get a better variety in the game. A great site we found to help was the GHQ WW2 Micro Armour rules site. http://www.ghqmodels.com/pages/military/freestuff.asp This site has rules and vehicle, infantry specifications that saved so much time in research. They also have scenarios for this and their other rule sets. ( Really like their ACW Scenarios).

The Scenario was the introduction one contained in the Rapid Fire Wargame rules set – The battle of Lingeves 14th June 1944.

This had a British battalion with support advancing to take and hold a strategic village. Unfortunately this was held by the 902nd Panzer Grenadier regiment with support from the 2nd Company 130th Panzer Regiment in the shape of a couple of Panthers!

Game Overview – The British no sooner had advanced on to the table and cleared the cornfields when one of their carriers blew up in flames, This was closely followed by one of the supporting Shermans.

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Turn one and a Carrier and Sherman already a blaze! Panther can be seen on the edge of the woods.

British bought their infantry forward and attempted to enter the woods and clear the Panther. Here they ran into a Panzer Grenadier Company. After a brief firefight they drove out the Germans and took out the panther with a PIAT.

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British clear the woods and advance on to the farm. Burning wreck on Panther in the background.

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Panzer Grenadiers holed up around the farm.

British pushed on and after a bitter firefight saw them clear the farm. They had also established contact with their artillery support which was starting to lay down some fire on the cross roads, Their next target.

German reinforcements started to arrive in the shape of another Panther and a company of Panzer Grenadiers in 251s

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German BHQ

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German reinforcements nearly hit by British artillery.

The German player decided that he had held up the advance enough and caused enough damage to satisfy his senior commander and so could start the withdraw ( It could have been the need to get home to watch the world cup rugby but I would like to think it was the first reason). All in all a good few of hours gaming and chatting. The rules will need a little work on for spotting etc but nothing too altering.

Here are a few other pics including a flyby by a reconnaissance plane!

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The recon picture. The explosions really stand out.

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British advance past their burning wrecks.

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British starting to outflank the farm

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Panther reinforcements. thankfully he moved just before the artillery barrage landed.

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The figures are mainly Minifgs with a couple plastic vehicles from Dragon/CanDo

The buildings are Hornby N gauge Lyddle End range and the farm is a card kit from Metcalfe. the cardboard kit is really good and great value for money.

The roads (15mm)are from Fat Frank via eBay

The hedges are Javis OO/HO flexible hedges, great value.

The trees are some old K&M ones, I have had for years.

The explosions are home made – These only took 10 minutes to make. Will show you how in my next blog.

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Filed under Scenarios, Terrain, Wargame Rules, World War 2