Category Archives: Wargame Rules

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

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

Legionary 2018 – The British are here. Part 1.

I have to admit that the last year has been a nightmare. I now hope to be back regularly gaming and updating the blog.

It is once again that time of year when I think about putting on a game at my local show Legionary http://legionaryshow.co.uk/ . Normally I do try to put on a era that is new every year. This keeps the game fresh for repeat visitors and normally gives me an opportunity to venture into and start  collecting another new era. I see this as a challenge of sneaking all the new lead past the unsuspecting current Mrs C and convincing her when caught that I have always had them.

Due to issues I have not gone into a new era for this year’s game but it is an era I have not yet played at Legionary.

The American War of Independence – The British are here!

 

This will not be a demonstration of any particular battle but a demonstration of the figures, rules and various unit types that make this such an interesting period to game.

The scenario is around a few American militia units holding the advancing British at bay and hopefully help arriving before being overrun.  Meanwhile the British have advanced along both side of the river hoping to secure the main bridge and exits by the end of the day.

Figures

The Figures are all from my collection of Foundry, Perry, Old Glory, Redoubt and Wargame Factory.

Over the next few weeks leading up to the show I will cover a few of the units hopefully appearing in the game.

Rules

The Rules are our favourite Fields of Honor with home rules.

 

 

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

AWI Campaign Ideas – Part 4 The Terrain Generator

As promised a while back here is a little bit of info on the troop and  terrain generators.

 

Troop Types

AWI Campaign Army selection rules

 Each chit is worth 100pts

Select units and assign them to a chit, each chit is to be numbered. Casualties can be carried from battle to battle.

When a battle happens the CinCs rating  is increased by 1 level for each previous battle he had a major victory in or reduced by one level for each major loss.

 

British

Brigade commander Average 15pt +/-5pt per level increased or decreased.

Cost per SP

Guards C/B/A @12pt

Grenadiers C/A/A @ 13pt

Lights C/B/B @ 12pt includes skirmish ability

Highlanders C/A/B @12pt

Line C/B/B @11pt

Rangers C/B/C @10pt

Lt Dragoons C/B/B @11pt

Loyalist Line C/C/C @9pt

Loyalist Cavalry C/C/C@9pt

Militia B/D/D@8pt

Militia Cavalry C/C/C @9pt

Indians in Open D/C/E in woods D/C/C @ 8pt MOB formation only

Artillery B/E/B @9pt per crewman (Lt=2, Med=3, How=4 and Hvy=4)

 

Hessians (Max 2 Brigades)

Only allowed if reinforcement arrive!

Brigade commander Average 15pt +/-5pt per level increased or decreased.

Grenadiers C/B/C @10pt

Line D/C/D @7pt

Jaegers D/C/D @9pt Skirmishers and rifles

Artillery C/E/C @7pt per crewman (Lt=2, Med=3, How=4 and Hvy=4)

 

Lt Guns 10pts, Med guns 15pts, Howitzer 20 pts or Heavy    25 pts

 

Promotion/Demotion

If British win a major victory (see below), then any unit that engaged the enemy may increase any factor in a unit by 1 level (no factor may be greater than A).

If British receives a major defeat then all unit that did not engage the enemy must drop by 1 level, all units that engaged enemy drop 2 factors by 1 level (no factor may be lower than E).

 

Americans (Min 25% Militia)

Brigade commander Average 15pt +/-5pt per level increased or decreased.

Cost per SP

Continentals C/D/D @7pt

Lights (1778+) B/C/B @12pt includes skirmish ability

Lt Dragoons C/C/C @9pt

State Militia B/C/C @10pt

Riflemen A/D/D @11pt skirmish formation only and rifle armed

Militia B/D/D @8pt +1pt if skirmishers

Militia Cavalry C/C/D @8pt

Artillery C/D/C @8pt per crewman (Lt=2, Med=3, How=4 and Hvy=4)

 

Lt Guns 10pts

Med guns 15pts

Howitzer 20 pts

Heavy    25 pts

 

If Americans win a victory (see below), then any unit that engaged the enemy may increase any factor in a unit by 1 level (no factor may be greater than A).

If Americans win a major victory (see below), then any unit that engaged the enemy may increase any 2 factors in a unit by 1 level (no factor may be greater than A). All other units may increase any one factor by 1 (no factor may be greater than A).

If a side receives a major defeat then all units must drop by a factor by 1 level (no factor may be lower than E).

 

Reinforcement – only when a major victory has been achieved

 

French (Max 2 Brigades)

Brigade commander Average 15pt +/-5pt per level increased or decreased.

Grenadiers C/B/B @11pt

Line C/C/C @9pt

Light C/C/B @11pt includes skirmish ability

Hussars C/B/C @10pt (Max 1 unit)

Artillery C/C/C @9pt (Lt=2, Med=3, How=4 and Hvy=4)

 

Lt Guns 10pts, Med guns 15pts, Howitzer 20 pts or Heavy    25 pts

 

Victory or Major Victory

After a battle unless obvious count the (total of points lost/original points value of army) x100 = % of army lost

E.g.: 175 point army of two brigades (Obviously has lost a battle before so now weak) loses 25 pts, therefore (25/175) x100 = 0.143×100 = 14.3% casualties.

 

Greater loses is the loser.

If loses are twice the winners loses, than a major victory/defeat has occurred.

 

Optional Rules

Defenses – Any army indicated to move may not move and instead build defenses. This allows 100 points of defenses to be built. 2” of light defenses or 1” of heavy defenses=5pt. They are only applicable in major battle not skirmishes and only if the side who built them is the defender. If left unoccupied they are removed from the board.

awi-defenses

 

Terrain Generation

To help with this I have built two random terrain generators, one for plain terrain and one for rough terrain.

I do not claim to be  good at Excel so please excuse the simple approach. Please feel free to modify percentage of availability as you see fit.

I play on a 9’x5’ table so I generated eastings of 0-108” and Northings of 0-60”. These are measured from the bottom left corner.

Here is an example of a plain generated table top.

plain-terrain-gen-awiThis gives a table like this

demo-terrainHope you get the idea. If you really don’t like it then hit F9 and it will generate another.

Here the actual files for both Plain and Rough terrain generation.

terrain-generator-awi-plain terrain-generator-awi-rough

 

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Filed under American war Independence, AWI, AWI, Boardgames, campaign, Campaigns, Fields of Honor, Naval