Tag Archives: Artillery

Wars of the Roses and Lion Rampant

Sat in my collection is a large amount of units for the War of the Roses era. Lockdown has meant reduced opportunities for figure gaming and made me realise that the possibilities of getting large groups together to play will/maybe a while away. Therefore I decided to review the possibility of scaling down my normal engagements to fit within the parameters of Lion Rampant.

Most units will fit within the normal LR unit structure with one exception, artillery. While this may not have formed a main part of the typical field force it did appear albeit in limited numbers.

These are my rules for Artillery in LR.
• Use 1 artillery model plus 4 crew. Reduction in crew impacts effectiveness of unit in a different way to any other unit on the table, please see below.
• May be operated so long as 1 crewman is still alive.
• Points cost: Light 4 points, Med 5 points and Heavy 6 points.
• Range: Light 24”, Medium 36” and Heavy 48”
• Shoot: 7+. Option, roll a double 1 and gun explodes!
• Shoot Value: To determine the number of possible hits roll a D4 for light, D8 for Med and D12 for Heavy. The result is the number of possible hits. This number of D6 are then rolled with a shoot Value of 3+ adjust due scores by -1 if target is more than 12” away. Target armour is reduced to 1 although hard cover adds +1 soft cover gives no benefit.
• Reload action: Light =8+ Med 9+ and Heavy 10+. After a successful Shoot action, the artillery may not be fired again until a successful Reload action(I place a gunpowder barrel beside until reloaded) has taken place. This is carried out as a normal ordered activation. I do apply -1 per lost crew. Therefore, a light gun with only 1 crew member remaining will only reload on a 11 and med on a 12! This also means that a heavy would require a 13! This is when a leader (Not attached permanently to a unit in my games) can inspire a unit by adding a +1 motivation to any units within 6” if unattached or only to a single unit to which it is attached.
• May not move during the game and must be deployed in the player’s deployment zone but has a 180 degree of fire.
• If contacted, shot at, and for Courage tests, the crew count as a normal 6 fig unit except when down to 2 crew figures when it is then half strength.
• The crew must maintain cohesion within 1″ of gun.
• Armour 1.
• Upgrade to expert gunners @2pt- instead of D4, D8 or D12s for no. of potential hits use DAV, 2DAV-2 and 2DAV. +1 to reloads dice and +1 shoot action
• Upgrade with a Mantlet @1pt– Armour 3 from shooting only.

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Filed under Lion Rampant, Medieval, Osprey, War of the Roses, Wargame Rules

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

AWI Campaign Ideas – Part 3 The first battle

I know I said I would talk about the terrain generator but Saturday was here and it was our game day.

Nathan came around early and we set about building his British brigades for the campaign, as his computer had broken.

The Board-game

We then sat down to play the board-game. It was only turn 3 when things started to go against the idea of how the game would play in our heads.  I rolled “snake eyes” which meant that I was unable to move any of my units. This allowed Nathan the chance to catch one of my two state militia based armies and force a major battle. My plan had been to avoid a major battle until I had consolidated my forces. Well we all know about plans and what happens to them! Well it did.

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Nathan

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Turn 3. Nathan nominates the land unit at the top of the picture near Boston and unfortunately I had “snake eyes”.

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With Nathan’s roll of a two in lands straight on my unit.

The Forces

That said this is what campaigns are all about though. Nathan had a strength of approximately 500 points while I not only had inferior troops but only 300pts worth. I am not sure that if we were doing a normal game we would ever have fielded forces like these. Not only did Nathan have better troops but when we got his forces out for the table top he also had a Howitzer and a large artillery piece in the force. These are very powerful on the tabletop, if they hit. This made me feel very intimidated as I had militias and a light field piece.americans-14012017 british-14012017

The Terrain

The terrain generator also threw up a battlefield I would probably never layout normally – a river down one flank a ridge splitting the table, a farm and some woods all added to the next dilemma. Where to set up as the defender?  Do I take the open side to the South and force the British to be crammed up in and around the farm although they would have the ridge to sit that heavy gun on or take the farm with its defensive fencing but allow the British to almost deploy along the whole Southern edge. In the end it was the ridge that sold it two me for two reasons.

  1. If I placed my artillery up there it should have a good field of fire
  2. The elevation sort of protected my right flank but would also slow down any British advance due to the reduced movement uphill.  This may allow me the time to turn on my heels and get away before melee.

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My new plan!

I deployed my stronger brigade on the ridge so they were easier to extradite but this did leave them exposed with no fencing to hide behind.

My weaker brigade occupied the farm and lined the fencing.

I gave orders that all units are to engage the British in at least 3 round of fire but if they closed too quickly to break off and leave the field.

The British set up gave me hope! They concentrated all their forces around the centre except for the lone cavalry unit out on their left flank. This I guessed would be used to  flank the woods and attack me from my right flank. This I thought would take about 5-6 turns depending upon the activation cards ( They would not be able to be activated on the CinC’s card once they were out of sight). This left my left flank over flanking the British right. Should I advance my 2 left flank militias and swing them in on the flanks of the advancing British?

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Turn 1 Steady advance by the British across the whole line.

Their artillery inflicted a total of 3 hits between them luckily all were saved.

I advanced my rifle on the hill a little closer. They have a 24” range while the British have a 12” range.

My artillery fires and hits a line unit which is unsaved so first blood to the Americans.

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Turn 2

British again steal the march with all their units getting activated and the artillery hitting and inflicting 2 hits which I cannot save.

My centre fire and take out one the British Light infantry units.

My left flank jump the fences to advance on the British flank

My artillery fires but hits nothing.

sam_3998 sam_3999

Turn 3

The British get the draw again with the activation cards. Only half of mine get activated.

Their left flank hold back to allow their large gun to fire. This flaw in their deployment does not stop them destroying my riflemen!!!!!!

Their right starts to engage my units behind the fence while their right most unit swings around to face the threat of my two militia unit on their flank (my plan is working)

I open fire against the highlanders and inflict 2, both unsaved. While that would normal be the end of any unit as it would be only 1SP strong so would roll only one die but  due to the large size of this highlander unit (5SPs) they are now the size of a normal unit!

sam_4000sam_3997

Turn 4 Only the British get activated and move ever closer before the End of turn card is drawn. While I can fire I cannot make any moves. The British are too close for comfort, I cannot allow them to get into melee with mine.

I do manage to inflict another hit on the Highlanders but take another couple of hits from his guns.

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Turn 5

End of Turn card drawn immediately.

Both sides fire and I take another 3 hits which convinces me it is time to leave the field.

For this turn I can only respond with firing and hit again the highlanders  as well as a loyalist unit.

 

Turn 6

First bit of luck, I get my army activation card. The plan was to run but………………… if I fired and caused casualties, I believe a number of the British units may fail their morale. If I don’t hit or they don’t fail their morale then when the brigade card are drawn I can extradite them then.

My boys had their eye in as every unit caused a hit. Unfortunately every hit was saved!

The next card out was the End of Turn so I had nothing to fire, having already been activated but the British opened up and caused another hit wiping out a state militia unit in my centre leaving a gap in my line.

Turn 7

The first cards out were all American so I managed to start the extraction process although one unit did get caught up on the fencing so were shot in the back by the British.

Their cavalry had just started to appear around the back of the woods so definitely time to go.

End of Turn card frustrated the British and allowed me to slip away, bruised and battered but happy that a good fight had been put up.

sam_4004 sam_4008 sam_4007 sam_4006 sam_4005Outcome

The British lost 105 pts of infantry and the American 112 points.  A draw on points as neither side inflicted more than 10% than received,  but as the British held the ground a minor victory was awarded to them.

As it was a minor victory it did not amend any of the units rating, a major victory or loss is required to do this for the British.

We rolled to see was reinforcements were available to bring the units back up to strength and called it a day.

We both agreed that the system had worked well and gave us a really enjoyable game with pressures that we would not normally feel in a standard table top game.

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

AWI Campaign Ideas – Part 2

Since the last post I have been very busy but have still managed to add a bit more to the campaign idea.

We have agreed that the campaign will:

  • Play the boardgame “Skirmish” as normal until there is either a major battle or a naval battle. This is when both forces end their move in the same area.
  • Transfer this to the table top –  Each counter (Land or ship) =100pts
  • Before the campaign starts each counter is numbered and a force representing it is picked (see below).
  • After the battle forces are reviewed and consolidated with surplus counters being removed.
  • Each unit is to be tracked and their ratings can be modified depending on things such as: winning/losing/ engaged enemy.
  • The boardgame  has a watermark effect which shows hills, very subtle but this will be used to determine if the tabletop game (Land) will be set up as plain or hilly.
  • I have also used an Excel sheet to generate the terrain layout.

Here is the initial layout with a few of the counters numbered

sam_3956sam_3963Here is an example of what the counters represent.

american-awi-costs

Army Lists

eg-american-brigade

Random Brigade

If anyone would like the spreadsheets then here they are.

awi-american-brigades awi-british-brigades

When the battle is to be played I transfer the units to their tabletop organisation.

british-table-top-organiserThis allows me to copy the cells from the bottom depending upon the units in the brigades and paste into their tabletop structure above. One of the Brigadiers becomes the CiinC. This can then be printed and used to track units through the game.

Here is the original excel sheets for both the British and Americans

dummy-record-sheet

I have also been painting a few units ready for our first game

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A heavy gun and crew from Foundry

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Militia

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Militia

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Militia Brigade

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Lee’s Legion in Skirmish formation

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State Militia

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Riflemen

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The Grand battery. L to R Light,Medium,Light,Howitzer and Heavy

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Howitzer

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Medium with Light to the left

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Light

sam_3968 The British view hopefully

Hope this is of some interest. Next blog I will cover the terrain generator.

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

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.

sam_3840

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.

sam_3848 sam_3847 sam_3845 sam_3849

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:

Mill Springs ConfedMill Springs Union

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

Pegasus Bridge 1940 Part 3 – Legionary Show, Exeter

I may be a little biased but my local show Legionary is a great show. I do not think any one thing makes it great but what I do think helps is:

Trader Variety – too many other shows have multiple traders selling similar items. This is not too much of an issue at large shows but at small shows it is annoying. While this can be good for a buyer i.e. bartering, the rest of us wish an alternative supplier attended. I guess the trader is not too happy either as his profit margin gets hit.

Good games – good coverage of eras with good quality figures and terrain. New games appear every year, not just same games rehashed.

Good Parking – Not many shows where you can unload your game from the car at the table! For visitors plenty of level, free parking and only a 45 min walk from a park and ride.

Helpers – loads of people on hand to help and the start and end of the show.

Food – Fantastic canteen facilities run separately and professionally  Great hot and cold food served nearly all day at great prices.

 

The Game.

As usual, living only 5 minutes drive away I was there on time and with the help of Steve, Laurie  and Nathan the game was set up and we broke for a well deserved breakfast.

The format we normally have at shows were we have put a game on  is a bit of wargaming and a bit of shopping while trying to keep an eye on the bring and buy, with at least one of us at the table to answer any questions.

SAM_3556

The scenario was based on the Pegasus bridge raid of 44 in reverse, with Homeguard units holding key bridges from invading Fallschirmjager who once they have captured the bridges have to hold them against British reinforcements while holding out for German reinforcements.

The Germans landed and luckily the homeguard were on the ball, and first thing they did was race to the bridge control room and raise the bridge. There was a vicious exchange of fire and the homeguard started to receive a few casualties. They held on for a few more turns before having to retire.

The British reinforcements started to arrive but almost immediately so did the German ones. This caused a panic in the British as the first lot  of Germans appeared on the same table end as the British having made good time from Exmouth beach, while others appeared at the other end having traveled from Dawlish. The only thing stopping them linking up was the bridge still be up! A group of Germans tried to board the boat and cross the canal. A yes/no/maybe dice was rolled and unfortunately Jerry could not start the boat. No worries, as a unit in rubber boats came up  the canal and storming the control room they managed to lower the bridge.

The British reinforcements made slow progress though the town as Pz IIs were now arriving. The British Matilda even had to contemplate with a 5th columnist Policeman attempting to destroy it with a sticky bomb. He was soon dispatched with a burst of MG fire.

The game was eventually declared a Minor British victory as the Germans were either being pushed back or lacked reinforcements being unable to grab anymore ground. That said though, they had managed to hold on to the beaches!

A big thank you to Steve for the canal and Laurie for a last minute painting effort for the dinghies and lorry passengers. Cheers GUYS.

Many people stopped and chatted and a few were surprised that the bridges we based this game on were used to practice the Pegasus raid  and that they were only a mile from the show.

 

Everything else was from my own collection.

Buildings – Charlie Foxtrot, Sarissa or Homemade.

Trees and Hedges – Homemade. see blog elsewhere.

Figures – Mainly Foundry with a few Artizan, Blacktree and Warlord.

Vehicles – Tamiya, Frog, Stronghold, Blitzkrieg, Blacktree and homemade (Beaverette MKIV).

Rules – House rules. They need a little refining so may be uploaded soon.

 

Hope you enjoy the pictures.

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Filed under British, Charlie Foxtrot Models, Dad's Army, Demo game, German, Legionary Wargame Show, Sarissa Models, Traders, Wargame Rules, Wargame Shows, Warlord, 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

British 2 LBR

For the last few weeks since our monthly game I have been working on nothing else than buildings for my up coming game at Legionary 16. To have a break in some way I got out a couple of figures set I will probably need for the game. These were 2 different makes of 2lbr guns from Crusader and BEF Miniatures, now Warlord games (I have had these a while). These will be used to enable the British to defend the bridges in the game from possible German Invaders!

I think both are nice sets in their own rights but the size difference of the makers is noticeable in the gun if not the crew. If fact I mixed up the crews to get a better look to the vignettes.

British 2lbr (1)

British 2lbr (1)

British 2lbr (4)

British 2lbr (4)

British 2lbr (3)

British 2lbr (3)

British 2lbr (2)

British 2lbr (2)

 

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Filed under British, Crusader, Dad's Army, Traders, Warlord, World War 2

September’s Game – ECW

It has been a long time, over 2 tears since we have played an English Civil War game. I don’t now why either.

Over the last month I have been writing a new set of rules for the period, that follows the same format as our other rule sets. This was to be the first test play of them.

I have to admit I think they played well and the two players Laurie and Stephen enjoyed the game and picked up the core ideal of the rules in a few turns. I won’t talk about the rules now but will upload them soon for you to have a look at.

 

The game was a pretty balanced affair.

Royalist OOB Parliamentarian OOB

Setup was traditional, 2 cavalry wings and infantry in the centre.

Both sides opened up with artillery fire and first blood to the Parliamentarians as they inflicted a casualty on a Royalist foot unit in their centre who never having been under artillery fire before, failed their morale and became shaken. With the confidence of this the Parliamentarian centre started off across the centre ground to meet the opposing Royalist foot.

The left hand Royalist cavalry traded harsh glares at the Parliamentarians opposite, neither wishing to advance into the crops and possibly be caught at a disadvantage. Over on the right flank Sir Byron was more than happy to take his Royalist cavalry across the open terrain and have a go at the Parliamentarian upstarts opposite. Over the next couple of turns they closed in on each other.

Both players soon started to realise that to get a plan to work you need to build that plan around your commanders’ abilities and ensure you have them in the right places at the right time. I think the Royalists(Laurie) sussed this out a few turns below the Parliamentarians( Stephen). What bought it home to them was that by having your commanders in the correct locations Laurie managed to activate his right cavalry wing three times in a turn( Initially activated by Rupert, then by Lord Wilmot and finally Sir Byron). This enabled the Royalists to engage the Parliamentarian cavalry with their and fight two rounds of melee (Not all going their way). this turned out to be an epic stage of the battle as both sides traded blows and won and lost ground.

meanwhile in the centre….

A Parliamentarian unit had broken and unfortunately decided that they had done their fair share and routed, heading for their table edge.

The Royalists had also lost a unit to artillery fire.

It was at this point that Stephen realised that his commanders where probably not quite up to the standards of the Royalist commanders and due to the poorer command ranges he was not getting as many activations as he would have liked.

Laurie was feeling confident on his right wing and decide to bridge the gap in his centre with his left flank cavalry. He started to bring them over the ford and towards the centre. This caused a huge traffic jam at the ford as units started to block other units and this in turn resulted in many activations being wasted. Having seen this happen the Parliamentarians decide to advance with their right wing cavalry towards the now sparsely occupied Royalist left. This was however hampered by the terrain and lack of command!

The right wing Royalist cavalry got to grips with each other.  The melees carried on for a few turns until finally Laurie managed to reinforce a melee with a second unit causing the utter defeat of the last Parliamentarian cavalry unit of their left. The centre was open as the only thing now stopping the cavalry swinging around to hit the centre was the routing Parliamentarian unit. Stephen tried desperately to rally them, hoping to plug the gap. Unfortunately the Royalist left wing were now in the centre field and engaging the foot who attempted to fire on the charging cavalry but did not have time for accurate fire and caused no damage to the incoming cavalry. The result was final.

Everybody said they enjoyed it and the rules for the most part seemed to play right.

In the meantime before the rules are uploaded here are some pictures of the game. All are from my collection and are mostly Redought with a few Front Rank and Foundry.

 

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The Royalist opening positions

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Royalist Centre

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Parliamentarian left Wing. View of the impending large cavalry engagement from the Parliamentarians view point.

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The clash of cavalry

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The on going cavalry clash with Royalist reserves waiting to join the melee.

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Parliamentarian initial positions

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Parliamentarian centre advancing

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Royalist left wing cavalry

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Parliamentarian right wing

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Royalist left wing start to head for the centre

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Royalist cavalry nearly in the centre about to deploy to face parliamentarian infantry opposite

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The cavalry stand off on Royalist right wing

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Royalist right wing cav

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Royalist right wing cav at start of game with Byron out in front

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Royalist cav cross the ford

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Parliamentarian right wing cav start to advance unfortunately too late to save the day.

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Royalist cav now in the centre engage the parliamentarian foot.

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Final nail in the Parliamentarian coffin. The Royalist cavalry in the centre break the Parliamentarian foot.

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