Tag Archives: Demo game

Long Service Award

A bit of a late blog but with getting the game ready for Legionary I have let the update slip.
Ten days to the day from placing the order, over 25kgs of metal arrived.
Like a kid in a sweet shop I dived straight in and found the following:
 3 off American Infantry, Leather Shako March Attack
2 off American Infantry, Summer Field Dress March Attack
4 off American Command, Leather Shako
2 off American Militia
1 off Artillery Crew in Shako 
1 off 7th New York Dragoons with Command
1 off  5th Maryland Volunteers
1 off Mounted High Command incl. Jackson
2 off New Orleans Freed Men of Color
1 off Light Dragoons with Command
1 off Canadian Voltigeurs
1 off West Indian Regiments
1 off British Marines
1 off Glengarry Light Infantry Skirmishing
1 off Deployed Rocket Troop
1 off 6lb Guns
I also ordered a few packs to bolster my Scottish Wars of Independence armies. These will bulk out my schiltrons which are currently made up of EBOB and early Citadel/Ral Partha miniatures. 
2 off Scottish Spearmen
1 off Scottish Dismounted Knights
1 off Scottish Highlanders & Isle men
and
1 off English bowmen
I must say that I am very impressed with the 1812 figures, have not opened any Scottish War of Independence packs yet. The pose variations and detail is great. From the packs I have opened there seems to be about 5 poses on average, excluding command if included. Then each pose will also have a number of head variations.
While unpacking, I discovered the British rockets crews and I had to open, prime and start painting. These are very animated and I just love the faces. I will finish the rockets in the next couple of weeks hopefully, so will update when they are all based.
Old Glory Rocket Crew 28mm

Old Glory Rocket Crew 28mm

I also started to paint some of the Canadian Voltigeurs. With there being 30 in a pack and using my KGCAWO rules they will only fight in a skirmish formation. Therefore I can get 3 figures to a base and have 5 bases to a unit. Here are the first couple of bases.
Old Glory War of 1812 Canadian Voltigeurs

Old Glory War of 1812 Canadian Voltigeurs

Old Glory War of 1812 Canadian Voltigeurs

Old Glory War of 1812 Canadian Voltigeurs

Here is a picture of old glory compared against the foundry 1812 range and Knuckle Duster. I think old glory and knuckle duster are fully interchangeable. Foundry are a little smoother in style than the angled edges of Old Glory and Knuckleduster but all have great facial detail. Foundry are smaller and slimmer but I suppose the old figure intermingled would not matter or you could have whole units of them. The only issue with that is the lack of pose variation.
28mm War of 1812  Old Glory/Foundry/Knuckleduster

28mm War of 1812
Old Glory/Foundry/Knuckleduster

Here is a picture of some foundry painted.

Foundry American War of 1812 range.

Foundry American War of 1812 range.

I guess that next years demo game for Legionary 15 will be the War of 1812 and probably Crysler’s Farm.

Hope you enjoy the pictures.

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Filed under America 1812, Battle of Crysler's Farm, Demo game, Gallery, KGCAWO, Legionary Wargame Show, Napoleonics, Reviews, Scottish Wars of Independence

Legionary 14 – Vimeiro

What a manic Friday, the show was on the Saturday. I started by laying the terrain out on the decking to get a view of the 12 x 6 table.

Vimeiro Battlefield

Vimeiro Battlefield

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Ventosa

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Vimeiro with orange orchard

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Vimeiro

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Then I packed it all away ready for the next day.

Legionary is a great local show. How many other shows can you drive to within a couple of feet of your table. We drove in and unpacked and set up.

Solignac’s troops

French right wing under Solignac

French right wing under Solignac with the village of Toledo in the background

Thomiere and Charlot’s troops in column with skirmishers deployed. In the background you can see Kellermans reserve Grenadiers. Just out of shot are St Clair’s Grenadiers. In the background you can see Junot and the Army Guns.

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French left- Thomiere and Charlot with Kellerman’s Grenadiers in Reserve

British Centre – Troops hold the hill.

British Centre

British Centre

British Right with Anstruther and Fane

Holding on to the high ground just out side Vimeiro. 95th formed up in the background.

Anstruther in the foreground with Fane in the background

Anstruther in the foreground with Fane in the background

20th Light Dragoons shelter in the gap between Vimeiro and the ridge.

20th Light Dragoons

20th Light Dragoons

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British Centre

What follows is hopefully an account of the game. The card drawn is identified and anything significant that happened!

Turn 1

St Clair – General advance skirmishers  8″ and columns 6″ towards Fane on the hill.

French Army gun – fire at the British artillery on the far right (Anstruther) they C class (5) with die modifiers  +1 First shot, -1 Long range 38″, -1 smoothbore and -1 Target artillery.  These meant they needed a 7+ to hit. they rolled a 1,2 and a 6. Sadly no hits. British started to mock the French gunners offering their grannies to show them how to do it! Smoke is placed in front of guns, not just to enhance the visual but to remind us they have lost the 1st fire bonus. this is removed either as an action or reload card drawn.

Kellerman– General advance skirmishers  8″ and columns 6″ towards Fane/Anstruther on the hill.

Nightingale – Advanced down the spine of the hill to hold the high ground.

Fane – Hold steady

Delaborde – He actions Thomiere who advances across the table.

Bowes – advances and secure the left flank of Nightingale’s advance.

Junot – With his 24″ command range and line of sight he actions Charlot, Thomiere, St Clair, Kellerman who all advance. For some the second activation of the turn. The Army gun get to fire again needing an 8 due to having already fired therefore losing the 1st fire bonus. They roll 1,4 and 8 so 1 hit. this is not saved but the British pass their morale and do not go shaken. French taunt the British about their Grannies turning up!  Junot cannot action Solignac as Toledo is blocking site and distance is too far. Deployment is all about command.

Solignac – General advance

Fate/Fortune – 2D6 rolled one tens the other units. 24 rolled. This resulted in the next divisional or brigade commander  ignoring their direct commander as they can do better. Both side understood the impact the card could have.

Charlot – General advance there were now within 12″ of the British right flank. But they now ignore any orders from Loison.

Anstruther – Unleash fire on the skirmishers of Charlot from skirmishers and canister from the gun. Skirmishers take 2 hits and fail to save either. They do pass their morale though.

20th L. Dragoons – These advance cautiously to the front of the hill level with Vimeiro.

End of Turn – card drawn. All cards return to pack and shuffled.

Turn 2

Kellerman – advance but concerned about the 20th Light Dragoons? Would they make it if their card is drawn?

Delaborde – Activated Thomiere and brings Brennier on to the table.

Solignac – Starts to advance up the hill into the face of Nightingale.

Wellesley – from his vantage point on the hill and a 48″ command range, he activates, Fane, Ackland, Nightingale and Bowes with Anstruther and Ferguson out of range. Solignac’s columns take a few hits. It is easier to hit those columns.

Margaron – these advance on to the table.

Fane – they fire at the skirmishers and wipe them out.

Loison – Charlot ignores him so he orders Solignac up the hill and on towards Nightingale.

Ackland – 95th skirmishers advance into the vineyard and secure the boundary.

Charlot – Skirmish screen attempt to charge the artillery of Anstruther. Big mistake. Crew decide to stand and fire. They roll 3 D6 and score 1,1,2 so fire at a range of 4″. Charge range was 8″ so they can. Canister wipes them out.

Bowes – Expresses concern over the appearance of Margaron.

Anstruther – all open fire and inflict a few hits on the columns of Charlot.

Nightingale – Advances down the spine towards Solignac’s advancing columns.

Ferguson – Artillery fire at Margaron inflicting 1 casualty on the 4th Dragoons, who fail their morale.

End of Turn – card drawn. All cards return to pack and shuffled.

4th dragoons

4th Dragoons

Margaron's cavalry

Margaron’s cavalry

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Ferguson’s Brigade

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Solignac’s units advancing up on to the ridge heading towards Nightingale

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Anstruther’s brigade unleash their fire on the advancing columns

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Fanes skirmishers having retired through the 95th allow them to open fire on the columns getting a little too close.

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Nightingale’s fire upon Solignac’s units

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Anstruther’s second activation allows them to fire on the advancing columns.

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Acland’s 95th skirmishers occupy the vinyard

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Kellerman’s grenadiers continue their advance

Turn 3

Wellesley – Charges the 20th light dragoons towards Kellerman’s Grenadiers. Grenadiers attempt to form square. They have enough time as cavalry are more than 6″ away. they roll morale and pass. They form square. Cavalry are moved 12″ and end up 2″ short. A lax moment for Wellesley.

Nightingale – Open fire on the advancing columns and cause enough casualties to remove a column.

Crauford – Portuguese arrive on the table. They reinforce the left flank next to Ferguson.

End of Turn – card drawn. All cards return to pack and shuffled.

 

 

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Kellerman’s Grenadiers form square

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Margaron’s cavalry

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95th unleash a devastating volley into the advancing columns.

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Crauford’s Portuguese

Turn 4

Charlot – pushing on to the guns with his columns and no skirmish protection.

Ferguson – opens fire on Margaron again with little effect.

Solignac – opens fire and clears Nightingale’s skirmishers.

Bowes – reinforces the gap between Ferguson and the advancing Nightingale.

End of Turn – card drawn. All cards return to pack and shuffled.

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British left flank opening up on Margaron.

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Solignac’s artillery fire on Nightingale causing casualties on his skirmishers.

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The view from behind Nightingale with Bowes in support

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Wellesley surveys the battlefield.

Turn 5

Nightingale – inflicts a few more casualties on the columns who now fail there more and grind to a halt unable to charge in.

Delaborde – Activates Thomiere and his columns chare into the 95th of Fane. In the following melee 95th take a casualty but the column receive 2 saving none they are removed.

Kellerman – Grenadiers stay in square but fire on 20th L. dragoons inflicting a hit which is not saved. Following morale check causes 20th to become shaken. French cheer.

Fate/Fortune – 11 rolled. commander sees the light!

Anstruther – I thought I heard the French commander let out a sigh. Anstruther, already in a strong position has his command increased to exceptional. Cannon fire and take another casualty off a column.

Junot – activates all commanders in the centre in one last charge. All units shaken test morale and all recover. the British player takes a deep swallow.

Brennier – tries to gee up his infantry following having been just activated by Junot.

St Clair – Grenadiers get in and engage with the 97th inflicting 1 casualty without receiving any. 97th pass morale and hold.

Fane – 95th engage with remaining column. They receive a casualty but inflict one as well. The column is removed and the 95th are on the edge. they have only 1 strength point left.

Charlot – Engages cannon and takes them.

Too week to do any more serious damage  the French player concedes the day. the British player very happy to accept as a few of his units are near breaking point.

 

 

All agreed it had been a good day and the rules worked well, although they were still unsure about units not being able to be activated. I proposed that when the end of turn card is drawn, all units not activated can fire but may not move or change formation. Units can still not be rallied unless activated. I will amend some of the fate rolls to represent artillery with incorrect ammo. This would help with issues like the artillery at Bunker hill etc.

They like the speed units can get engaged rather than playing for a few hours before getting into contact and really got to understand the importance of commanders being in the right places. they all agreed that the fate card is great as it can add a twist in the tail to any great plan.

This was the first time both players had used them or played this era.

Due to the  ease of play and speed of play we had plenty of time to go shopping.

if you get the chance please give Legionary a go. Great traders, easy parking (free), friendly organisers and a  good selection of games.

Have a look out for some photos of our game in Wargames Illustrated as their photographer took a few for the magazine.

 

Hopefully see you next year.

 

 

I will amend the rules to version 2 soon and go through an few more examples to help explain my rationale behind them.

 

Hope you enjoy the pictures and write up.

 

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Filed under Battle Of Vimeiro, Demo game, KGCAWO, Legionary Wargame Show, Napoleonics, Peninsular, Scenarios, Wargame Rules

Unit markers for KGCAWO rules

Please find below a copy of the unit markers for the Battle of Vimeiro.

I think they are self explanatory.

You have the ratings for Fire/ Melee/ Morale  weapon type and wounds (OOOO) which is for a large unit of 4 strength points. Most have 3 and an S = Shaken. These are coloured in when appropriate so the status and strength of a unit is clear at all times.

We laminate and then colour them in with a erasable marker as the game progresses so literally no other paperwork. Wipe clean afterwards for the next refight.

I will try to do these markers for all scenarios if anyone is interested.

 

 Vimeiro Battle Labels

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Filed under America 1812, American war Independence, Battle of Bladensburg, Battle of Crysler's Farm, Battle of Lundy's Lane, Battle of New Orleans, Battle of Queenston Heights, Battle of the River Thames, Demo game, KGCAWO, Legionary Wargame Show, Napoleonics, Peninsular, Scenarios, Wargame Rules

King George Commands and We Obey

Having wargamed for far too many years to mention, it finally dawned on me how much money and time I have spent rebasing armies or learning a new set of rules. With that in mind I decided a few years ago to find a style of rules that I liked and base all my future rule sets and armies it.

My key requirements are:

      • I spend a large amount of time and money collecting units. I decided I wanted them to stay on the table long enough for people to see, therefore no casualty removal.
      • I hate the “my turn/your turn” approach. With that in mind I use a card based turn system. I first used this in my Dad’s army game. Depending upon the level of game you are playing, a playing card is allocated to each unit or in larger games brigade commanders and above. This also means turns are not all the same as an end of turn card can come up at any time.
      • They have to be easy to learn. The common approach should assist with this and it is then just about the era specifics.
      • As little paperwork as possible. Most units have a small tab on a base. This contains all the information you need so no other paperwork, in most cases. This could of course be kept separately rather than attached but I think in a demo game it also allows visitors to see which units are representing which.
      • Enjoyable. I am not too serious and enjoy a light hearted approach at times to rules. Have a look at my rocket rules. While they may be a little slow to enact, imagine the gasps as rockets snake across the field. You never really know where they will end up!

I like to discuss issues arising. One of the biggest challenges is for “serious” Wargamers is to look past their unit not getting activated and not firing, moving or engaging in melee. I remember in one game, a player arguing that units should always have an action. This came about due to the fact that in the first 3 turns his British artillery’s activation card had not been drawn. What rubbish he argued and most others started to agree after a while. I then raised the point of the British artillery at the battle of Bunker Hill. Not many were familiar with the battle but the British artillery could not fire for a while as the wrong ammo had been made available. This impacted upon their ability to join in the battle at a key moment and affect the outcome. How could you ever build that potential impact in to a set of rules?

Most of the players started to appreciate the idea behind the card system. The British player finally supported it fully as Lancers appeared on his flank only to be too far deployed from their commander to be activated. This gave him the chance to form square next turn and live to fight another day. I appreciate it is not for all but I love it.

With this in mind I offer my set of rules called KING GEORGE COMMANDS AND WE OBEY. They are suitable for the American War of Independence, Napoleonic Peninsular and the American War of 1812. Some aspects may be familiar and some not so. Ideas have come from so many rule sets I have collected over the years.

I hope you find something you like; if not then I hope they encourage discussion.

If you would like to see them in action then please come along to Legionary 14, Exeter, on the 3rd of May  where we will be presenting the battle of Vimeiro.

I will add some more scenarios over next few months.

Enjoy!

 KGCAWO rules

 

 

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Filed under America 1812, American war Independence, Battle of Bladensburg, Battle of Crysler's Farm, Battle of Lundy's Lane, Battle of New Orleans, Battle of Queenston Heights, Battle of the River Thames, Demo game, KGCAWO, Legionary Wargame Show, Napoleonics, Peninsular, Scenarios, Wargame Rules

Vimeiro built – but not quite in a day

Just a quick update

Have finished the town of Vimeiro. Over the last few weeks I have finally finished putting it all together. The buildings are based on those shown in the “Touching History” series of books on building terrain for Wargamers and were built by best mate Brian Collins. This is the biggest town in the game with a couple of smaller villages elsewhere. These are still to be built.  It is made up from 3 off 8″x8″ bases. In my rules, built up areas (BUA) are made up from these bases. 1 for a small village, 2 for a larger village 3+ for a town. Each base will normally have 2 building on it and each building can hold  an infantry regiment and BUAs are cleared fighting one regiment/building at a time.

Vimeiro 5

Vimeiro 5

Vimeiro 4

Vimeiro 4

Vimeiro 3

Vimeiro 3

Vimeiro 2

Vimeiro 2

Vimeiro 1

Vimeiro 1

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Filed under Demo game, Legionary Wargame Show, Napoleonics, Peninsular, Terrain

Legionary 14 The Battle of Vimeiro.

I have been giving the game for Legionary 14 some thought and the game I am planning to put on will be The Battle of Vimeiro.

This has a good mix of forces, a few what ifs  and both side have the ability to win. This allows it to be played again and again, hopefully at a few shows around the region.  Having looked around I have come up with the follow forces and intend to convert this to the rules I will be using. They will be an adapted version of the Shako rules which also has a good scenario for Vimeiro in it’s scenario booklet.

My rules will follow the style of the ECW ones I used at last year’s show.

Infantry units are made of 3 bases, cavalry 6 bases and artillery 2 bases.

More details will follow reference the rules as and when I write them!!

This is the map from the Shako scenario book and my plan is to base my terrain on this. The table will be 10’x6′

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The British Forces

The British force had about 15,000 men:

Commander:

Sir Arthur Wellesley

1st Brigade: General Rowland Hill

5th Foot

9th Foot

38th Foot

2nd Brigade: General Ronald Ferguson

36th Foot

40th Foot

71st Foot

3rd Brigade: General Miles Nightingale

29th Foot

82nd Foot

4th Brigade: General Barnard Bowes

6th Foot

32nd Foot

5th Brigade: General James Caitland Crawford

50th Foot

91st Foot

6th Brigade: General Henry Fane

45th Foot

5th Battalion 60th Foot

2nd Battalion 95th Rifles

7th Brigade: General Robert Anstruther

2nd Battalion 9th Foot

2nd Battalion 43rd Light

2nd Battalion 52nd Light

2nd Battalion 97th Highlanders

8th Brigade: General Acland

2nd Foot

20th Foot (7 and 1/2 Companies)

1st Battalion 95th Rifles (2 Companies)

Portuguese Troops: Colonel Trant

6th, 11th, & 12th Cavalry Regiments

12th, 21st, and 24th line Battalions

6th Caçadores

French Forces

The French force consisted of about 13,000 men and 23 guns:

Commander:

General Jean-Androche Junot

1st Division: General Henri-François Delaborde

Brigade: General Antoine-François Brenier de Montmorand

3rd Battalion 2nd Légère

3rd Battalion 4th Légère

70th Ligne Regiment (1st and 2nd Battalions)

Brigade: General Jean-Guillaume-Barthélemy Thomières

86th Ligne Regiment (1st and 2nd Battalions minus two companies left at Elvas)

4th Swiss Regiment (2 Companies)

2nd Division: General Louis-Henri Loison

Brigade: General Jean-Baptiste Solignac

3rd Battalion 12th Légère

3rd Battalion 15th Légère

3rd Battalion 58th Ligne

Brigade; General Hugues Charlot

3rd Battalion 32nd Ligne

3rd Battalion 82nd Ligne

Reserve of Grenadiers: François-Etienne Kellerman

1st Regiment (1st and 2nd Battalions)

2nd Regiment (1st and 2nd Battalions)

Cavalry Division: General Pierre Maragon

1st Provisional Chasseurs

3rd Provisional Dragoons

4th Provisional Dragoons

5th Provisional Dragoons

Squadron of Volunteer Cavalry

Below are photos of some units from my collection, not all will be needed but may make the table as a stand-in depending upon timescales. The Portuguese are Victrix, Spanish are Elite Miniatures. French are Victrix, Perry and Elite. Cavalry are Foundry, Perry and Elite. British are Perry, Victrix. I  have a few units of Front Rank but intend to replace them as they stand out in stature from all others.

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Victrix Portuguese

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Victrix Portuguese Cacadores

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Victrix Portuguese Cacadores

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Foundry British Dragoons

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Foundry British Dragoons

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Foundry Light Dragoons

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Foundry Line Lancers

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Perry French Hussars

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Victrix French Line

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Victrix French painted as Italian Guard

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Italian Guard

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Victrix French as Irish

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Perry and Victrix British

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British Line

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Victrix Highlanders

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Victrix Highlanders

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Elite Spanish.

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More photos to follow soon.

I will also show step by step how I do the basing if anyone is interested.

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Filed under Legionary Wargame Show, Napoleonics, Peninsular

Voting closed

Thank you to all of you that voted on what game you would like to see at Legionary 2014.

1st Peninsular Napoleonics

2nd American War of Independence

3rd Scottish Wars of Independence – this jumped from 5th to 3rd in the last week.

4th War of the Roses

5th ECW

6th WW2 28mm

7th WW2 12mm

8th WW2 20mm North Africa

I will do a little more data review and let you know what your most popular scales and eras are.

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Filed under Legionary Wargame Show