Tag Archives: Free

Legionary 2019 – Wild West

I have to admit that this year’s Legionary Show was one of the easiest games I/we (Combined Oppos) have ever put on.

Normally I buy and paint something new every year. This year we had decided to take life a little easier and play with something we have had for a while.  We decided to go with the Wild West and have a run out with the Free wargame rules – Gunfighter’s Ball Greenhorn Edition from Knuckleduster Miniatures link http://knuckleduster.com/shop/index.php?route=information/information&information_id=7

To give the game something different we decided having watched a few films to set it in a snow covered town. Here are a few pictures from the game, that played brillantly.

Building are 4 Ground Sarissa and Empires of War

Train – 4Ground’s new train

Figures – Mainly foundry, Knuckleduster,Dixons

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Filed under 4 Ground, Demo game, Dixon Miniatures, foundry, Knuckleduster, Legionary Wargame Show, Sarissa Models, Traders, Wargame Rules, Wargame Shows, Wild West, Wild West

Last Man Standing, Not Quite!

Managed to get a game in yesterday.

Brian from Plymouth popped in and we played a really small wild west game. The table was only 3’×2′. We tried out a new set offree rules. The rules were Gunfighter’s Ball greenhorn version from Knuckleduster Miniatures, link here. http://knuckleduster.com/shop/index.php?route=information/information&information_id=7

The game was basic, two families decide to settle the feud between them in a fight to the death.

The game lasted 4 turns. The key to the game is how good a character you have. The difference is how many activation cards the character has. The max is 3. When activated You get 2 actions. An action could be a move, fire, fight,reload plus many more options.

Each character had 9 life points represented by poker chips 6 white and 3 red. As hit you discard the white and once down to the red ones you are deemed prone for the remained of the game and when down to you last you have to check each turn to see if you bleed out.

Each player had 5 activation cards to divide between the 3 character so the choice is a 3 card character strong and 2 x 1 card characters weak or 2 average 2 card chacters and a single weak character. We both went for option 2.

The characters where randomly placed around the town.

Turn 1

Brian activates his character in the stables who jumps the fence and moves towards mine waiting outside the sheriffs office. With his second action he went to shoot me, in the back ( You now know all you need to know about Brian). I tried to do a quick draw, unfortunately I failed and Brian fired his 3 shoots hitting me twice. First check of damage and shot in head, dead. The next card was mine for a character at the other end of the town who ran towards the shooter but only covered 10″ in both actions not putting him in a shooting position. The next card was the same character so he ran and shot hitting the shooter once in the leg. Another of Brians character was next activated who stepped out from the bank and shot my shooter in the groin forcing him to go prone.

The turns continued and at one point Brian sought medical attention from the drs regaining a couple of chips.

Another notable set of shots was when i tried to take out one of Brians characters now on the bank roof. I hit him twice, left hand and destroyed his rifle. He then was activated and drew weapon (pistol) and shot back. I was activated again and shot back hitting stomach and destroying pistol. Unarmed he went off on next activation to get a weapon from the bodies in the street. The last man standing was mine well crawling due to wounds but did finish off Brians characters with only a few bullets left and 4 chips left.

Both of us thought it played great and will be the focus if our next demo game.

Enjoy the picures, the dead figures are unpainted and do not representing ghosts.

My gent in hunting jacket tries to avoid getting shot in the back!

Snake oil seller tempting locals?

The sniper on the bank roof with one of my dead below

The victor prone next to one of Brians dead.

Great set of free rules. I have to admit that i will probably not buy the full set as this set offers me most of what i want from a wild west game and house rules will be easy to add where things are not covered.

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Filed under Knuckleduster, Skirmish, Wargame Rules, Wild West

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

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.

 

SAM_3337

The Royalist opening positions

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Royalist Centre

SAM_3351

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

SAM_3355

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

SAM_3352

Parliamentarian centre advancing

SAM_3341

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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Filed under ECW, Scenarios, Wargame Rules

August’s Game – Like a lot of Brits we went to Spain.

I had received a request for a Napoleonic game. Steve had only played Napoleonics once before so I decided on an engagement battle with the British having the added task of trying to secure an point of entry. As was normal in the Peninsula, the British were outnumbered in cavalry but had their new secret weapon, Congreve Rockets! and hopefully the promised assistance of the local Spanish Commander, who assured the British he would be there as soon as he could.

The terrain was laid out. The British were to come on from the main south road (A) with a small advance force having held the hill line. The French were able to come on along the whole length of their edge. Both flanks had been secured with cavalry although poor leader abilities may mean that the cavalry may not be as active as the French commander (Steve) may like.

The Rules

Our own set ” King George Commands And We Obey”  KGCAWO.

The Forces

French OOBBritish OOB

The Map

the game was 10×6

Map

How it went

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SAM_3320SAM_3323

SAM_3316SAM_3312

SAM_3330 SAM_3329 SAM_3328 SAM_3327 SAM_3326 SAM_3325 SAM_3324 SAM_3322 SAM_3321 SAM_3319 SAM_3318 SAM_3317 SAM_3313

The French came on to the table in a confident manner securing both flanks. Their brigade of infantry that started on the far right flank began to advance upon an increasingly isolated British light dragoons, who patiently awaited the arrival of the Portuguese brigade.

The Portuguese decided to support the Light dragoons by taking up residence in the village of Blanco Aqua which spanned the river.

The French columns of Grenadiers, eager to get to grips with the British started to advance upon the brigade holding the hill line. In fact they were so keen to engage they started to pull away from the rest of the French army. They had out-marched in particular the brigade next to them, who were in mixed order. The British gunners on the hill spotted them and switched to them as a target (No skirmish screen to protect). Worst still, although not sure for who they had drawn the attention of the rocket troop!  With a mighty whoosh the rockets screamed into the air. Nathan’s dice throwing allowed the rocket to head on a straight path towards the target, at least for a while. Then, all of a sudden the rocket started to turn, back upon itself heading towards the foot gunners on the hill. Luckily for them the last die Nathan threw was a 1 and so the rocket came down just short of the crew, forcing them and another two British units the rocket had flown over to test. Luckily all survived unharmed but it did mean that once the laughing had finished the French commanded commented that it may be a lethal weapon on shaky troops, if only it would fly correctly.

The French right wing cavalry engaged and destroyed the light dragoons but were driven off from getting closer to the village by some accurate fire from the Portuguese inside the village. It was at this time things were starting to get tense in the centre. The French had been steadily advancing upon the British with minimal casualties. The deployed light regiments in front of the attack columns really paid off. This was not true from the French Grenadiers who had suffered terribly. Luckily for hem the French left wing cavalry had managed to advance in support and this in turn had force the British heavy dragoons to retire and forced the end British line unit into square.

The next turn a fate/ fortune card revealed a previously unknown ford in the river. Whoever’s action card was drawn next decided where they thought the ford was and on a 4-6 it was there. The next card out was French Light Cavalry Division, they identified the river area between the town and the hill and threw a 6. This allowed them to advance through the river and threaten the British centre!

The French centre were in melee with their columns against Picton’s brigade. Only stout defending managing to save the day. With the light cavalry ready to pick off the remaining British, accurate and timely fire from artillery and the Portuguese in the town convinced the cavalry they may have advanced too far.

The Game was declared a British minor victory. What happened to the Spanish Commander. well he could arrive on any turn after the 8th turn. This came and went, as did the 9th, 10th and 11th. He never managed to get a way from his mistress in time to get to the battle!

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

Sample Army Lists for War of the Roses rules AYBS.

Quick update.

As promised, I said I would add some army style lists.

Please take them in the style they were intended. If you don’t like something change it and if

you think something is missing please add it.

Army List

I will do the record sheets next.

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Filed under Battle of Bosworth, Demo game, Legionary Wargame Show, Medieval, Medieval, Scottish Wars of Independence, War of the Roses, Wargame Rules, Wargame Shows