Tag Archives: Napoleonics

Peninsula Napoleonic – Our Saturday Game 13/06/2015

Time for our Saturday game.

Nathan had never played Peninsula Napoleonics nor in fact 28mm. I decided to do a little scenario for him to get familiar with the troops and the rules. ( My own, King George Commands and We Obey).

The Orders of battle:

Allied

CinC – Exceptional 48″ command range

Army Guns – Foot Artillery Medium/ B/E/C 3SP

Brigade – Picton

Highlanders – B/B/B 3SP

Line – B/C/C 3 SP

Line – B/C/C 3 SP

Attached coy skirmishers – B/C/C 1 SP

Cavalry Brigade –

Light Dragoons – D/C/C 1 SP

Light Brigade

95th Rifles – A/B/A 3SP may skirmish, rifle armed

52nd light Infantry – B/C/B 3SP may skirmish

Attached coy skirmishers 60th Royal American – B/B/B 1 SP rifle armed

Spanish Brigade

Line – D/C/D 3 SP – may not deploy skirmish coy

Line – D/C/D 3 SP – may not deploy skirmish coy

Line – D/C/D 3 SP – may not deploy skirmish coy

Attached Skirmisher coy – B/C/C 1 SP

French

CinC -Poor 12″ command range

Brigade 1

Line – C/C/C 3SP

Line – C/C/C 3SP

Line – C/C/C 3SP

Light – B/D/C 3SP may deploy as skirmishers

Brigade 2

Line – C/C/C 3SP

Line – C/C/C 3SP

Line – C/C/C 3SP

Light – B/D/C 3SP may deploy as skirmishers

Foot Artillery Medium C/E/C 3 SP

Brigade 3

Line Irish – C/C/C 3SP

Line  Swiss- C/C/C 3SP

Attached coy skirmishers – C/D/C 1 SP

Chasseurs a Cheval D/C/C 1SP

Cavalry Brigade

Dragoons D/C/C 3 SP

Dragoons D/C/C 3 SP

The Game.

We had a 6×4 table with a village on each flank and a hill line that the Allies were defending .

The French came on in the same old way with the right flank brigade (3) taking the village ahead of them with a plan to advance through it and the orchard to engage the Spanish, defeat them and turn the allies’ left flank. All this while the other infantry brigades advancing under a skirmisher screen take the hill line. The French Dragoons there to exploit any gaps etc.

Well that was the plan!

All started well with both sides trading shots and no real damage. Turn 3 was a telling moment. The draw of activation cards did not go well for the French and the reality of a poor commander started to show. He was unable to influence the whole battle field, so the dragoons and brigade 3’s movement ground to a halt.  This timed with some first class counter battery fire silenced the guns in Brigade 1 who were supporting the advancing brigade.

The French centre starts to make it way up the slopes. The Pathetic British cavalry advance forward and could potentially threaten the French units in brigade 1 who are in Attack column. Not to worry the Dragoons will ride them down!

Turn 6 was the defining turn!

The second activation card was the Fate Fortune card. The result was master spy in play. Nathan won and so he looked at the next 6 cards and rearranged them to an order of play he wished. This allowed all his brigades to fire with devastating effect and his cavalry to charge into the side of my attack columns. The six card being end of turn, therefore my French never got to move. Over the next three turns his unit of cavalry dispatched two columns who all failed to react and form square or inflict any damage. Too  late I did manage to activate my dragoons to charge into the rear of the British cavalry, getting rid of them. My centre in ruins, a strong British presence still on the ridge and slow moving French Allies through the town we called it a day and a British Victory.

Here are a few pictures from the game and latest version of the rules.

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The Battle

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Picton’s Brigade holding the right of the hill

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British Light Brigade

Spanish Brigade

Spanish Brigade

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French Brigade 1 held up by British Light Dragoons

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French dragoons save what is left of the day!

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French Allies take the town

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French brigade 2 advances to the hill line

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Spanish move up and skirmishers open fire

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French Artillery open fire

KGCAWO rules V1.2

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Filed under KGCAWO, Napoleonics, Peninsular, Wargame Rules

Random War of the Roses Army Generator

Fed up with balanced games or knowing exactly what you are going to command because you have priced it up to the last point. If so then accept the challenge and throw caution to the wind.

As promised, I have developed a way to generate random armies for you to command or defeat.

While aimed at my rules AYBS recently published on this blog, please feel free to amend the cards to represent any other era or rules you like.

I have done versions for Peninsula War , ECW and AWI eras. I am currently working on versions for ACW and WW2.

Hope you enjoy them.

WOTR Random army generator

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Filed under American Civil War, American war Independence, English Civil War, Medieval, Napoleonics, Scenarios, War of the Roses, Wargame Rules, World War 2

Painting, Painting, Painting

 

Well over the last month I have been playing so many games. Each though has had a side effect on me. Every time I played a game I got enthusiastic and started to paint for that era. So the end result is as many Wargamers find, is that we finish nothing.

I thought I would give you an update on the month.

War of 1812

I have managed to paint a unit of Glengarry Light Infantry. I will paint two units for this regiment. One in skirmish formation and another in line.  Here is the first unit in skirmish formation. I also got around to finishing the British Rocket Crew.

These are fantastic figures from Old Glory.

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American War of Independence

I have painted a unit of British Grenadiers. These are Foundry figures.

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War of the Roses

I managed to paint some pike and hand gunners, these are Perry Plastics. Having played a few games using the Flower of Chivalry rules we have started to add some local house rules or interpretations. I will also pull together a quick reference sheet. the main house rule we have added is reference morale outcomes. In the rules when  a unit that fails morale rout. we felt that this was a little dramatic so picking up on the ECW rules I use we say that the first failed morale causes the unit to become shaken and a second failure would cause the rout. I will explain more in a  later blog.

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Scottish Wars of Independence

Fired up by the war of the Roses games it got me thinking about all medievals. Below is a unit of welsh bows. These are EBOB figures with the three command figures being old Citadel Ral Partha.

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Naval

Not Napoleonic but 16th century Armada. I came home from work one evening and there on the table was the new Zvezda Armada Invincible. My wife had thought I would like it, having bought one of the ship models previous. I have to say that I think this will be a big hit. the only thing I think stopping it being a huge hit will be the limited number of ships (currently only two available with another 2 in the pipeline). The basic rules are great and the advanced rules look ideal. The gameplay is all carried out on wipeclean playsheets and the set even includes pens and cleaning pads.

So what do you get for your money.

 

The Box Set

The Box Set

2 model kits in 1/350 scale. HMS Revenge and San Martin

One of the two kits

One of the two kits

Game cards for both plus two additional ships HMS Swallow and Santiago .These are laminated and so wipe clean.

The ship sheets and order sheets.

The ship sheets and order sheets.

9 double sided hexed game boards, approximately C4 size. These have sea on one side and a mixture of shallows to land on the other.

Sea Boards

Sea Boards

8 x D20 dice

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29 movement tokens

2  marker pens

Wind marker

Fire markers

Quick start rules, Advance rule book and Scenario book

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The kits are great. They don’t take too long to put together and if you have the time I am sure they will look great with rigging etc.

This game is going to be a favourite of mine, especially when the next range of ships are released. I am even enjoying building the kits although at times I do struggle with my eyes and painting a steady line on the hulls.

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HMS Revenge No my painting is not that great. Transfers are brill. Gun carriages to paint. Transfers have to be put on as the ship is built!!!!.

 

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San Martin

San Martin waiting for the finishing touches.

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15mm Middle Imperial Romans

Many years ago I had designed and produced a range of Roman and Sassanids. As with most things my wargaming buddy at the time moved on to other eras and I did nothing else with them. Having found them again I have started to rebase them on 80 x 60mm bases. As I rebase them I will share with you. I also had camp scenes made. I really love the guy mopping his brow and there is also one drinking from a wine skin!. Some of the range have never been cast so I will have to dig out the moulds.

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Filed under America 1812, American war Independence, Ancients, Armada, Boardgames, Medieval, Middle Imperial Romans, Napoleonic, Napoleonics, Naval, Reviews, Scenarios, Scottish Wars of Independence, War 1812 America, War of the Roses

Bladensburg – August 24th 1814

Here is another scenario for the War of 1812, hope you enjoy it.

Back ground

The British forces were charged with creating a diversion to the invasion of New York from Canada led by Lieutenant General Sir George Prevost. Major General Robert Ross was the commander challenged with this. One of the positive points was that, following the defeat of Napoleon it allowed Wellington to release a large number of his seasoned troops to be sent to North America. The down side was that at the start of the battle many of the troops had only spent a few days ashore stretching legs etc having been cramped up on board for 3 months.

In Washington there was confusion as to where the British were intending to attack. Would they head for Washington, strategically unimportant but the Capital or Baltimore with its commercial targets including boatyards? Which to defend?

North

Bladensburg

Order of battle

British

Major General Ross – Command Rating Good

          Light Brigade – Col. Thornton – Command Rating Good

85th Light Infantry 4SP Rifle      B/C/A    may skirmish and or detach coy

Converged Lights     3SP SBM      B/C/C may skirmish and or detach coy

Royal Marines           1SP SBM     C/C/C

2nd Brigade – Col. Brooks – Command Rating Good

4th Kings Own Foot   3SP SBM   B/C/B may detach coy

44th Foot     3SP SBM          B/C/B may detach coy

3rd Brigade – Col. Patterson – Command Rating Poor

21st Foot   3SP SBM   C/C/D may detach coy

Royal Marines       3SP SBM  C/C/C

Rocket Battery      C/C/C

Artillery Battery   Med SB Cannon C/C/C

 

Americans

Major general Winder – Command rating Poor

            Maryland Militia – Brigadier Shansbury – Command rating Poor

1st Baltimore militia  4SP SBM D/D/E

2nd Baltimore militia  4SP SBM D/D/E

5th Baltimore militia  4SP SBM C/D/B

            Columbia District Militia – Brigadier Smith – Command rating Poor

US Reg Inf      3SP SBM C/D/E

US Marines     3SP SBM C/D/C

1st Columbia militia    4SP SBM D/D/E

2nd Columbia militia  4SP SBM D/D/E

3rd Columbia militia    4SP SBM D/D/E

Annapolis militia         3SP SBM D/D/E

Maryland militia          1SP SBM D/D/E

Artillery Battery 1       Heavy SB Cannon C/D/B

Artillery Battery 2       Heavy SB Cannon C/D/B

Independent Units

Naval Yard Rifles        2SP RM B/D/D

Naval Yard Rifles        1SP RM B/D/D

Dragoons                     1SP Carb D/C/C

Irish artillery               Light SB Cannon C/C/D

Baltimore artillery      Light SB Cannon C/C/D

 

Deployment

The British enter along the road marked B In any order Player wishes.

The Americans deploy

Smith’s Brigade – South of the Thornecliff’s creek.

Shansbury’s Brigade – Between the creek and the Potomac River

The independent units – Anywhere to the west of the Potomac.

 

The Potomac is fordable along its entire length although at 1/4 speed. Any unit firing or fighting while in the river is treated as if shaken. This does not apply to morale tests.

Bladensburg is a 2 square town with each square capable of holding 2 regiments of infantry for defense. See rules.

Activation Cards

To represent the better level of command each British unit and commander will have an activation card.

The Americans suffered from  Politicians interference in their deployment. This resulted in many units not sure who their field commanders were. To represent this only American commanders , Independant units and the 2 batteries of field guns in Smith’s command have activation cards.

Objectives

British have to break 50% of American Units to claim a victory with a loss of no more than 20% of their own. The British were desperate to get to Washington so they have 12 plus D6 turns to achieve. Once this number of turns is reached add a End Of Game Card to the deck. The game continues until this card is drawn. Must exit Washington road with 2 units that are not shaken and hold road.

Americans claim a victory if they can inflict 30% casualties without losing more than 50% of their units.

All others out comes are a draw.

Hope you enjoy this scenario.

 

 

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Filed under America 1812, Battle of Bladensburg, KGCAWO, Napoleonics, Scenarios, Wargame Rules

Crysler’s Farm – Nov 11th 1813

Here is a great little scenario for the American War of 1812. This will be the target for my first units in this new era. The Old Glory Figures I ordered cover all this scenario apart from the Gunboats which I will probably use the Britannia range for. It will be a while till I get them all painted but will update you as I paint them.

Background.

Following on from the American assault on Montreal about 8000 troops under Major- General Wilkinson left Sackets Harbour mid October and sailed down the St Lawrence River. They were being shadowed by a small British force originally out of Kingston. Due to the need to transport the river craft through the rapids at Long Salt the American disembarked. This was now the time to deal with the troublesome British.

Leading up to the battle the Americans had to deal with a serious outbreak of Dysentery. Quite a few senior commanders were infected including Major-General Wilkinson. In fact Major General Wilkinson was in such a poor condition that he took no part in the battle, having decided to rest in his bunk.

Rules.

The rules used were my own compilation, King George Commands and We Obey (KGCAWO).

Forces.

The Americans, due to illness have no overall commander. All the other American commanders were also ill but at least they attended the battle. They all have a poor command rating to reflect their troubles.

The British commander, Lt-Col Morrison is an Excellent commander but he has no subordinates. He will have to spread himself around the field to keep all units in command.

American

Brigadier Boyd (Poor)

12th US Regulars C/C/D SB Musket (large unit 4 strength points)

13TH US Regulars C/C/D SB Musket (large unit 4 strength points)

Brigadier Swartwout (Poor)

11th US Regulars C/C/D SB Musket (large unit 4 strength points)

14TH US Regulars C/C/D SB Musket (large unit 4 strength points)

21st US Regulars C/C/D SB Musket (large unit 4 strength points)

Brigadier Swartwout (Poor)

9th US Regulars C/C/D SB Musket

16TH US Regulars C/C/D SB Musket (large unit 4 strength points)

25TH US Regulars C/C/D SB Musket (large unit 4 strength points)

2nd US Light Dragoon D/C/C Carbine. Only one troop, so starts game with 1 Strength point

Battery of Light Artillery C/D/C Smoothbore cannon

British

Lt – Col Morrison (Excellent).

49th Foot B/B/A SB Musket

89th Foot B/B/B SB Musket (large unit 4 strength points)

Canadian Militia C/C/C SB Musket Only one coy, so starts game with 1 Strength point

Voltigeurs and Indians B/C/E ( if in open) SB Musket Skirmish formation only

Or B/B/B ( if in woods) SB Musket Skirmish formation only

1st Battery of Light Artillery B/D/C Smoothbore cannon

2nd Battery of Light Artillery B/D/C Smoothbore cannon

Gunboat 1 B/C/C Smoothbore cannon. Treat as heavy Guns. Are anchored so may only swivel to move and if so no fire that turn. If fired at treat as light defences.

Gunboat 2 B/C/C Smoothbore cannon. Treat as heavy Guns. Are anchored so may only swivel to move and if so no fire that turn. If fired at treat as light defences.

Map.

Cryslers Farm Map

Americans deploy anywhere along line A. When the brigadier’s card is turned roll a D6. If turn 1 a 1 is need to deploy, turn 2 a 1-2 need etc. all the way to turn 6 when they will automatically appear and deploy. Units may not be activated until their commander has been deployed.

British deploy to the left of line B. If Americans capture John Crysler’s Farm, all British units drop one morale level.

Fences take ½ move to cross for foot, ¼ move for skirmishers and full move Cavalry/Artillery due to need to dismantle. No benefit if shot at behind a fence but + 1 if attacking unit behind in melee.

Hope you enjoy this scenario. I will add some more soon.

 

 

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Filed under America 1812, Battle of Crysler's Farm, Napoleonics, 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