Tag Archives: Wargame rules

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.

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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.

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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

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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Filed under ECW, Scenarios, Wargame Rules

July 4th Game. It can only be AWI – Guilford Courthouse

Well from the date I should have been prepared. But it was only the night before our game day when Nathan  point out the date and why were we doing a Napoleonic game?

With only a few hours notice I came up with the following interpretation of Guilford Courthouse.  I would never normally use unpainted figures but we just did not have enough painted for all units. So please accept my apologies.

The Battle of Guilford Court House was fought on March 15th, 1781.

This battle at first sight could look a hard or pointless one to play. The British with 1900 men compared to the American 4500. I like this battle as it really pushes the British player and their choice of tactics. The vast amount of the American force was militia! That said, they are behind fencing with support on the flanks and to the rear. All that was asked of them was 3 shots and then they could retire. More importantly Nathanael Greene had taken some advice and positioned a few chosen men behind the militia with orders to shoot the first to run, at least until they had fired their three!

The British really only had one way to attack. Up the main road, hoping to clear the 3 defensive lines of Americans without losing too many themselves.

Historically

The battle raged for around two hours with progress being slow due to the heavy amounts of hand to hand required to clear the fences with the bayonet!  Greene decided his mainly Militia force should retire to fight another day and ordered his troops to disengage and retire. This gave the British the ground and the victory but it was at too heavy a cost. The British had received  nearly 25% casualties not enabling  Cornwallis to effect a pursuit.  Greene managed to retreat his army nearly in tact with less than 5% casualties.

Cornwallis did not/could not pursue Greene’s army. Instead, Cornwallis abandoned his campaign for the Carolinas and led his troops towards Virginia and Yorktown. There they were besieged by a joint force of American and French and after 3 weeks on Oct 19th 1781, Cornwallis was forced to surrender.

Our game

The figures are  Perry and Foundry. From both Nathan and my own collections.

Fields are a cut up doormat from Homebase, evening before. One made all the fields and only £8.99

Snake fences from Treefella on eBay

Trees mostly home made with a few from K&M – see earlier blog on how I made them.

Courthouse is really North American PLANTATION/ TOWN HOUSE w. PORCH from Arcane Scenery and Models – not sure if they are the manufacturer. This was finished this morning!

We used our favourite rules for this period ” Field of Honor” the AWI version. If you ever see a copy pick them up they are good even if someone should have spent a bit of time proof reading as sometime they miss the odd word out. They also come with a full campaign set of rules and 2 large colour fold out map and counters to replay a number of scenarios. We have added a few house rules which can add a little more what ifs.

Being honest the game played out pretty much like the real thing. Sniping from the American riflemen caused the British to slow down until they realised that they had to clean them which they did, though at a cost. The 1st line of militia held up well and managed to cause a few casualties before in one turn it all went wrong. One of the militia units took a hit and because I had given the first line a shaken status I rolled a one and off they went. Unfortunately a couple other units saw them go and decided to follow! Their command and even Greene himself tried to rally them but nothing was stopping them.

The British moved on to the second line and after a firefight with no clear winner they went in with the bayonet. This had the desired effect of clearing some of the second line but it was at a cost to high for the British commander to consider tackling the 3rd line. I like Greene retire my forces having sent a commander on what must have been a thoroughbred racehorse to catch and stop the militia.

You will find the map, combined OOB and record sheet and some options on representing the Militia.

We are glad we tried this scenario and cannot wait to try it again.

Option1.

In this game I started the 1st line, militia as shaken. This will help replicate the shakiness of them. If you want to replicate the above use of regulars, encouraging  them to stand and fire three, then they could start the game as Steady

Option 2.

Fire three rounds.

Tempted to fire three and retire. Check morale of the militia as soon as a British unit becomes visible to them. On a fail, the unit fires regardless of the range. Pass and they don’t fire. Check every turn. Once they have fired the three:

    • Their morale automatically drops to shaken

Or

    • They test morale with a -1 for having fired their 3 rounds. This could remain in throughout the remainder of the game . They are just itching to get away.

Guilford Courthouse game mapGuilford American OOBGuilford British OOB

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Filed under American war Independence, Battle of Guilford Courthouse, Fields of Honor, Scenarios, Wargame Rules

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

War of the Roses Wargame Rules- Record Sheet

Here is the next instalment for the Are You Being Serfed rules, a record sheet.

This should keep the need to have any reference markers etc. on the table to a minimum. The only exception being possibly reload markers for artillery.

For this we use the arrow clumps from the Perry box sets placed behind the base and remove one for each reload actioned.

 

Pretty self-explanatory but any issues drop me a line.

Below you will find a pdf version and an Excel version for you to edit if you wish.

Copy of AYBS Record sheet

Copy of AYBS Record sheet Excel

 

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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

War of the Roses Rules – Are You Being Serfed? or I’m free, At least For The Moment

Sorry it has been a while but I am just recovering from flu. No, not man flu but real flu. It floored me for over a week.

Even though I have been feeling better for about a week it still sapped me of any enthusiasm.

What I have done to get back into the flow is to work on the rules we will be using for the demo game I am putting on at legionary on the 2nd May 2015.

If you have looked at any of the other rule sets we use, you will soon become familiar with the processes.

I make no apologies for them.  I believe they will give a fast and fun game. We are going to have in the region of 40+ units, 800+ figures on the table and with possibly only 2 players they need to be.

In the next few weeks I will add some more supporting paperwork for record keeping and I am also working on a random army generator so should also have some army lists. In the meantime here are the rules, I hope you enjoy them.

I have read through them a couple of time so I hope they make as much sense to you as they do to me. They do not cover every eventuality but if you enjoy these types of rules then it will not be an issue for you to work it out with the rest of the players. These are to have a laugh with but give a good sense of play. If you are a player who plays to the rules rather than the spirit of a game, please avoid them like the plague.

If you have any questions please drop me a line.

AYBS rules

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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

Taking A Break From The War of the Roses

I have to admit that I have finally had enough painting War of the Roses figures. In the last month I have painted and based over a 100 figures.

So to forget it all on Saturday myself and Nathan had a game of AWI. This was the first AWI game for Nathan.

We used Field of Honor war game rules with a few house rules. We allocate a playing card to each Commander and one for the end of the turn. Plus a few others which I will detail if interested in a later blog.

FOH AWI RulesThe Forces

These were basically what ever I had on the shelf. AWI is a new period for me so I do not have too much, yet!

Americans

CinC

Brigade commander No1 had 3 Battalions of State Militia, 1 Battalion of Green Militia and a Medium Gun

Brigade commander No2 had 2 Battalions of State Militia and a unit of Continental dragoons.

 

The British

CinC

Brigade commander No1 had 1 Battalion of line,  1 combined light infantry battalion, 1 Battalion of Grenadiers and a Medium Gun

Brigade commander No2 had 3 Battalion of line and 1  light infantry company( skirmishers).

 

Scenario.

If you can call it one was a meeting engagement. I threw down some terrain boards, lined the roads with Picket fence, A plantation house and some trees. Both sides deployed and………………..

 

Battle Report

Turn One.

Brit No.2 commander is drawn – All units deployed to the left of the road with the light infantry company racing out in front having spotted a brigade of Americans through the trees.

Brit No 1 commander is drawn – Units deploy to the right hand side of the road.

American  No.1 commander starts to deploy troops to the left of the road.

American No.2 commander started to march his troop along the connecting road.

American CinC – With his command range he manages to reactivate both junior commands. They carry on as before except the artillery which deployed last move decides to fire at the Grenadiers. They roll 3 D10 needing a score of 7 to hit (Base score is a 5 to hit  but -1 off the die for Smoothbore artillery and another -1 for the long range ( 38″)). I rolled 2/8/9. Therefore two possible hits. Nathan needs a 5+ to save, he rolls a 2 + 2 A class =4 =Casualty and a 5 +2=7= saved.

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British skirmishers move to occupy the woods

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British left flank

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Americans coming down the road to meet up at the house

 

End of turn card – All units that have not been activated may fire.

Turn 2

American commander 1 is drawn and this enable his 2 lead units to advance up to the fence. Artillery fires again at the Grenadiers but no effect this time.

British Commander 2 light infantry company advance a take a shot at the continental dragoons. ( House rule – Skirmishers can make a half move and fire). They inflict a casualty on the dragoons.

American CinC He allows the commander 1’s infantry now lining the picket fence to fire at the line and grenadiers. The State militia manage to inflict a casualty on the line and an even better surprise was the two hits inflicted upon the grenadiers by the Green militia. Unfortunately for me, Nathan managed to save one of them and avoid losing completely the grenadier battalion. This certainly made him nervous. there was a counter artillery fire where a casualty was inflicted on the British crew. This reduced them to two strength points but more importantly meant they could only roll two dice in attack. American commander no.2 is in command range of the C in C so he gets all his units to right turn. This enable the infantry to have soft cover from the fence and enable the cavalry to think about chasing off the annoying skirmishers.

End of Turn – All units that have not been activated may fire. British right wing (No.1 have a fire but not a single hit.

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American right turn to face the threat in the woods

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Turn 3

American C in C – I unleash all the fury my side can muster. Unfortunately with no damage. I roll a D6 for the Dragoons to clear the fence and the lose 6 ” of movement so they move 2″ in total. A state regiment sent to support the dragoons only lose 1″ and so move 5″ towards the British left flank.

End of turn – The British right inflict a casualty on each unit with the centre left taking two and me not saving any. They are removed from play. I have to admit that I do not feel so sure of a victory. The British skirmishers inflict another casualty on the dragoons and the artillery hit the American artillery causing a single casualty.

 

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British skirmishers fire on the Dragoons

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American left flank

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British left

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American left receiving fire and casualties

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American advancing on the British having negotiated the fence

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American left with a gap!

Another three turns and it was all over. I retreated my troops from the field leaving the British in charge. I had ended up losing my dragoons, artillery and a state militia unit while the British only lost their artillery.

 

Conclusion

A fantastic time was had by all. The ebb and flow of the battle was great and we thought very realistic. Rules played ideally and we will probably borrow the morale and charge rules from the bigger 19th century version.

Nathan had the rules off to a tee with in two turns. Both agreed that they will be ideal for the bigger games we would like to put on. It also meant that as we sat and reviewed the 19th Century version and spotted the ACW I think it may be an era I may go back into again for the 3rd time!!!!!!!

 

Info

Figures are from my collection and are Foundry and Perry.

Fencing is from Treefella on ebay. Great value if you don’t have time to spare to make it yourself.

Trees are home made.  They are cheap and easy to make.Please check out earlier blog. https://gcooksonblog.wordpress.com/2013/06/01/how-to-make-trees/

The plantation house was from Arcane Scenery and Models. Great model that goes together well.

 

Next

Like most pleasures there is now a period of guilt! Back to the War of the Roses.

 

 

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Filed under American war Independence, Fields of Honor, Gallery, Scenarios, Terrain, Wargame Rules

Never done so much Wargaming!

Sorry it has been a while but I have been distracted.

My normal wargaming life is to pick a scenario and over the following year, write the rules, collect the figures and build the terrain. Once done, I usually take it to a couple of shows and play the game with a small group of close mates. We might even get together a couple of times through the year to try it out.

When purchasing a few item from a well know web site I noticed the seller offered free collection and being only a mile down the road I collected them. What a surprise. The seller turned out to be a wargamer (Nathan) I knew from a few years back Anyway the upshot is that I am now wargaming more than ever, unfortunately this has had an impact upon the painting.

So far in the last month we have played

Sails of Glory

untitled

This was bought for me by wife for my birthday. I have now had my first game and have to confess I loved it. We only played with 1 ship each and with the basic rules but I have to admit it was perfect for a naval game. I enjoy the thought of naval battles but in the past have not had a great experience having played for a few hours and still awaiting the ships to get to grips. Next time we will either add an extra ship or try out the additional rules.

The last show I went to, Devizes I bought 4 additional ships. These are frigates aimed at the American war of 1812. Looking at the deck for some of them it should be fast and furious.

 

Fields of Honor

FOH Rules Master FOH AWI Rules

I think these are a great set of rules. I have both versions. The set we played with was the American War of Independence set. These are a booklet in reality, but come with some maps and counters enabling either use with figures or as a board game. There is also a campaign offered.

Nathan have never played them so I set up the maps and we played a randomly generated game and played the rules straight out the book. It worked well and we both agreed that using these rules for the tabletop will be ideal, especially as the full set offer a little more detail without over complicating the basic rules.

 

Turning Point

Turning Point

This is a board game I bought at the Plymouth Show (PAW). Great show please check it out.

Freeman’s Farm and Lundy’s Lane were turning points in the American Revolution and the War of 1812 for America in the formation the United States Army. 

I picked this up purely for the artwork. You get two maps, 4 decks of action cards and full colour counters. Thought I could use it to identify and build additional units for each era. The game played well but not probably something we will play again.

 

Clear Out

This month I also decided that WW2-28mm is probably not for me and so I sold all the buildings I had as well as most of my “I will get around to paint them” pile of figures. The buildings were all from the Grand Manner Carentan range and used in my Dad’s Army game.

Nathan also does War of the Roses re-enactment. During an evening chat as we played we discussed the War of the Roses. It fired me up to focus some attention on to this forgotten period, again. Having looked at the pitiful collection I had I looked around and have decided to reinvest the funds from the sale into a collection suitable for Bosworth. Initially these will be based around the scenario in The Flower of Chivalry rules from the Canadian Wargames Group. Below is the structure of the units.

Richard III

  Henry Tudor

Stanleys

So at the moment I am trying to add units to 3 eras while also playing more wargames than I have for years.

Next week we are going to  try out a couple of War of the Roses scenarios.

 

 

 

 

 

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Filed under America 1812, American war Independence, Battle of Freeman's Farm, Battle of Lundy's Lane, Boardgames, Napoleonics, Naval, Wargame Rules

War 1812 Painted unit update Part 2 US Dragoons

US Light Dragoons (Old Glory pack WAA014)

Over the last week I finished off the 2nd unit for my new Old Glory 1812 Armies. I intend to build my units around the battle of Crysler’s Farm. The flag is speculative and is a reduced sized infantry flag.

Nice figures although the officer may be considered a little too enthusiastic waving sword in one hand and helmet in other. Maybe a past relative of Rooster Cogburn!

In the Rules, KGCAWO they will have the following unit characteristics for Crysler’s Farm scenario. 2nd US Light Dragoon D/C/C Carbine. Only one troop, so starts game with 1 Strength point.

 

Uniform Details There are a number of variations shown but I have opted for the most common version.

Helmet – Black casket style helmet with white horse hair crest with a white over light blue plume and silver plate.

Jacket – French blue with collar, cuffs and turnbacks also French blue. Black braiding on the front. Trousers – white or buff

Boots – Knee high and black

Belt – white with brass buckle

Gloves – white and/or buff Waterbottle – standard issue skyblue/blue grey

Saddlecloth  Blue edged white for the men and silver for the officer.

Musician –   coat with collar and cuffs, all grey. Otherwise as the rest of the unit.100_2632 100_2631 100_2630

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Filed under America 1812, Battle of Crysler's Farm, Battle of Lundy's Lane, KGCAWO, Napoleonics, Reviews