Saturday, 21 January 2017

For the want of a letter!

An update on my American War of Independence project. My eyes have recovered well enough to allow me to do a little bit of painting each day, not able to work on the 10 mm Napoleonics, but I am able to work in 28 mm scale.

For this project I wanted all my regiments to have been involved in the Battle of Brandywine in 1777, not to necessarily re-fight that engagement, but so that units in the area at the time could be represented in my two armies. The battle also featured German troops and cavalry. I did the research, (Google is your friend) and I noted down all the regiments that took part. However, I made a crucial error in copying down the name of one particular unit, the 4th New York, in my notes I had listed 1st through to 4th NY as being present. When I rechecked last night, it was actually the 1st through the to 4th New Jersey (NJ)! I had simply copied down a Y instead of a J, and compounded the mistake with the three other NY/NJ regiments.

It would not have been a problem, but I had already painted up half a regiment of New Yorkers, who were not present at the battle. So much for research, I need to concentrate and check my note taking in future. A lesson learned. However, the 4th New York will stay, especially as I like their uniforms.


The first six completed of a total of twelve for the regiment. I have chosen to represent each regiment with just twelve figures, they can be bulked up later, should I so wish, but that is a suitable size for Musket & Tomahawks, which is the rule set of choice for skirmish games.

The unit in their white uniforms with cherry red facings.




The next six are primed and ready to go. These figures include the command. From left to right, is a standard bearer, drummer, officer and three more musketeers, these will be in various stages of reloading their weapons.




I also managed to obtain the following images, I intend to paint up a regiment to represent each of these.

First up is 2nd Canadian Continental Regiment, once again wearing light infantry headgear.


3rd Pennsylvania.


6th Continental.

The next British unit will be the 27th Foot (Enniskillen) name changed in 1881 to The Royal Inniskilling Fusiliers.


That little lot should keep me busy for a while. I will continue to post updates here, and on my You tube channel.

Thursday, 12 January 2017

The Campaign of King Hugh III of Rosmia - Part One

My good friend Stephen, sent me a copy of his solo campaign rules, based on the One Hour Wargames rule book. He has created his own imagi-nation 54 mm armies, to fight it out using the Horse and Musket rules in OHW. However I intend to fight the campaign in the Medieval period.

The campaign lasts for a maximum of 20 turns, each representing one year of time. Each game year is rolled on a D6 table, it may result in a year of peace, invasion, raiding or re-equipping your standing army.

No maps are required, nor do you really need names for states/provinces/countries etc. I have included them for ease of reference, and because I can. You are free to let your imagination and storytelling run riot, or if that is not your style, to ignore it completely and just get on with the battles.

I won't give a full run down of the campaign rules, but will explain them as they come into play. The solo player takes charge of one of six nations/states, that nation has a standing army of six units, rolled for on the table provided in OHW, plus a further six units, which will be the army reserve. There are also two leaders, a lesser leader who leads the standing army, if killed, he is replaced by the king himself, if he falls, then the campaign is over.

So let me introduce you to King Hugh III of Rosnia, He is on the left with his attendant. On the right is the army commander, Baron Barnardus. The king will start the campaign with one glory point, and will increase or decrease that total with victories or defeats.

Baron Barnardus will lead the regular army consisting of four units of mounted knights, one unit each of archers and levy. In reserve are 2 units each of knights and men at arms as will as a single unit each of archers and levy. He will need every one of them too, for Rosnia is surrounded by smaller, but envious states, who would like nothing better than to grab pieces of Rosnia for themselves.


Baron Tobyn of Utha, (left) his standing army will consist of three units of knights, two archers and one men at arms. Next to him is Baron Gerves of Cheodan, his force is made up of three knights, two men at arms and one levy.


Wielding a battleaxe is Baron Dain of Iosna, his troops will be four knights, one each of archers and men at arms. Next is Baron Jacobus of Agliuna, he commands four knights, and a single unit each of levy and men at arms.


Finally, is Sheikh al Taif of Ethus, he will lead three knights, two levy and a single unit of archers.

That is all of the leader figures, the smaller nations do not have a reserve, but units can be brought back up to full strength in between battles. It will be a tough campaign with so many enemies, but should be fun to play out.

As far as I am aware, this campaign system has not been played before, so new ground to explore. I am sure a tweak here and there will be needed along the way, but we shall see.

Sunday, 1 January 2017

2017 Plans for the year.

As a new year dawns, thoughts turn to what we would like to achieve this year. For the hobby, my goals are clear, start to work through the 10 mm Napoleonics I currently have, as well as the 28 mm 'Liberty or Death' box set.

Due to an eye infection, that just refuses to clear up, my painting since mid November has been a big fat zero! I have been wargaming, and of course that has been both satisfying and enjoyable, but I am itching to get back to painting new forces for new projects.

For Christmas I was going to order the heavy and medium cavalry as well as elite units and command for both my French and Russians. But as I have barely painted any of the figures I got in November, I was in no rush to add to the lead pile. I can order them in the coming months, as the figures I have already start rolling off the production line.

I have painted just a few test pieces out of the Liberty or Death box set, some Woodland Indians, Militia and half a dozen Redcoats.





I have managed to complete all of my 6 mm ACW project in 2016.

Hopefully, there will be plenty of posts and photos, of the two projects this year.

Wednesday, 14 December 2016

OHW - Pike and Shot rules, AAR

After an enjoyable Medieval battle yesterday, today we move onto the English Civil War. Once again the rules are just slightly adjusted for the new period, but many of the core mechanics stay the same. The only problem I had with the Pike and Shot rules, was the fact there was no provision for artillery, but it has two classifications of cavalry. Basically trotters and gallopers, the former use pistols and the latter charge with sabre etc.

I simply took the artillery stats from the Horse and Musket period and replaced one of the cavalry classifications, combining the the two cavalry into one classification, so they are both trotters and gallopers. It worked out just fine.


The field of battle was once again kept simple, flat, with a small wood in the centre.


The roll of the die selected the following forces for the Montrose Irish. Two units of cavalry, three units of infantry (which combine pikes and musketeers) and finally a band of Highland Clansmen.


Facing them are the Scottish Covenanters. Four units of infantry, plus one each of artillery and cavalry.


The Covenanters deploy. Artillery on the extreme right flank, single unit of horse on the opposite flank, with the infantry between.




The Montrose Irish, placed a horse unit on their left flank, with two units of infantry.


The right flank had one each of horse, clansmen and infantry.


The forces lined up at the start of the battle. Remember this table is 30 x 30 inches only.


The Covenanters advance.


The artillery piece lines up on the enemy horse, but miss.


Everything advances for Montrose Irish.


A few troop eye views.





The artillery fires at the cavalry again,


This time it managed to score a hit.


The Covenanter horse on the left, now in pistol range lets loose, notice the white disc, the rules have a neat little mechanic that once a unit fires it has to throw a second die, if that is a 1 or 2, they are out of ammo for the rest of the game. The disc shows this unit is now out of ammo.


But the volley of pistols, does some damage.


Covenanter infantry move around the wood. (Only Highlanders can pass through woods).


The right flank also continues to advance.


The Montrose horse pivot and smash into a Covenanter infantry regiment, (being in melee, stops them being a target for the artillery).


The Montrose right flank also closes.


What the troops see.



The Montrose horse, also fire their pistols, and they too have a white disc to show out of ammo.


The pistol balls do strike home.


The cavalry engage in melee with the Covenanter infantry.


Causing some hits.


But in return, the infantry skewer a few horsemen with their pikes.


Covenanter and Montrose infantry in melee.


The clansmen take losses in a melee with the enemy infantry.


With both sides out of ammo, it is the good old sword and sabre that come into use.


More soldier eye views.



It was now really a case of being locked in melee, you can see the casualties mount as the photographs continue. Just for reference, each unit can take 15 hits, I show the hits as 1 - 5 on yellow disc, 6 - 10 on blue and finally 11 - 15 on red. the pips indicating with the colour. e.g. blue disc with a one equals a total of 6 hits.



These two units, unable to get into melee, conduct a musketry duel.





The Covenanter infantry fire another salvo, but are now out of ammo.








Both lines locked in melee.




The Covenanter infantry are more than holding their own against the horse.





A couple more eye level shots.



In a catastrophic turn, the Montrose Irish lose their left wing horse.
 A unit of infantry in the centre.



And their right wing horse!


With the Irish horse gone, the remaining infantry has two enemy plus the artillery facing it on this flank.


The Covenanter horse, though damaged, is free to find a new target.


A Covenanter infantry unit desperately tries to pivot, to aid their colleagues.


The clansmen and infantry desperately hang on.


The melee is brutal.


A last charge by the clansmen destroys a Covenanter infantry unit.


Things looking desperate for the Irish on this flank as the second Covenanter unit now turns to face them.


The clansmen now face a new foe, as well, as the enemy cavalry are about to hit their flank.




Weight of numbers begin to tell, two units onto one.


And again, with the clansmen hit in the flank by cavalry.



The surviving clansmen turn and flee, the cavalry charge was too much to take.


Montrose Irish on both flanks are now outnumbered by the enemy.


But that doesn't stop them fighting as a Covenanter infantry unit breaks.


Quickly followed by another!


The melee continues, with the Irish fighting for their lives.


The other surviving Irish regiment, now has the sight of enemy cavalry charging at them.


Murderous hand to hand combat.


The horse strike home on the enemy.


The Irish desperately attempt to pivot and face their attackers.






Success for the Irish, they rout the enemy horse.


But at the same time, their colleagues are destroyed on the other flank.


At this point I ended the battle, Each side had a badly damaged single unit of infantry


Plus, the Covenanters also still had their artillery.


I think a marginal victory for the Covenanters.

Once again a quick, enjoyable but brutal battle. This battle lasted a little longer than the Medieval battle, but much shorter than the ACW battle. I think the ability to melee, quickly depletes the forces and ends the game much sooner.