Friday, 24 March 2017

Third foot regiment now done.

Queen Josephine's Regiment of Foot ready for basing.

As with the earlier two regiments, the swords will be added once based. This is the first infantry regiment for the country of Cadesh, so now all three of the initial Imagi-Nations have one foot regiment.

Just as I was completing the gold on the officers and grenadiers, the bulb in my illuminated magnifier gave up the ghost! Will have to do without for now, I do have a spare bulb at home, so will collect it on my next visit.

Drummer in reverse colours and this time with a feathered hat.

The national and regimental flags have yet to be designed and printed out.

24 strong, six bases of four.

My wife chose the colour scheme, right down to the tan earth facings. I think they look brilliant.

I should have my MDF bases delivered tomorrow, so I can get down to some basing, I can manage that without my magnifier.

Cavalry reinforcements should also arrive tomorrow, so a break from infantry, as three regiments of cavalry will be next up.

Wednesday, 22 March 2017

First group of infantry for Cadesh.

The first eight members of 'Queen Josephine's Foot, minus swords, are now ready for basing. The striking violet and black colour scheme is my wife's creation, and I actually quite like it.

Another eight musketeers are now on the painting board, prior to the final eight, consisting of command and four grenadiers.

I hope to have my MDF bases at the weekend, along with four boxes of cavalry, This regiment should hopefully be completed by then, and along with the two regiments already finished, can be based.

Monday, 20 March 2017

Imagi-Nations. Line Regiment 'Barbeck' ready.

Kiracia's first foot regiment is ready for basing. Line Regiment 'Barbeck' named after the region from which it was raised.

24 man regiment with 16 musketeers, 4 grenadiers and 4 command.

I have not yet glued on the sword scabbards, as they fall off if you so much as look at them. I shall attach them when the figures are based.

Ready for action, or they will be, once based up.

Next will be the first foot regiment for Cadesh, in their violet jackets and breeches.

Wednesday, 15 March 2017

Imagi-Nations - A little more progress.

The first eight figures, one being the original test figure, are close to completion. This regiment in the burnt red coats and hats, are the first regiment for the Republic of Kiracia.

A test figure for third country that will initially be involved in my Imagi-Nation world, an infantryman of Cadesh. My wife has adopted this nation and so chose the colours. Violet coat and breeches, black hat, bag and shoes, with facings of tan earth.

A roughly sketched map of the south-western area of Culm, with the three main players and their next door neighbours shown. I haven't decided on a scale as yet, but as these are all countries as opposed to the counties of Ireland, this is a pretty large chunk of real estate.

A closer look at the three main players. The smaller Kingdom of Cadesh, hedged in on all sides by larger neighbours. However, only the Kingdom of Walivia and the Republic of Kiracia will be involved initially.

I have drawn up a list of fictitious place names for Cities/towns etc. very English sounding as opposed to the often tongue twisting German names often associated with 18th Century Imagi-nations.

I have worked out a currency which will be standard throughout the whole continent of Culm. Being pennies, crowns and sovereigns. Each country may or may not have mines, depending on the topography, Areas will be divided into cultivated, woods, hills, plains etc, each having a value in sovereigns per annum, and the population occupying such tracts of land. This will serve for tax purposes.

Important and not so important characters will all have character traits, determined by percentage dice. These will be based on intelligence, initiative, charisma, courage, strength and health.

I am also considering producing a newspaper, the 'Culm Courier,' which will contain articles, battle reports, photographs (not sure how they managed that, possibly very life like paintings), gossip columns and downright slanderous insults! The editor would be pleased to accept contributions from readers.

So as you see, even when not painting, I am still thinking and researching for the project.

I will keep you all informed.

Monday, 13 March 2017

First regiment for the Imagi-Nation project completed.

Well sticking to my schedule of only painting for an hour or so each day, though I did increase this to a couple of hours, with breaks in between. Now that the evenings are staying lighter for longer, I hope to maybe increase to three hours a day. So far no problems with my eyes.

So let me introduce the 1st Regiment of Foot 'The Queen's Own.' of Walivia. 24 figures strong, comprising four bases of four musketeers, a single base each of grenadiers and command. No flags yet as I have still to design them and also need to have access to a printer.

The grenadiers have brass fronts on their Mitre hats.

The unit facings are blue, (Royal regiments only, have blue facings in Walivia) The drummer is in reverse colours.

The figures are very easy to assemble and paint, with barely any extra lace, packs or bags to worry about.

I have ordered some MDF bases which will be given a scenic style with stones, grass and tufts, all on top of textured paint, which is a first for me.

I am now building the next 24 figures, they will be the first regiment for the Republic of Kiracia.

Tuesday, 7 March 2017

Battle of Mardon. Part Three. Turns 11 through to end.

TURN ELEVEN - Confederate Activation

The attack on the flank of the farm continues.

The survivors of the frontal assault pull back.

Two hits are scored on the Union lead brigade.

Ineffective counter-battery fire.

The newly arrived Union division take a pounding from the prepared Confederates. Infantry fire causes two hits on the lead cavalry brigade, the counter-battery fire hits the still limbered cannon and temporarily disables it.

The Union infantry brigades take hits, but it could have been much worse, the rebel artillery missed completely.

TURN TWELVE - Union Activation

The union artillery at the farm is limbered up as the infantry brigades start to form a formidable line on the flank.

The lead rebel brigade, reels from musketry hits, down to two elan.

With rebel cavalry in the open the Union troopers charge into the attack.

By the hills, the Union infantry open up and score hits on the defending rebel infantry.

The cavalry battle swirls and each side registers a win, one Union brigade is now spent, but the other wins the melee and pushes the rebels back.

TURN THIRTEEN - Confederate Activation

The artillery opposite the farm fires its last shot before retiring at the limbered Union artillery, but fails to score a hit.

The cavalry battle is resumed.

The spent Union brigade is destroyed, but the other Union brigade once again pushes the rebel horsemen back.

The Union artillery has a charmed life, surviving unscathed from muskets and cannon.

The infantry both take another loss.

TURN FOURTEEN - Union Activation

The limbered Union artillery takes up a position on the flank of the rebels attacking the farm.

The Union infantry brigades storm up the hills in a wild charge.

Mixed results, as the right flank pushes the rebels back, but the left flank is itself pushed back down the slope.

The Union cavalry charge again, but honours are even and they have to fall back, but the rebel brigade is now spent.

The battlefield at the end of turn fourteen.

TURN FIFTEEN - Confederate Activation

Badly mauled rebel units limp from the field.

Union cavalry charged in the flank, there can only be one outcome.

They are sent packing, down to a single elan.

Both the dismounted troopers and the infantry brigade, fail to register a hit.

Two brigades almost spent, but two still at full strength.

After successfully repulsing the Yankee charge up the hill, they pour musket fire into them.

The same on the other hill.

The Union artillery deployed, but was destroyed before firing a single shot!

TURN SIXTEEN - Union Activation

Fired on from two sides by three units, and only two casualties recorded on this rebel brigade.

The Union troops assaulting the hill fall back with just a single elan remaining.

Opposite the other hill, the third brigade moves onto the flank, but it is probably too little too late.

TURN SEVENTEEN - Confederate Activation

The rebel troopers and infantry, once again fail to find their targets.

Artillery fire causes two hits.

The 'Rebel Yell' echoes off the side of the hills as they pour down the hillside into the Union troops.

(Poor photo, sorry) The already weakened Union brigade is destroyed, but although the other is reduced to just a single elan, it does force the rebels back uphill.

A better photograph.

TURN EIGHTEEN - Union Activation.

Although winning the battle at the farm, the Union now have no hope of capturing the hills.

The newly arrived division has lost its two cavalry brigades, artillery and one infantry brigade, one other is down to one elan  so unable to continue. The divisional commander retreats from the field with what is left.

Realising that the reinforcing division has not only failed to capture the objective on the hill, it has also retreated. Leaves the Union Corps commander with no option but to abandon the field to the enemy.

A final shot of the battlefield.

Could the Union have won this battle, very doubtful. They had a slightly smaller number of units overall and with only one division making it to the battlefield from the start, were always up against it. The Confederate player could have just sat and waited for the Union to do something, as already ahead on VP's he only needed to hold the hills.
That would have made for a pretty boring game, hence the attack on the farmhouse.

I enjoyed both the campaign map play and then the resulting battle. I shall certainly do both again.