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Showing posts with label 18th century. Show all posts
Showing posts with label 18th century. Show all posts

A Rebellion in the Colonies

My recent cataloging efforts revealed to me that it would be nice to know a little about what I have in each collection, in terms of numbers and composition.  And since my 15mm AWI collection is strewn across my work area, in a variety of trays and boxes, due to the recent rebasing operation, I thought it would be a nice place to start.  So here are the totals (below).  

 

All infantry are based on 40mm wide bases, with three figures per frontage. 
Cavalry are on 30mm wide bases, with two figures each.  
Artillery are on 40mm square stands, with 4 crew each (fewer crew for my two grasshopper gun models).  
Generals are on 40mm squares with three mounted officers.
Brigadiers are on 30mm squares with two mounted officers each.
Division Officers are on 25mm squares with one mounted officer.

American (Rebellion) Forces
Infantry 1092 figures
Cavalry 34 figures
Guns 12 guns and crew
Officers 38 officer figures

French Battalions
Infantry 132 figures

Natives (Indians) 
Infantry 78 figures

British Forces
Infantry 627 figures
Cavalry 30 figures
Guns 8 guns and crew
Officers 27 officer figures

Hessians/Germans
Infantry 249 figures

These, of course, are all divided into units, with unit command figures, including officers, colors, and musicians.  

Americans include Continental Army, Colonial Militia, and Minutemen.
British include regulars and Tories (Loyalists).

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Taking Stock - 15mm Collections pt. 4 - Eighteenth Century

With the recent completion of my AWI collection, that brings my current stable of 18th century sets to exactly two - as below. I at one time had some Seven Years War figures, and recently parted with a large collection of painted Marlburian figures, but these days it is only the two below.

 
Eighteenth Century
French and Indian War
Size: Not too large, maybe 250-300 figures, total. But this is for a skirmish game.
Condition: Painted and individually based.
Notes:  These were acquired from someone who organized them for The Sword and the Flame, so twenty man units. There are regulars for both sides, as well as some irregular infantry (coureur de bois, and rangers) as well as some Indian units

American War for Independence 
Size:  Nice collection, probably around two thousand figures or so. Almost all factions represented, except some odd Spanish (really only present in some far southern engagements). But the main actors are here - British, Tories, Continentals, States Militia, Patriots/Minutemen, Hessians, French, Indians.  Infantry, cavalry, guns, officers.
Condition:  All painted, recently undergone mass rebasing (two month project). Bases in many cases not flocked.
Notes:  Played with these under Black Powder at a Thanksgiving Day game in 2015, have only done some small solo Neil Thomas scaled stuff since then.  Eager to play Konigskrieg, British Grenadier, or more Black Powder.

Some details on the AWI collection can be found here.

What else would I like to do for this period in 15mm?  The Jacobite Rising of 1745?   French Revolution (1789-1799)?  Vendee Revolt (1793-1796)?  Not sure.

This series includes
Part 4 - 18th Century (this article)
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Koenig Krieg - review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

This review is a little bit different from some of the others, in that KK is a ruleset that is currently available, so it is not out of print (a great review by Mark Severin at Deep Fried Happy Mice makes a good read).  It is, however, in a very different format from the wonderful set by Barry Gray that I bought back in the mid 80s for about $3 or 4.


The version I have, (actually I have two versions, the one from 1982, and the one from 1986) does not have much information in it, as to publishing info, etc.  There is a cover page that mentions Barry Gray by name, and inside the back cover, there is an advert for Mike's Models. The advert mentions Austrians and Prussians, and offers them at $4.50 for 18 figures (or 9 cavalry).  The good old days.

Admittedly, in the 1980s, I was not too interested in the Seven Years War in Europe, but I was interested in the North American portion (the French and Indian War), and also the American War for Independence.  It was with that in mind that I first approached the rules.  Later I would become a fan of Seven Years War era warfare, in Europe, and learning more of the history went arm-in-arm with the wargaming.


So what is KK like?  First, it uses rectangle elements for basing the infantry, with 4 figures on a base, 2 each in 2 different ranks.  Other than Johnny Reb, from Adventure Gaming, I do not recall other rule sets using similar basing.  Cavalry and Artillery were mounted much like many other rulesets.  But it wasn't the basing that made (and still makes) KK a good ruleset.  It was the turn sequence.


The turn sequence has five phases in it, which the players execute through in order, and roughly simultaneously, each turn.  I say roughly simultaneously, because while each side will do their part of a phase before progressing to the next, within each phase where order matters, the two sides will determine initiative through an initiative test.  Here are the phases:

Command Phase
Movement/Fire Phase
Close Combat Phase
Melee Phase
Exploitation Phase

Going through these is a great way to explain KK.

The Command phase 
This is when you check to see which units will be "in command" or "out of command" during the turn.  Any units out of command will have to dice to see if they can act during the other phases - Infantry will only act on a 1-2 (on a d6), and Cavalry (being more independent?) can act on a 1-4.  Out of command units can always fire, but cannot change formation or facing (even if it can move)

The Movement/Fire Phase 
This is when units (you guessed it) move and fire.  This is done by alternating Brigades.  The Phase starts with determining Initiative.  The player with initiative activates the units within a brigade, then it passes to the other player, etc.


Now is a good time to bring up Operations (OP).  Each type of unit has a number of operations that it can use during each of the Three Main Phases (Move/Fire, Close Combat, and Exploitation).  If a unit is Moving, it simply decides how many of its OP for this phase to put towards movement. Each one generates 4" of movement.  An OP also allows for a formation change, or a backstep (of 1").  Cavalry, of course, have more operations than Infantry, especially in the Move/Fire phase, so can move further.  Depending on current formation, etc, some units have a +1" modifier, that they might use to add to the total move they will get (for instance, Foot Artillery has 1 OP in the Move/Fire Phase, but it also has +1" - so whatever else it does, it can also move a bonus of 1";  Horse Artillery is the same, but with 2 operation points, and +1"; etc.).


Firing also uses an OP.  So, Infantry in Line, has 1 OP in the Move/Fire phase.  That means it can move 4", or it can Fire.  It cannot do both. This is what gives the game it's very nice feel for Linear Warfare of this period.  You can extend a unit out by moving it away from it's friends, but it won't be able to do much, quickly, on it's own - so you better be supported.

Special Rules for strategic moves for units well away from the front exist, as well as rules for retreat moves (which don't require an operation point).

Firing is done during this phase, and is adjudicated by determining the number of dice per figure (roughly, 1 dice per two infantry firing; or 1 dice per artillery crew firing).  The chance to hit (on each d6 rolled) is based on a Fire Table, and is typically a 5+ or a 6, but in some cases can be as generous as a 3+ or 4+.


Losses are marked with casualty caps, and when a stand has accumulated enough, it is removed from the unit.

So to recap, the available OP a unit has in the Move/Fire phase can be used in the following way:
  • Move 4" (except Infantry in Square)
  • Change facing/formation
  • Fire (except cavalry)
  • Backstep 1"
All very reasonable, which is suitable for warfare in this Age of Reason.

The Close Combat Phase 
The next phase is the Close Combat phase, which allows for charges, in certain situations, that will result in melee combats.   Again, the phase starts with determining Initiative. Then alternate Brigades.



Units that are within 2" of the enemy may activate during this phase.  Again, each unit has a certain number of OP.  The allowable ways to spend OP in this phase are as follows;
  • Skirmishers (only) can move 4"
  • Any unit may Change Formation or Facing
  • Infantry can charge an enemy within 1"
  • Cavalry can charge an enemy within 2"
  • Infantry and Artillery can fire at a unit charging them
  • Cavalry can counter-charge a unit charging them.
Each of these costs 1 OP.


The Melee Phase
The next phase is to determine the outcome of Melee Combats that resulted from charges and contacts made in the previous phase.

Melee combat is done by adding a dice roll to the morale of the unit involved.  This produces a melee total for that side.  Then both sides are compared, and the lower total loses the difference in casualties.  If there are multiple units involved, then the average morale is used, but each unit gets to roll a dice to add to the total.  There are, of course, situational modifiers.  The losing side then retreats, and if the winner was the unit that charged, the loser loses another figure.  If the melee totals were a tie, then both sides lose a figure, and all units involved have to make a morale check.  Losers will retreat, if both pass, then fight another round.


The Exploitation Phase
Units that charged, and won a combat, may now execute OP during the Exploitation Phase.  This begins, again, with testing initiative, and then alternates, one brigade at a time.  Of course, only the brigades that have units doing an Exploitation can move this phase.  Infantry and Artillery may fire, even if they did not earn an Exploitation move.  So the actions allowed for OP to be spent on in this phase are:
  • Move 4" per OP (exploiting units only)
  • Change facing or Change formation (exploiting units only)
  • Infantry and Artillery can fire at a unit charging it
  • Cavalry can counter-charge a unit charging them
In this way, a successful charge in the Close Combat Phase, that is resolved successfully in the Melee Phase, can result in an Exploitation Move that generates another combat.  There is a chance for Cavalry to become unhinged (er. uncontrolled - sorry, my infantry bias is showing through).  If so, they begin a charge to glory that might take them off the board, or might take them through any enemy units in the way.

There are some rules for morale, army morale, and some optional rules (weather, dragoons, etc).  The beginning of the book has a good section on setting up a table, basing figures, and organizing brigades.  Finally, an appendix has great information on army contents, and information on building armies (how many units, what types, ratio of guns to infantry, etc).


A great set of rules - always fun to play, represents the combat of the time nicely, plays quickly, and has an easy set of rule systems.  As I mentioned I played these first with AWI armies, so we didn't have a lot of cavalry - which really cuts down on things like exploitation and charges, and focuses on fire combat.  So when I first played a large Seven Years War battle, it was like *Something Wonderful* had occurred, and the game took on a whole new dimension.  And it never even required me to get some sort of thing about flutes.



KK is fun, and I still like it.  It, to me, was always much more fun to play than Warfare in the Age of Reason, but maybe a bit less specific.  I'll take fun over specific. 

reade more... Résuméabuiyad

WRG Wargames Rules 1685-1845 - review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

The version of the rules that I own (physically), and that I am reviewing here, are from July 1979.  There was evidently an earlier release that same year, and also a release in Australia (with a yellow cover).  But the version I have is dated July 1979, and pictured here.

This is a 48 page book, and does a pretty thorough job of presenting a set of tabletop rules (no campaign rules, although they are hinted at) for the core of the horse and musket period.  While written for anything from 6mm up through 30mm figures, most of the games I have played, or watched, have been either 25mm (the majority) or 15mm (a close second).

The topics covered by the rules, and the table of contents are as follows:
  1. Introduction
  2. Method of play and time, ground, and troop scales
  3. Troop types, basing, organization and values
  4. Choosing terrain and setting up a battle
  5. Weather, time of day, and visibility
  6. Formations
  7. Orders, command and control
  8. Playing Equipment
  9. Sequence of Play
  10. Reaction Tests
  11. Steadiness and Order
  12. Movement
  13. Shooting
  14. Hand-to-Hand Combat
  15. Casualties, damage to property and engineering
  16. Prisoners and victory
  17. Suggested wargames units for Marlburian, Seven Years and early Indian Wars
  18. Bibliography
  19. Miscellaneous Information
The troop scale of the rules is 1:50 for the infantry, and 1:40 for the cavalry.  Ground scale is 1 inch to 25 paces (so, 40 inches for a mile).

Training and Morale classes are divided up between Regulars and Irregulars.  Regular classes include Elite, Veteran, Trained, and Raw.  Irregular include Fanatics, Soldiers, Warriors, and Levies.

Troop types are, of course, based on employment and equipment -
  • Cuirassiers
  • Heavy Cavalry
  • Light Cavalry
  • Irregular Cavalry
  • Line Infantry
  • Light Infantry
  • Irregular Charging Infantry
  • Irregular Skirmishing Infantry
  • Engineers and Pioneers
  • Mounted Infantry
  • War Elephants
  • Transport
  • Staff
  • And a small constellation of artillery types (different weights, rockets, and different mobility types - such as foot, horse, elephant)
Basing figures is based on a rather typical WRG 60mm wide base for 25-30mm figures.  Infantry get 4 figures per stand, and cavalry get 3 figures per stand.  In both cases, fewer figures are used for irregular units, for instance.  The basing of typical infantry and cavalry as (respectively) 4 and 3 figures is extremely helpful in combat, as shooting and fighting are done in those increments.

A point system is given for competition games, and pickup meeting engagement.  Rules for terrain selection and battle setup (entry sequencing, off table troops, flank marches, etc) are included.

Troops can adopt a number of different formation (column, line, square, skirmishing) depending on the troop type. Order writing is addressed - and pointed out (in the text, as well as in the introduction) that these rules require no order writing because of their turn sequence. Which brings us to:

Sequence of Play (alternating between players)
  1. Response Phase
  2. Shooting Phase
  3. Hand to Hand Combat Phase
  4. Maneuver Phase

This is an interesting turn sequence, mull over it for a second.  You start moving charges, and other moves, at the end of your turn, at the last phase.  At the start of the next turn, your opponent then immediately rolls for reactions, and his troops may have a response to your charge.  Once that is done, you complete your charge.  Then comes shooting, fighting, and regular maneuvers.

Okay, enough with all that jazz.  There are specifics on turning, marching, expanding, taking reaction tests and all that.  But the thing that keeps these rules fun, and still have a following , is the method for determining shooting and melee casualties.  When a unit engages the enemy it gets to roll a certain number of d6.  Usually this is 1 per 4 figures for infantry, and 1 per 3 figures for cavalry.  This is why those stand sizes make sense.  For shooting, cross index the type of weapon (musket, medium artillery, etc) and range, vs. the target disposition.  That can be a dense target (such as the flank of an infantry formation), or a normal target, or a covered target etc.  The table then gives you the results, on 1d6, for which numbers will produce a Hit.  In some cases, there are multiple hits from a single dice, if the right target number is rolled.  Easy. I refer to this as a "dice per element" system, which is different from the "dice per figure" system that Universal Soldier uses.

Example: Musketry from regular infantry, at up to 100 paces (4 inches) will roll 1d6 per four figures firing (so, say a 16 figure infantry battalion, representing 800 men, would roll 4d6).  The table for the weapon at that range, vs. a Normal target, says "2345H 6HH" - that means on each dice, if it is a 2,3,4 or 5 it causes one hit (a dead figure), and if it is a 6 it causes two hits (two dead figures).

Melee is very similar (you roll the same number of dice), but the matrix for determining hits is very much simplified for melee combat.  That table compares the fighting troops, and breaks it down to: Mounted vs Mounted
Mounted vs Foot
Foot vs. Mounted
Foot vs. Foot

For each of those lines on the Hand-to-Hand combat table, there are three columns - if you are at Disadvantage, if you are on Equal Terms, or if you have an Advantage.  There is a method for determining whether or not you have advantage, but in my experience from years ago, in 99% of cases, it is obvious (once you work through the method a few times).  If you have to figure it out, then there are points to add up and compare.  It is possible that a unit is advantaged to a foe it is fighting, on the front, for instance, but disadvantaged against another foe on its own flank.  It all works out.

Then you roll the dice, and the table tells you, again, how many hits you score for a dice toss.  For instance, Foot vs. Foot, on equal terms, will score "456H" - which means on a 4, 5 or 6 on the dice, one enemy Foot figure is killed.  Mounted vs. Foot, with advantage, is deadly.  The results are "23HH 456HHH" Which means on a 2, or 3, each dice rolling that number will kill two enemy figures, but on a 4,5, or 6 each dice rolling those numbers will kill three enemy figures.

Interesting odds and bits on engineering rules, and how to treat structures, officers, and prisoners round out the rule book.

There is a reason these are still played by some people, and hated by others.  There is a lot in these rules to reaction tests, which may or may not be your thing.  The fact that there is no simultaneous movement is a bonus.  And the combat adjudication is simplicity itself, once you get the hang of figuring out advantage.  They do, however, tend to bring out some extreme gamesmanship (i.e. - min-maxing?) that I have only seen topped with Napoleon's Battles.  But that is a different story.

Several supplements have come out over the years that are useful.  One of the best is a set of 18th century army list rules that I have, from the Cheltanham Wargaming Assocation.


These offer up a number of rules, and hint at some changes for linear warfare.  The cover everything from Marlburian up to Revolutionary armies (both American and French).

Later on WRG themselves produce Seven Years War army lists, with actual (official) changes to the rules to accommodate linear warfare better.  It seems that the rules themselves are more suited to Napoleonic warfare (being more fluid).





I don't have the 7YW army list book, so I can't compare them to the Cheltenham book.  Equally, I never got a copy of the Tabletop Games 1:50 Napoleonic Army List book, which also was widely touted for use with the rules reviewed above.

My opinion?  I like them.  I like the mechanics.  But I also very much like the Tac50 rules from Ben King covering the same period, and they play easily as fast, with easier to navigate text and reaction rules.  Maybe these need a replay.  Maybe not.  I understand there is a modern version, for free on the internet, called ELAN that are a refinement of the WRG rules.  That deserves a look.

reade more... Résuméabuiyad

These are the times that try men's souls

One thing I am interested in doing more of, in the coming months, and that I have already begun actively preparing for, is some 15mm wargaming in the American War of Independence.  I recently came into the possession of a large collection (and very complete) of 15mm armies, representing Americans (of various shapes and hues - colonists, loyalists, state militia, minutemen, continental army, etc), French, Hessians (and other German mercenaries), Indians, and many, many British.  Oh, and an odd Tory to kick around.

I have set up a wargaming table and have already started parsing out terrain for my first battle.  I am relying, initially, on a great overview of the battles of the American Revolution that exists in the single volume history of the military affairs of the AWI, called Patriot Battles, by Michael Stephenson (Harper/Perennial 2007). I have a couple of other nice historical volumes to consult on the topic, but I find Patriot Battles to be a good starting point, when researching a battle.  A matter of taste, I suppose.

The battle I am planning to start with is going to be Germantown.  A few reasons are in order, I suppose.  First, I like the whole of the Philadelphia 1777 campaign.  But I have never been a fan of the battle of the Brandywine.  No hobbits, I suppose.  Second, I think that Germantown exhibits Washington's genius for a tactical solution, but it also shows his weakness, early on, in estimating the abilities of his generals and men.  His battle plan for Germantown is brilliant (almost Napoleonic), but it is a little bit optimistic (and the results showed it).  Third - the Chew House (which would be a great name for a Dog Treat company).

Vicious fighting at the Chew House.

The unfolding of events allows for all sorts of military scenario event listing (MSEL) items to occur.  The arrival (or not) of American reinforcements on the British Flank).  The ability of the Americans to actually engage and carry against a smaller Hessian force.  The firing on friendly troups.  And the Chew House.  I suspect that there is a possibility (while we are rewriting history) for British troops to arrive by flat boat, from down river, assuming that they completed their work against the American forts (not part of the battle, but it did leach off some of the British troops in the area).
Great map, from 1877, but it doesn't show the initial American disposition.

The battle features 11,000 troops under General Washington's command, and some 9,000 troops under the command of General Howe.  According to the (useful) website British Battles the units involved were:

British Manifest
Light Dragoons (not clear which regiment 16th or 17th)
Two Composite battalions of grenadiers
Two Composite battalions of light infantry
Two Composite battalions of Foot Guards (1st, 2nd and 3rd Guards)
5th Foot later Northumberland Fusiliers and now the Royal Regiment of Fusiliers
25th, now King’s Own Scottish Borderers
27th Foot later the Inniskilling Fusiliers and now the Royal Irish Regiment
40th Foot later the South Lancashire Regiment and now the Queen’s Lancashire Regiment
55th Foot later the Border Regiment and now the King’s Own Royal Border Regiment
(and Hessians)

American Manifest
Wayne’s Pennsylvania Brigade
Weeden’s Virginia Brigade
Muhlenburg’s Virginia Brigade
Maxwell’s Light Infantry
Colonel Bland’s 1st Dragoons
Stephen’s Division
Stirling’s Division
Pennsylvania Militia
Maryland Militia
New Jersey Militia

The Pennsylvania units were (supposedly) armed with rifled muskets, but I don't know how much of an impact that had on the battle.  Still, it adds flavor and interest for a wargame.

I will consult the scenario book for British Grenadier (miniature rules) to check for a more detailed manifest, but that is my starting point.  It is possile that the West Point military atlas also has more detailed OB information.
Attack against the British 40th Infantry, inside the Chew House

For the tabletop map, I plan to have the table stretch from the American right, past the Manatawny road (southwest of Germantown) where Armstrong was supposed to push past the Hessans at the Schuykill River side.  The other end of the table will be the American left, past the Old York (northeast of Germantown) where Smallwood and Greene were supposed to attack the British right flank.

Map of the battle from the US Military Academy
The American side of the battlefield will include Mount Airy (where Washington's HQ was), down to where the Frankford Creek crosses the Old York Road (including Howe's HQ).

At about the middle of the table, slightly closer to the American side, will be the Chew House.
British Troops entering the Chew House (the architecture is wrong in this picture)
I intend to fight some other battles of the AWI, now that I have this great collection of miniatures, but this will be the first.

As far as rules  - I have not decided.  I have considered several old school sets of rules, and have only soundly rejected one completely (Valley Forge).  I have also considered Piquet, British Grenadier and the Neil Thomas rules.  And, of course, Sons of Liberty. In the end I will most likely write my own rules for this period, but I am just not sure about this first battle.  Pictures of the table top, terrain, and the units will of course follow.

The quote used for the name of this blog post, "These are the times that try men's souls" was the opening line from Thomas Paine's first issue of his series of articles published in Philadelphia during the war, called simply The American Crisis.  This first issue was proclaimed on December 23, 1776, in Philadelphia.  The battle of Germantown would be fought, just outside of Philadelphia a mere 10 months later (on October 4, 1777).  The opening paragraph of that first article is worth reprinting here, and will no doubt stir your own soul (ignore all that financial motive related to taxes...).
THESE are the times that try men's souls. The summer soldier and the sunshine patriot will, in this crisis, shrink from the service of their country; but he that stands by it now, deserves the love and thanks of man and woman. Tyranny, like hell, is not easily conquered; yet we have this consolation with us, that the harder the conflict, the more glorious the triumph. What we obtain too cheap, we esteem too lightly: it is dearness only that gives every thing its value. Heaven knows how to put a proper price upon its goods; and it would be strange indeed if so celestial an article as FREEDOM should not be highly rated. Britain, with an army to enforce her tyranny, has declared that she has a right (not only to TAX) but "to BIND us in ALL CASES WHATSOEVER" and if being bound in that manner, is not slavery, then is there not such a thing as slavery upon earth. Even the expression is impious; for so unlimited a power can belong only to God.
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Williamsburg Muster - accidental convention trip

So, recently, I had to tell folks that asked that I was not going to be able to attend Marscon and the Williamsburg Muster.  Both in Williamsburg, Virginia (one of my favorite places on Earth, even though Scribner's is closed since 1984, Rizzoli's is closed since 2001, and the Williamsburg Toymaker has recently closed - sniff), they would prove just too far, since we are living in Harris County Georgia currently, at Toad Hollow.

And then, and then, it happened.  A work trip, a family visit, all coincided.  So I would be in the area over the weekend of the Williamsburg Muster (Feb 7-9).  I decided to attend.  I took a flight to arrive on Friday, so I wouldn't have much luggage room for buying, and I did not bring any games or miniatures with me, but I was looking forward to a good time.

Lots of miniature games (a very solid collection of games, although I did not notice anything appreciably exciting or new...maybe I was not in the right place at the right time).  There was a board gaming room, ran very capably by Tidewater Area Gaming Society, although some of their peeps were also supporting Whose Turn is it Anyway? (the winter version of That Board Gaming Thing) in Raleigh NC.  There was a Flames of War tournament room (which also doubled as part of the Flea Market room on Sunday).  There was a room given over to Slot Car racing (??what??).  (ed. note: Slot car racing is a great hobby, and I used to love going to races with my dad and my uncle when I was a wee little sprog, but I don't know what it adds to a gaming convention)

Watched lots of miniatures games.  The rules that I WANTED to play, but didn't make/find time for:
  • War and Conquest
  • Pike and Shotte
  • Bolt Action
  • General Quarters 3
Watched and played a bunch of board games.  The games that I WANTED to play, but did not see, or did not engage in, were:
  • Trains
  • Russian Railroads
  • A Study in Emerald
  • Ora et Labora
  • Glass Road
  • Troyes
What I did get to do was spend some time with some fantastic friends, and play a few board games and card games, and watch a lot of miniature games.  I got to do a lot of "window" shopping for miniatures and miniature rules.  And I got to buy a couple of books.

First, I bought a copy of the main rulebook for War and Conquest.  This is a set of 28mm wargaming rules for Ancient and Medieval warfare, written by Rob Broom.  Rob was the director of the North America effort for Warhammer Historical games, so it has a certain feel to Warhammer Ancient Battles.


One of the cool things about War & Conquest (WAC) is that the army lists for it are available in a very polished professional way, but online as electronic documents for free.  This is being published and supported by Scarab Miniatures.  I wish them well, with WAB gone (well, out of commercial production), a set of rules that is still "in print" is a nice thing, even if WAB itself still is available non-commercially and played quite a bit.

One of the other acquisitions I made was a copy of Renaissance Warfare, edited by Bob Carruthers.  This is a nice collection of pieces about battles in the British Isles from 1513 through 1640.  It is extracted from a larger work, originally written by James Grant, and published in 1894, called British Battles on Land and Sea.

This work, for me, is chiefly interesting because of the focus on the battles between the end of the Wars of the Roses (ended 1487) and the beginning of the English Civil Wars (beginning approx 1642).  The battles covered in this title are:
  • Flodden, 1513
  • Haddenrig, 1542
  • Ancrum Moor, 1545
  • Isle of Wight, 1545
  • Pinkie, 1547
  • Siege of Leith, 1560
  • Zutphen, 1586
  • The Groyne, 1589
  • Flores and Cape Corrientes, 1591
  • Cadiz, 1596
  • Porto Rico, 1598
  • Bay of Cezimbra, 1602
  • Cagliari, 1617
  • Isle of Rhe, 1627
  • Newburn Ford, 1640
In addition there are treatments of Sir Francis Drake, Admiral Hawkins, and the Spanish Armada.  All of these are covered very sketchily, but as I did not have something concise on this period in my library, it serves as a nice introduction.  One complaint - it is in a series from Pen and Sword, called the "Military History from Primary Sources" series, and this is definitely not primary sources, although it is republishing a historical piece of military history writing (Grant's work from 1894).

Two other pieces I picked up are two titles from Histoire & Collections.  These are fantastic little military history monographs, accompanied by a packed house full of illustrations.  Perfect for the armchair historian, or the wargamer, who is looking for inspirational images, and a thumbnail sketch of a campaign, or a particular army.  In this case, I got two titles from their "Men and Battles" series, very similar to the Osprey Campaigns series.  The two I got are Alesia, 52 BC, by Frederic Bey, and Rocroi, 1643, by Stephane Thion.

 

The only other one I already own in the series is on Bull Run (purchased to help my Daughter with a school project on the battle... as I am not a huge fan of the American Civil War, for wargaming).  If you are not familiar with the Histoire & Collections publisher, they are from Paris, originally published in French, and their series' are now being translated into other languages (including English).  Very nicely done, and a nice complement to the many Osprey titles on popular topics, as a layman's introduction to military topics (again, great for Wargamers and Figure Painters... like those slaving away in the dungeons below Gaming with Chuck headquarters).

Not to let Osprey be outdone completely by their French rivals, I did purchase an excellent new volume from them.  I got Campaign Series number 260, Fort William Henry 1755-57 which was just published in November of 2013.  This is an excellent treatment of the famous French & Indian War fort, built in 1755, and subjected to two sieges.  The second one finally saw British Lt. Col. Monro surrender to the French/Native American force that was besieging the fort, and the elements of the 35th Regiment, the Massachusetts Regiment and the New Hampshire Regiment (along with some carpenters, sailors, and elements of the Royal Artillery) prepared to march out.

The ensuing "Massacre of Fort William Henry" occurred when the Native American troops in French command fell upon the column leaving the fort, and began to hack and kill the British and Colonial troops.  The battle is well recorded in the fantastic movie "The Last of the Mohicans", but as this title by Ian Castle points out, modern scholarship, and archaeology of the past 20 years, have brought to light some different details.  The scene, from the Daniel Day Lewis movie, however, is still a stirring piece of Hollywood militaria (regardless of what it gets wrong).


The movie is a really nice piece of what Hollywood can accomplish as an action/history movie, although much of that is based on the inspiration of the fantastic Cooper novel.  One of the best things of the movie, commented on several times in the past here at Gaming with Chuck, is the great soundtrack by Trevor Jones.


Several Violin soloists have done nice versions, to be found on youtube.  Here is one played by a talented young lady dressed as a Gypsy dancer at a renaisance faire (in the background of the video is another young lady dressed as the Genie from I Dream of Jeannie??).  Here, however, is one of my favorites by very talented Taylor Davis.

All this talk of the Lewis film is all well and good, but the original book by Cooper is not to be missed. By all means, read it.  The movie referred to here (while good) is based much more on the 1936 (Randolph Scott) version of the story, than the Cooper novel.

From a gaming perspective, doing French & Indian war miniatures has long been on my Miniatures Painting project list.  Perhaps soon. However, the boardgame Hold the Line from Worthington Publishing (formerly Worthington Games) has the French & Indian War supplement available.


While the Fort William Henry Massacre isn't one of the scenarios in that expansion, there are a number of great battles included.  Very good game, and satisfyingly reminiscent of the period (and they get the history right, much better than Hollywood).

Finally, the last treasure that I walked away from The Williamsburg Muster with was a copy of the fantastic treasure trove of information concerning the military activities of Prussia (and then Germany) in the period from 1860-1867.  The book, Armies of Bismarck's Wars: Prussia 1860-67, is by Bruce Bassett-Powell (2013 Casemate).  It is fantastic, with information on the German Bund, leading up to the Schleswig-Holstein war, the Second Schleswig War and the Seven Weeks war.  Information about the armies, politics, diplomacy, key personnel, and battles abounds, with lots of reproduced primary illustrations, and other information.  This is the first half of the book, the second is dedicated to describing the Prussian arms - organization, operational methods, and uniforms.  It is all finished with a large number of color uniform plates, and appendices on the OB information for Prussia, Denmark and so forth - for the 1864 and 1866 campaigns.  A great book, and  nice find.  Glad I was able to pick it up.

Here is an example of one of the uniform plates from the book.  As you can see, a lot of great information, again, a perfect source for an armchair historian (although this book has a lot of very good, apparently sound from an academic perspective, information), and for a wargamer and figure painter.

So, the final shot of this article is to say thanks to Larry Weindorf, now owner of "For the Historian" a military history (and military models) shop in Gettysburg Pennsylvania.  He is located at 42 York Street, Gettysburg, PA 17325.  He is a fantastic guy to deal with, and most of the books listed here were purchased from him.  He has supported the Williamsburg conventions (especially back when they were sponsored by ODMS, and I was partially responsible for running them) for years now, and is a dealer at other wargaming shows (notably the big HMGS shows in Fredericksburg and Lancaster).  Great guy, buy some books from him at http://www.forthehistorian.com/
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Enlightened Imaginations - Army Building

Having cleared my schedule and my painting table (updates coming soon of recently finished projects, which include Russian Civil War Tschankas, 19th century imaginations naval forces, and some shore fortifications), I am now returning to a project started three years ago, prior to finishing my PhD and starting life as a professor.

I have begun the process of assembling and painting the Armies of the Principality of Bombastia, and the Duchy of Poppenheim.  These are to be based (loosely) on the armies of Peter the Great, and Charles XII. I am using the Wargames Factory "War of the Spanish Succession" figures for the infantry, which is the first part of the project.

I have, from a purchase made under the original ownership of Wargames Factory, but delivered after the company changed hands, a dozen boxes of infantry, each capable of modeling 36 figures.  As I am planning on building 24 figure units, that will give me 8 full size units, and 2 half size units for each side.

The two warring powers represent (in my fictional Imagi-Nations history) separate states, based on older medieval fiefdoms, that would eventually be absorbed into the more modern state of Furstenberg.  Because of the historical ties, and due to a restriction imposed on the Furstenberg states by the church, during the 17th century wars of religion that wracked Balkania (see the War of St. Helga's Baptismal, in the general history of Furstenberg, the armies of any of the Furstenberg powers were not permitted to employ grenadiers in field battles.  Because of this, there are no units in either army that bear the classification of Grenadier.

However, Poppenheim could employed converged regiments of elite infantry (pulling companies from line battalions), and Bombastia would frequently converge the elite flank companies of the regular infantry battalions, as well as having formed standing regiments of elite infantry.  It is important to know that although these units may have appeared in the Furstenberg "Grand Tally of Arms" (the best surviving record of battalions and regiments under arms, during the 17ths and 18th century in the seven provinces of Furstenberg) as alternatively "Heavy Infantry" and "Guard Infantry" they were routinely referred to as Grenadiers by the officers - many of which had trained in the arms service of other nations..

Here are the first photos of the first battalion under construction, a Poppenheim unit.


That picture shows four stands, each 60mm x 40mm and with six figures. The command stand features three musketeers and a drummer, standard bearer and an officer.
 A different angle, showing the figures face on.


An image showing a ruler for reference, and a fine Balkanian tobacco pipe, used to assist in the painting process.

Assembling the 21 musketeers took about 40 minutes.  And I wasn't rushed (ref: Balkanian smoking pipe).  The three officers took a little longer, maybe 20-30 minutes for all three.  In all, less time than it would have taken to clean metal figures.
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Wargaming project update

So, things at Gaming with Chuck HQ have settled into the typical Autumn pattern - school, work, trips, looking ahead to holidays, etc.

The weather is nice enough that I can use my painting area (which is in the garage) again, without suffering from the summer heat.

We have had some very nice (and successful) game nights at our house lately, mostly board and card games.

I have been working on a couple of wargaming projects, and have some progress to report.

1. I have completed the painting on the vessels (for both navies) for my 1870s imagi-nations naval project.  I now have fleets for both the Margravate of Furstenberg, and the Confederated Cantons of Rumpwhistle.  Games coming soon.

2. I have built some shore facilities to use with the new navies - some towns, and some fortification/gun batteries.  Yet to be painted.  Nice to have, but not needed for games.

3. I have constructed the first 6 figures (plastic, multipart) for my 1700 imagi-nations project (Poppenheim vs. Bombastia).  These went together very easily, and I think I will stick wth the plastics.  I already have a bunch purchased (Wargames Factory - owned when the company was under the original leadership, but this left me with 332 infantry figures, enough for both armies). The 6 figures took seconds to put together.  The basic figure in the Wargames Factory box sets go together really easily - 2/3 of the figures only need a head attached.  The other figures are a little bit more complex (heads, and arms).  Looking forward to doing some whole (24 figure) units

4. The 1870 infantry (repurposed ACW figures, now used for Furstenberg and Rumpwhistle) has been MOSTLY rebased and ready to go.  There is still a box of infantry left to work up, and some more cavalry, and guns.  This is pretty much ready to go for a small battle, which I hope to get played this autumn.  Still thinking about rules.

5. Really thinking about dark ages stuff (vikings, danes, scotts, etc).  Have lots of lead, just deciding if I want to do this before or after the 1700 stuff.

Pictures and ship details on the navies; posed pictures, maybe a game, for the 1870 stuff.
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Frederick's War - new Hold the Line title from Worthington Games

I recently received my copy of Frederick's War from Worthington Games (full title: Hold the Line: Frederick's War).  It also came with the extra module Highland Charge, which covers battles in Scotland of the Jacobite Rebellion.

 

The game is a follow on to the (in my opinion) very well done Hold the Line, which was a sequence of battles from the American War for Independence.  That game also had an add-on module, covering the French and Indian War.

The game has very attractive counters, a very functional map (with multiple terrain tiles so you can reset for any of the different scenario maps), a great full color rulebook, and a couple of dice.

My only comment on the components is that I really preferred the wider infantry unit markers from the original Hold the Line. It made them feel like battalions in line formation.  But, as the scale of the battles represented in Frederick's War is so great, that each marker is representing much more than a battalion (or even a regiment), it probably doesn't matter.

I was an early (pre-production) backer of this, and I have to say that Worthington did a very good job in getting it out.

The rulebook is great (one minor flub, and might be my own error), and covers a number of key Seven Years War (and the earlier War of the Austrian Succession) scenarios that were pivotal for Prussian (and Frederick II himself).  If this title is successful, I could easily see additional add-on modules featuring other armies and more scenarios from this time period (or even stretching it back to the early 18th century - I would be first in line, for instance, for a "Hold the Line: Peter The Great" module featuring Swedish and Russian armies and scenarios from the Great Northern War).

A promo picture is circulating (still) on Boardgame Geek and other places that features a shot of some units on a board, and it features some British units - units that only appear in the Highland Charge module.  Not a big deal, but hopefully it isn't too misleading for folks.  On Board Game Geek, Sean Chick (designer) himself comments that it was a mistake so show them in the image.


I am looking forward to a solo play of this game, and I will post an AAR of it.

Oh - the minor flub in the rulebook that I mentioned - I couldn't find in the text that in combat, units all roll 3d6 in all situations (except fire combat at long range, where it is reduced to 1d6).  It is mentioned on the quick reference chart for combat, but not in the rules text.  There, the number of dice in combat is only mentioned as "fire combat dice" on a fire combat table, but there are at least two other types of combat, so by making the mention explicitly for fire combat, it threw me when I was trying to see how many dice are rolled for close combat (for infantry) and for charges (for cavalry).  Minor point, and it was cleared up in the examples, and by the line on the QR chart, but still - what is a review without pointing out one wart in an otherwise very compelling looking game??

Conceptually - the game and the scenarios look great.  I do have a minor quibble there - but in the end, my complaint will probably be a recognized strength of the game.  Here it is - considering the size of the armies that encountered each other in these battles, the number of maneuver elements in the game seems surprisingly low.  The battles in the American War of Independence are quite small in comparison, and many of them feature more maneuver elements than the battles here (please forgive: this is only my opinion, and only after an initial un-boxing and read-through of the rules and scenario).  With the original game in my mind, these battles seem more like skirmishes than the epic 18th century struggles that they were...  I will report back after playing a battle or two.

Great image of Frederick leading the way at Mollwitz (could have been cover art)

Here is an image from BGG showing the setup for the battle of Mollwitz (April 10, 1741; Prussian v. Austria; The War of Austrian Succession) the image was originally posted by Scott Smith:


The Austrians (white markers) are set up in (roughly) one line, and the Prussians (blue markers) are set up in two dispersed lines (three infantry each) with some artillery out front, and some outlying flankers.  This battle was fought between 22,000 on the Prussian side vs. 23,000 on the Austrian side.  Here is a nice reconstruction map:

Also, definitely check out the web page of Mike Bishop - he has a great map of the battle there as well.

So, with armies of around 20,000 (my exact numbers could be off, I have seen totals for the Prussians ranging from 16,000 to 22,000, depending on what you count, and who is doing the counting), it just feels a little more like a skirmish encounter than a large battle to have around a dozen counters.

Here is an example from the first game - the battle of Bemis Heights (day two of the Battle of Sarratoga).  This battle featured 8,000 Rebels against 5,000 British.  Here is a picture of the game setup.


As I mentioned, I believe once I play the game, the number of counters will feel "right", and the discrepancy of scale between battles shouldn't matter (it is the game that matters, after all).  It is just a thought that occurred to me as I looked at the battles.  I won't go into the battle of Hochkirch (which is also a scenario in Frederick's War) featuring 35,000 Prussians v. 80,000 Austrians...  I will hold my breath until I play the game (which I am sure will play very enjoyably).
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