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Showing posts with label ancients. Show all posts
Showing posts with label ancients. Show all posts

Taking Stock - 15mm Collections pt. 1 - Ancients

I have several articles and themes in progress these days here at Gaming with Chuck - more reviews of older rule sets, more on dark age wargaming, finishing up Lord of the Manor, converting LotM to Lion Rampant, etc. However, I have decided that starting this summer, I want to start (or, return to) hosting war games.  I have been out of the practice of doing that since moving away from ODMS back in 2012.  However,  that is about to change. There has been talk of a revised ODMS, even if it means games at members' houses, and maybe not on a weekly schedule.  So, as I always like putting on a war game for my friends, I thought I would take stock of what armies I have these days, and what shape they are in.

 
Starting with my 15mm ancients collections.

Ancients
Macedonian/Successor
Size: Plenty of figures and options for at least two large armies (Might of Arms sized, for example).
Condition: All painted, all playable. I'd like to standardize the basing (MDF, balsa, matte board, etc)
Notes: Covers all armies from Phillip II to the end of the successor states.

Persian
Size: Plenty of figures for a large army.
Condition: All painted. Needs basing and reorganization.
Notes: Designed to fight the Macedonians, could be used for later Eastern foes of Romans, etc, maybe with some extra units.

Romans - Republic through Middle Imperial
Size: This is really at least two different periods/armies but each has at least enough for two armies. Lots of Romans.
Condition: All painted, mostly playable. Some rebasing might help in some instances, especially to standardize bases.
Notes: These have seen lots of action over the years, still good, especially with occasional reinforcements added in.

Barbarians - Galatians, Gauls, Britons, Germans, etc
Size: Easily enough for two large armies. Could do a double army matchup against Romans or Macedonians.
Condition: Germans need more painting.  Some basing and organization, and touch up of some shield designs on older shields wouldn't hurt.
Notes: With some additional units could expand to Illyrians and others. Some of my oldest figures. Split between dense infantry (4 figure bases) and loose density (3 figure bases) as well as equipment difference is chief split of Germans.  Need more specific German units to be painted.

Carthaginians - Early and Late
Size: Enough for a large army, either way.  Some allied figures, i.e. Spanish, could be the basis for their own army.
Condition: Painted.  Need organization and basing.
Notes: Could be a really nice multiplayer matchup v. Romans, as intended.

New Kingdom Egyptians
Size: Older WRG 1200 point army. A moderate sized Men At Arms army.
Condition: Unpainted. Asgard figures from Viking Forge.
Notes: I always wanted to do Biblical period, but never got this project off the ground.

Assorted
Size: Mostly smaller DBA sized dabbling a in a variety of armies not covered above.
Condition: Most painted and playable. Some unpainted. Everything in between.
Notes: bits and bobs collected over the years, plus the leftovers from equipping multiple DBA tournaments.

reade more... Résuméabuiyad

War Cry - a 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 will be of War Cry, from Judgest Guild.  But first, a short description of why I am reviewing this ruleset, and why it means so much to me.

The rules, in shrinkwrap - old copies are still around

Why War Cry? - A reminiscence
My first exposure to miniature wargaming was through the purchase in the spring of 1980 of the Hinchliffe Guide to Wargaming (of which there is a complete scan available on the most excellent  Vintage Wargaming blog).  I had the version produced by Heritage in the US, with the color cover showing a wonderfully painted vignette of British redcoats fighting hand-to-hand with some inspired looking Zulu warriors.  The booklet had an overview of the miniature wargaming hobby (which I instantly fell in love with), and offered tips on building terrain, painting miniatures, setting up a table, and offered two sets of rules.  One was a set of rules for Napoleonic battles, and the other was a one page set of Medieval skirmish rules by John Sharples (also available at Vintage Wargaming).  I immediately began collecting Airfix figures from their Battle of Waterloo set, and wanted to try the Napoleonic rules.


But, alas, I had no opponent.  My brothers, and some friends, however, were keen to try medieval skirmish, so off we went.  The idea of bigger armies and bigger battles, however, appealed to me.  I found a few packs of 15mm Minifigs models from their Rome and the Barbarians line.  I purchased some and painted them, but they sat with my other early collection of random wargaming figures.


Fast forward a few years, to when I started hanging out in the Campaign Headquarters hobby shop in my first year of college (it was 1984).  I joined in with a group of guys who were going to play a large game of 15mm ancients.  The armies were fantastic - mostly they were the Minifigs figures I loved but never played with.  I still have extremely fond memories and feeling for those lines of figures, and that style of army building.  Almost every figure in a unit was identical.  Occasionally, there might be extra command figures (like for the Romans pictured above).  Regular units were all painted identically, but irregular units (barbarians, skirmishers, etc) had different color cloaks and shields, etc. It was all glorious and beautiful.  We set up a very dense pair of battle lines on a 12' long table, and began playing.

The armies were something-something-Late-Roman vs. something-something-Gothic.  It was sort of a blur, because the guys setting up the game all brought their figures, and we made up (sort of) armies for the occasion.  The rules used were War Cry.  This was the second edition of the rules, published in 1981 (I own both versions, although my 2nd edition copy is in much better shape).  This version of the rules had all the charts of the game printed on two "Giant Wall Charts" (as described on the cover of the rules).  They were 22"x34" posters, with all the charts of the game reproduced in large print.  We had several sets of them proudly tacked to the walls of the wargaming room, where everyone could see them during the game.  I was hooked, and thus began a lifelong love for 15mm ancients wargaming.  For that reason, I felt that my series on out-of-print miniature rules would not be complete without a review of War Cry.

War Cry - the rules
War Cry is a set of rules for fighting tabletop battles for armies of the ancient period, up through the medieval period.  Just about anything from the earliest armies of the ancient near east, up through just before the Renaissance is covered.  These were written by Dave Petrowsky (with credit also given to Jim Allen), and published by Judges Guild.  Like most Judges Guild products, which 90% of were roleplaying adventures and supplements, these were printed on inexpensive paper, just a grade or two above newsprint.  The first edition (published 1978, and called "War Cry and Battle Lust") was printed in mostly black and white, with some red ink embellishments.  The second edition had a color cover and a few color pictures in the interior.

Picture from Boardgame Geek
As mentioned, the charts were printed on poster sized paper, and are double sided.  The rules come with two such posters, so you can mount them on the wall during a game.  The rules themselves are pretty much complete, covering turn sequence, moving, shooting, fighting, morale, and some optional rules including topics such as ships, bombardment of fortifications, and so on.

Table of Contents
  1. Game Scale 
  2. Sequence of Play 
  3. Orders 
  4. Movement 
  5. Terrain 
  6. Reaction Moves 
  7. Evading Troops 
  8. Missile Fire 
  9. Arcs of Fire 
  10. Artillery 
  11. Melee Combat 
  12. Chariots 
  13. Cavalry Melee Rules and Chariot Melee Rules 
  14. Elephant Rules 
  15. Point Values 
  16. Regular and Irregular Troops 
  17. Fortifications 
  18. Melee Weapons 
  19. Disarray 
  20. Overlapping 
  21. Morale 
  22. Morale Charts 
  23. Percentage Loss Table 
  24. Organizing Your Army 
  25. Army Morale Chart 
  26. Battering with Artillery 
  27. Assault on Fortifications 
  28. Optional Rules 
  29. Questions and Answers
The game is suitable for 15mm and 25mm figures, and gives basing for both (it uses standard WRG basing sizes).  The standard troop types from WRG are also mentioned, and mostly relied on in the rules.  In fact, it has been remarked that War Cry is a cleaned and simplified version of pre-5th edition WRG (maybe an amalgam of 3rd or 4th, but with some different systems in the rules).

Turn Sequence and Orders
The sequence of play is as follows:
Phase I: Order writing (more on this later)
Phase II: Movement - two subphases, first are charge declarations (which might trigger certain orders or reactions), and then all movement (both sides, simultaneous, based on orders).  Reaction moves also happen here.
Phase III: Missile fire - some occurs during phase II, but most happens now
Phase IV: Melee (anyone in base-to-base contact with the enemy will fight)
Phase V: Morale Check phase

Order Writing - readers of this series of reviews will know that I am not a fan of rulesets that require the players to write orders.  However . . . here it seemed to work.  The game is pretty straight forward, so orders are mostly of the "unit X will move 8" oblique to the left" or "unit Y will charge the enemy archers".  I recall playing these rules using simple order markers (like the sort used in Johnny Reb), showing basic move orders (straight, left, right, re-order), or charge.  A simple unit roster with room for each turn could be used, such as the one pictured in the old Hinchliffe guide...

Hinchliffe idea for an Order Chart, from Vintage Wargaming
Moves, Reactions, Evades
Movement distances are given on the chart, based on troop type and given in inches for each troop type, for Normal moves, Charge moves, and March Column moves.  These range from 8" for most formed infantry (Armored Infantry move 6"), up to as much as 16" for Light Cavalry.  There is also a chart for how terrain affects movement.  Terrain types listed include:
  • Ford
  • River
  • Woods
  • Gentle Slope
  • Steep Slope
  • Abrupt Slope
Each of these will list a multiplier for that terrain type, vs a unit type.  For instance, Heavy and Armored Infantry are 4x in the woods (meaning that each inch crossed in the woods, takes 4" off the movement for that unit, for that turn).  The costs for doing formation changes, or turns of 45 degrees, are also given.  The game supports basically a line formation, and a column formation.  Change formation is done with the unit standing in place, and rotating about the center.  Wheeling is done by measuring the outer edge of the wheeling unit.  When a unit is performing a charge, it is at a higher movement value - and the difference between regular move (example: Heavy Infantry 8") and a charge move (Heavy Infantry 12") is the amount of the charge move that must be in a straight line (so the last 4" of a charge move by Heavy Infantry must be in a straight line, although the unit may have turned or wheeled before that point).

Reaction moves are a possibility, so that a unit that finds itself being charged, might alter it's ordered movement for the turn, in order to respond to the charging enemy.  The unit must follow it's movement orders for part of the turn (1/4 of the move for regular units, and 1/2 of the move for irregular units) before it can react (such as stand, or turn in place, etc).

Light Infantry and Light Cavalry can attempt to evade charging units.  Deep units may not evade at all, and others must pay the penalty for a Front-to-Rear evolution, then move away from the charger.  Pretty straight forward, especially when you check the chart and find that Light Infantry pay no cost to do a front-to-rear change, and Light Cavalry only pay a 3" penalty (from a regular 16" move).  So lights can move pretty far away from a charger.  Evaders can also dice (there is a basic chance based on training, and weapon) to see if they can fire before evading.  Firing by an evading unit is at a penalty.

Missile Fire
Shooting by units is pretty generous.  Stationary units can fire two ranks deep.  Most moving units can fire one rank deep, but some can fire 1 and a half ranks (the whole first rank, and half the figures from the second rank).  If missile troops are charged, and the chargers move over half their move to reach them, then they missile troops can fire, and also engage in melee.  Orders are not required to fire.  Mounted troops can split move and fire (move, shoot, and move again).  Very nice for mounted archer types like mongols...

There is a simple fire priority.  If more than one unit is in your firing arc, and range, you must fire (first choice) at a unit that can reach you for melee next turn.  Next choice would be an enemy missile unit (some restrictions here).  If there is a choice, or no priority targets, the shooter can choose whichever target they like.   Rules for how many missile hits a chariot can take are given.

The fire procedure is simple - calculate the number of figures that can fire (this is the number of "factors" on the firing chart).  Add or subtract situational modifiers to the number of figures (these are called "factor modifiers").  The modifiers to the number of figures is somewhat small (it is usually only -1 or -2 figures, from the total allowed to fire).  Here is a list:
Mounted Unit -1
Long Range -2
Foot Firing Unit Moved -2
Short Range +2

Now, against this, a single dice is rolled, and it has a number of dice modifiers.  Compare the two on the firing chart, and the number of enemy figures killed is given.  Dice modifiers are cumulative, and range from a +2 to a -4 depending on the modifier.  Here is a list:
Cataphracts or Plate Armor  -4
Other Metal Armor  -2
Other Armor  -1
Oversized Shield  -1
Unshielded  +1
Formation 3 or more Ranks Deep  +2
Non-Barded Cavalry or Camelry  +1
Defender in Light Cover  -2
Defender in Dense Cover  -4 
Fire at Moving Target   -1

So, the resulting dice roll can be modified by these factors, quite a bit.  Usually, there is a modifier for armor, less frequently there are cover modifiers, or a moving target modifier.   Cross matrix the number of figures ("factors") vs. the modified dice roll, and you get a number of dead enemy figures.

Ranges vary by weapon, from a maximum range of 4" for a heavy pilum, out to 26" for longbows, 30" for heavy crossbows,  and even 48" for ballistae.

Missile fire rules are completed with a section describing how various ancient and medieval artillery works in the rules.  Ballista type weapons, and catapult type weapons are covered.  The former are a simple point and shoot weapon, much like missile fire from a unit.  The latter are handled by the firer announcing a firing range, then dicing for over/under and shot drift.

Melee Combat
The rules for melee combat are, at their heart, very similar to missile combat.  You count up the eligible number of figures that can fight ("factors"), and then roll 1d6.  To that you add or subtract a number of modifiers, and then matrix the modified dice result with the factors number, to derive a number of enemy figures that are killed.

The basic dice modifiers come from a chart that cross-indexes all the troop types of the game, and the result is the first modifier for the dice roll (so for instance, Heavy Infantry fighting against a Medium Chariot is a -1).  The situational modifiers include the following:
SituationModifier
Med, Hvy, A Inf Charging +1
Med Cav Charging +2
Hvy Cav Charging +3
E Hvy, S Hvy Cav Charging +4
Elephant Charging +5
Berserkers Charging (1st round) +2
SituationModifier
Upslope from Opponent +1
Opponent has light cover -2
Opponent has Dense cover -4
Opponent in March Column +2
Against Opponent's Flank +5
Against Opponent's Rear +7
Opponent Shieldless +1
SituationModifier
2H Chopping Weapon v. M H and A infantry +3
2H Chopping Weapon v. Cav, Camels, Chariots, Elephants +3
2H Chopping Weapon v. all others +2
Heavy Javelin or Pilum used in 1st Round +1
Lance, used in 1st round +1

Rules exist for Chariots (they can swerve or crash, when you attempt to charge home with them), Elephants (the can go berserk, and only die after taking a number of "casualties").  There are descriptions of how many ranks of troops can fight, based on weapons: for instance, pikes have the whole first rank, and half each of ranks 2 and 3.  Finally, there are rules determining things like Unit Disarray, Overlapping an enemy unit, and break-off moves.

Morale
The Morale system of War Cry is interesting, and I admit to liking it.  Each unit of troops has a starting morale value that is an indicator of it's training, physical courage, determination to fight, etc.  This ranges between 5 (extremely poor quality troops) and  13 (fanatic berserkers).  That number, or less, is rolled against with 2d6 for a morale check.  There are a few modifiers (not many) but one that is always in effect, is that you always get -1 to your morale value for every 10% of casualties that you take.  Considering you don't start taking tests until you are 30% down, you will start your first number as 3 less than your starting value.  So a good quality Roman Praetorian Guard unit is a MV of 11.  When it takes 30% casualties, and has to test morale, it is trying to roll 8 or less.

If you roll less than your modified MV, then you pass your morale test.  But if you roll more, then you use your unmodified dice roll to consult a chart and see what the effects are.  The effects chart is structured so that if you roll high, the results aren't too bad, but if you roll low, then they are terrible.  This works well with the overall morale test mechanism, since you only blow your test with a low number, if you have a modified (down) MV.

Calculating the 10% of casualties on a unit with 18, 24, or 36 figures can be a pain on the fly, so the rules suggest that you make an army roster, listing each unit, their base MV, along with how many figures they will be once they lost 30%, 50% and maybe 60 or 70%.  With that number, list their modified MV for the new level, so that it is a simple matter of looking up how many figures are remaining in a unit, then you get access to their current MV.

Example Morale Roster
Unit (Original Size/MV)30%50%60%
SizeMV SizeMV SizeMV
Greek Heavy Infantry 50/8 355 253 202
Creten Archers 20/7 144 102 81
Thracian Light Cav 10/6 73 51 40

So, looking at the above chart, we see a unit of Creten Archers, that starts the game with 20 figures.  When it gets down to 14 figures, it has taken 30% casualties and it's morale value drops to a 4-.  So if it has to take a morale test (ignoring, for now, any other modifiers), it has to roll 2d6, and score a 4 or less.  If it does not, then it looks at the morale results table to see what happens.

Setting up the chart takes some time, before the game, but it makes the game roll very nicely.

Extras
The rules include a points system, which also covers a Weapons Category system (a figure gets a hand weapon for free, and a weapon from one other category, all others are paid for).  There are guidelines for which historical armies were regular, irregular, or either. There are some short rules for including ships and boats, and how they behave (although, to me, the page with the boat rules looks like it came from another Judges Guild set of rules - "Sea Steeds and Wave Riders").  Finally, there is a section of optional rules.  These include pursuits of fleeing units; cohort relief (to emulate the Roman manipular system); Chivalry Honor for knights; caltrops; Normal Cavalry (those Norman horses bite, you know); Poison weapons; the effect of Camels and Elephants on cavalry (smell); Levy troops; the Elephant Graveyard (they respect other dead elephants); and finally Shield Wall and Testudo formations.

Thoughts on War Cry
War Cry is a nice adaptation of the basic WRG factors and table type system, but without using 20 casualties per figure - all casualty results are given in whole figures, which is nice and runs smoothly.

I have some problems with playing it.  As I remember, these where some complaints back in the day, but we ignored them in order to have a simple set of rules that gave good results.

Complaint 1: order writing. This could be remedied by having a variant turn sequence.
Complaint 2: combat and morale modifiers don't seem to be very well thought out. Just a thought.
Complaint 3: there is little reflection of morale grade differences in actual combat, only in the results of combat.  That is pedantic, but it does have an effect.

Otherwise it is a nice set of rules.  I have great memories of playing, with some of my best friends from college and my early wargaming years.  Sadly some of them have passed away since then (and my attendant melancholy which might add to my fondness of those games, I admit).  But it is a good adaption of the WRG system, and plays quickly.  It gives pretty good results, and some of the "chrome" rules (chariots, elephants) make it a lot of fun to play.

The rules in the game are clearly meant for 25mm figures, and the ground scale is given absent a figure scale (1 inch equals 10 yeards).  But the basing chart gives base sizes for 15mm and 25mm.  As I mentioned, way back in the 80s, we played these (out of the box, so to speak) with 15mm figures, with no modification to the ranges.  I think that still works, but a 15mm cavalry unit moving over 20 inches in a turn is a bit much for a small table.  Good thing my is 6'x10'.

We used it for some basic fantasy type wargaming as well (I recall a game of the Battle of the Pelennor Fields, where the Oliphants made it up siege ramps to the top of the outer walls of Minas Tirith, then 1 of the beasts went berserk and ran down the whole length of the wall).  Since it was sold by Judges Guild, a company known for their support of fantasy roleplaying games, I am sure that many other groups did the same thing.

These days, I don't know how I would rank these rules against some of my other older favorites for the period (such as Might of Arms, Chainmail, Universal Soldier or others).  I think I might try a game of it soon, with a modified turn sequence that would support Solitaire play.
reade more... Résuméabuiyad

Horsing Around at the Painting Table

I recently received a shipment of 40mm x 30mm MDF bases, which means it is time to get caught up on some cavalry basing.

First up, 12 stands (36 figures) of armored 17th century cavalry.  These could be useful either as continental Cuirassiers in the Thirty Years War (or some time earlier).  Possible as Schwarzreiter during the Schmalkaldic War (maybe a little early for these figures, maybe not).  Also possible as Lobsters in ECW.


Next up, I have a unit that are clearly Reiters, from the look of their equipment and the plumed helmets.  As with the Cuirassiers above these fellows have 3/4 armor, black, and with pistols.  Different helmet styles, and slightly different armor styles are the big difference.


Moving away from the Renaissance (although not very far away), I also started re-basing my later Medieval Knights.  These fellows would fit right in during the late 14th or 15th centuries.  My inspiration?  I got these out to play a late medieval solo game of Chainmail (in honor of St. Crispin's Day), and was reminded of the basing situation.  That, with a new box of bases staring at me, told me to put off the solo game, and get the Knights re-based.  (as opposed to Chaucer, who would have them Debased).



This evening, I sorted out the first part of this collection, all of which need to be re-based.  In doing the sorting, I uncovered four basic categories of knights. 
  • There are knights (of different helmet designs) on chaffroned horses.  
  • There are knights on horses with just harness.  
  • There are knights on barded (metal barding) horses.  
  • And there are figures (knights?) who are carrying standards, musical instruments, etc - that could be part of these units.
I selected out the knights who were mounted on horses with just harness (and not full chaffron or  barding).  There were enough to do 14 stands of knights (3 figures per stand).  Those are who I based this evening (pictured above).  So why pull out the un-chaffroned knights?  Wargamers (and wargames army lists) love to differentiate.  Variety is the spice of life, after all.  In many army lists, there are second tier (or even third tier) Knights, representing either lower nobility, poor knights, mercenary heavy horse, etc.  These will be instantly identifiable on the table, as being different from the chaffroned knights, or the barded knights.  And there is still a lot of variety in pose, equipment, and armor style (probably too much variety in armor style - but I go to war with the army I have, rather than the army I want).

Finally, a few units I actually based a few nights ago.  These will see service in an upcoming 2nd Punic War game (at Fall In 2016).  Four Roman units, at three stands per unit.  These are in with my Late Republic Romans, but from looking at the equipment, and depending on the theater of operations, these could be (possibly) Pre-Marian, on up to maybe 1st century AD.  At least in 15mm scale, that is my claim. (the High Medieval knights are in the background).


 All this in addition to work I've done lately on my 16th century infantry (Swiss, German, and Spaniards).  In a day or two when the glue is set, I will flock the bases on all those above, and they will be off to fight in Flanders. Or Burgundy. Or Gaul.  Or Saxony.  Or Lincoln.  Or maybe just stay here in Stafford.

Pax. 

reade more... Résuméabuiyad

The Universal Soldier Miniature Rules - review

This is the first review in the Once and Future Rules series of retro rules reviews.  This is a review of a set of miniatures rules called "The Universal Soldier".


This is a ruleset, published by RAFM in 1977, and authored by John Lain, Colin McClelland, and Paul Sharpe.  It is a set of rules for tabletop battles, covering the ancient through renaissance period.  The rules cover situations of movement, shooting, combat and morale.  The table of contents from the book is:
  1. Introduction
  2. Command
  3. The Unit
  4. Movement
  5. Combat
  6. Missile Fire
  7. Artillery
  8. Morale
  9. Control
  10. Fatigue
  11. Special Weapons and Tactics
  12. Terrain
  13. Glossary
  14. Summary of Charts
  15. Appendix
The scale for the game is not really important, as everything is done at the figure level, but is described (briefly) in the introduction at being roughly 1 figure = 10 men. A ground scale is not given, but all ranges and movement are in inches.  The rules are designed for 25mm play, but I have participated in 15mm games using these rules, unmodified, and they work just fine.

The rules are written around the concept of using written orders, and I have played games that both used, and didn't use orders.  It adds a level of fun to the game, but also opens up some area of conflict.  For solo play, of course, written orders are not really useful, but the system from Charles Grant's solo wargames book to partially randomize the behavior of one side or the other would be useful.

The turn sequence, given in the book, if using orders is as follows:
  1. Write Tactical Orders for this Turn
  2. Announce Charges
  3. Perform Changes of Formation and Facing
  4. Perform Disorganized Withdrawal
  5. All other movement is simultaneously performed
  6. Missile Fire
  7. Combat
  8. Record Missile Use (ammo) and Accumulated Fatigue
Figures are to be based on stands, which the authors recommend using a 2 inch front on a base that has three infantry, or two cavalry.  That isn't bad, and is comparable to a 60mm front (for instance) with three infantry or two cavalry, if one wants to use a WRG standard.  The authors mention that for 15mm figures, the rules are usable as-is, but reducing the stand size.

Stands are then organized into units, and each unit has several characteristics.  First it has an attack rating (A-E),   a defend rating (A-E), a Morale Group (I-VI) and a Morale Point (typically 5,6 or 7), some weapons, and a description of the Unit Order (Regular, Horde, Skirmish, or Independent).  Finally, there is a Control Point which is a target number to determine if a unit Pursues enemy or not.

The Defend Rating is related to the armor that the unit wears, and that determines movement rate.  Cavalry are all rated A,B,C, or D.  Infantry are all rated C, D, or E.  One pet peeve - all moves are multiples of 3" (3,6,9,12,15), except for D rated infantry, which move 4" as a standard move, and 8" as a charge or road move.  I prefer (personal taste) to have all moves based on a similar multiple (either all multiples of 2,3,4 etc).

Units may be ordered to do a Forced move, which is the same as a charge move, or road move.  It incurs a Fatigue point.

Unit type (Regular, Horde, Skirmish, etc) determines what maneuvers may be done, in terms of evolution, wheeling, expanding, etc.

Combat is done at a per figure level, in spite of having everything based on stands.  Compare the Attack rating of one unit vs the Defend rating of the other, and a chart then gives you the number of dice per figure to roll, and the range that produce a casualty.  Usually you are rolling one dice per figure, but in really disparate match ups (great quality troops, vs unarmored foes, for instance) you might roll more dice per figure (2,3,4 or even 5 dice per figure), or you might only roll 1/2, 1/3 or fewer dice per figure.  All hits are kills.  I would refer to this type of combat system as a "dice per figure" system, vs many others that are "dice per element" (where element can refer to a stand, or a number of stands, of multiple figures).

Shooting is similar, with Artillery having a chance to have the hit drift around on the battlefield.

Morale triggers are from casualty levels, and situational (charge on flank, etc).  The morale group gives any non-standard trigger categories (for instance, Morale Group VI must make a test whenever they are ordered to do formation change, presumably because they are trained so poorly).  the morale point is the target number, rolled against on 2d6, with modifiers added in or subtracted.

Rules for control exist, to see if a unit looses control after a melee (for instance).

Rules for fatigue exist, for doing forced marches, or from fighting melee or routing.  Units that accumulate so many fatigue points lose some of their attack rating, or worse.

There are rules for special weapons and terrain, and a nice wrap up with examples.

The appendix gives a good description of all the fighting ratings (attack and defend) and offers up a list of weapons and a point system.  Finally, there is a list of historical armies, and what the ratings are for the common troop types in those armies.

It is a nice, complete ruleset.  As mentioned, the only problem with solo play is the reliance on written orders, but that can be worked around.  After re-reading these rules, and reminiscing, I think it might be time to break out The Universal Soldier for a solo game - maybe 15mm renaissance?

Note: There are some other fantasy rules from RAFM, much more modern, that have as part of the title the phrase "The Universal Soldier" - I have not seen those.

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Recent Miniatures Projects

At GwC headquarters, recently there has been a lot of work going on at my miniatures workbench.  I have been painting and rebasing large quantities of my 15mm collection, and have started painting on some 28mm projects.

First, starting really before Christmas, and only finishing sometime during the winter convention season (re: MarsCon and Williamsburg Muster), I had rebased and flocked my Mexican American War collection.  This amounted to about 2000 miniatures, mostly infantry (although a decent amount of Mexican cavalry), rebased from cardboard and balsawood onto MDF bases, of the variety I usually purchase from resellers like GaleForce9 at wargames shows.  I have, in a manner very similar to many of my other 15mm age of rifles armies, based the infantry on 25mm square stands, with three miniatures per stand, and the cavalry on 30mm square stands, with two miniatures per stand.  The guns are on 40mm bases, with crew.  I have not hosted a game (solo or otherwise) with this collection yet, although this rebasing project is complete, because I needed to finish up some suitable terrain in 15mm.  All my adobe/desert style terrain is in 28mm for The Sword and the Flame, and most of it has a distinct middle eastern flavor (some could swing to Mexico or California, but not all).

Second, I had interrupted my projects with a really satisfying game of Renaissance, using the Neil Thomas rules, and my figures for the Italian Wars (covered in this blog here and here).  A very satisfying game, but at the time I did not do anything to rebase that collection of Renaissance figures.  That could be a project in the future, and would make them compatible with other figures that I have for the period.

Third, I have begun a large project of rebasing and organizing my Dark Ages figures.  This is chiefly figures for four armies - Vikings (very large collection), Saxons, Normans, Welsh and Irish - recently added to my collection.  This allows a large variety of different battles and campaigns to be waged, but it also adds to an already decent sized collection of Vikings and Western Franks (Normans) that I had already owned.  Again, the rebasing is an attempt to bring a uniformity to the combined collection, and because I really prefer my own mix of flocking and MDF bases.  Here are a couple of pictures of figures from the new addition to the collection, in process (recently glued to the new bases, but not flocked yet).
New figures based - old bases on the slingers at the top right
In the first picture (above) you can see about seven units of figures, assuming 6 bases per unit.  Some of the units in the collection are this size, some larger, but it is very flexible, as there is very little to differentiate units, except for armament and some national characteristics in shield design, clothing, etc.  For instance, the three units in the upper left could be used for just about anything (Irish Bonnachts, Welsh, Saxon Great Fyrd), but were included with the Irish figures.  The presence of a priest and some of the banner designs indicate a Christian nationality.  On the other hand, the figures in the other units of the picture could just as handily serve as either Saxons or Vikings.  And considering, for instance at some of Brian Boru's battles (such as Clontarf), there is little difference between the Vikings on either side of the battlefield, these could also serve in an Irish army.  Notably, the Welsh also employed Vikings in their ranks as well.

The buildings in the picture feature on their bases my own mix of flocking.  It is made from a mixture of two different colors/grades of woodland scenic turf, and then has some small amounts of foliage mixed in, and some ballast to represent rocks.  I have been using a variant of that mixture since the late 1980s, off and on.

The old style of bases in the collection I recently acquired are pictured here, in the upper right of the picture.  It is a thin balsa style base, with a dark green grass used as flocking.  This is the same style that was employed in the Mexican American War collection, and also the Renaissance collection (they are from the same painter).  The style is good, and the look en masse is fine, it is just not what I prefer to use.  And rebasing gives me an excuse to spend time at the workbench, while listening to music and enjoying a pipe, so why not?  Below are some more pictures of the figures in progress.

[A word on the painting style - it is very different from my own.  These figures were painted with a white primer base under all the figures, and it leads to figures that have a very light look, overall, compared to my painting.  I will try to post some pictures of my own 15mm dark ages figures, in comparison, very soon.  I usually go for black primer, with white dry brush over it, and then paint in sold block colors, adding washes and detail last.  These seem to have a lot of wash style color areas added, which have a very good effect at a wargames table distance, and give a very colorful appearance to the army. It is just a different effect from my own figures.  I don't think the soldiers will mind, at all, being on the same battlefield, however.]

Very nice mixture of poses and manufacture - but I suspect a lot of Splintered Light

Closeup showing bases, wet glue(!) and figures.  Nice job on the banner!
I will be playing a solo game, very soon, as soon as the last of the Dark Ages figures are completed and off the gaming table (I rebase on the gaming table, and flock at the painting table - a sort of assembly line).

Considering that the theme for the Guns of August convention this summer is Medieval Battles, this collection should definitely be seeing some action at the convention.  I am considering a big multi-player Battleaxe-Blitz!  Details to follow, but think of a large many-factions Duke Siefried style game.  It seems proper.

In addition to the 15mm dark ages collection, I recently started painting some 28mm Foundry viking characters to use for SAGA and Lion Rampant as leaders.  Speaking of SAGA - this past year's Williamsburg Muster had some really great SAGA games going on, I really need to get an army finished up.  Here is a picture of Glenn from the Richmond Leisure Society, having a great time.


Great looking figures, Glenn.  I hope to put some of my own out there (I have a decent sized collection of older Ral Partha 25mm vikings, and such, but I really want to get my Foundry, Crusader and Old Glory figures painted - I have had them since Georgia, and keep putting them off).

I will most likely be missing Historicon this summer (although I do plan to be at RavenCon, playing some RPGs and boardgames, at the end of April).  The reason for that is because of my Daughter's schedule - summer camps and college preparation activities (she is in 11th grade, and deep in the process of picking a school for after she graduates).  Considering I have such a great time with her, it takes all the sting out of missing Historicon, but it means that I am deeply involved in getting prepared for Fall In as my next major (non-ODMS) convention.

Time with my daughter, the best reason to miss out on gaming conventions


In preparation for Fall In, I am working on two painting projects.  The first (to be detailed in a later blog entry) is 28mm Napoleonic British.  This will be my first Napoleonic project using plastic figures.  I am using the Warlord figures, and they are great to work with.  More details and pictures later.  The second project is getting ready for a Hail Caesar game.  This entails two things - getting my Early Imperial Roman figures rebased from individual mounts (used for Warhammer Ancient Battles) to group stands (4 men on a 40x40 base, for the formed infantry) that will be useful for a variety of different rules, including Hail Caesar (and still quite useful for WAB).  The second, and more exciting thing, is getting some Celtic units ready for a large Briton's army.  I am, again, using plastics for this (because I have the figures stockpiled already, and I have been *meaning* to get around to painting them for about 7 or 8 years now).  The first up are some Wargames Factory cavalry.  Here are some pictures of the figures I have assembled.  Yes, I know, I should have painted the riders and horses separate, but I really wanted to see what the assembled figures looked like, and I got carried away.  I think they look splendid!

Yes, you can see the gory details of the painting table, but the figures look absolutely splendid.  Can't wait to get paint on them.  Expect to see more pictures of them, once completed, here at Gaming with Chuck.

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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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