Showing posts with label 54mm Wargame. Show all posts
Showing posts with label 54mm Wargame. Show all posts

Friday, 21 December 2018

Lost and Found

I recently recovered the hard drive from a laptop long since out of use, among numerous pictures of cats and holidays there were a few of toy soldiers, including these:

Clearly the early moves of a wargame but I don't remember when, who was playing or what the rules were.  No matter, it's always nice to see old toys out on the table.  I think I originally posted these pics up on one of the old Yahoo Groups so there may be more of the same wafting around in the ether.

A close up of the Allied Command.  Most of the mounted figures came from the collection of John Ruddle and have seen action in his legendary garden wargames, a few of the foot conversions are my own humble efforts.

Wishing a peaceful, happy Christmas to one and all, hopefully there will be more toy soldiers in the New Year.

Friday, 20 July 2018

Battle Cry in 54mm

For those unfamiliar with it, Battle Cry is a boardgame set in the American Civil War, it's played on a hexed board using 20mm toy soldiers which are activated by drawing order cards.  Separate terrain hexes can be laid on the board to create an infinite variety of battlefields.   In need of some diversion from One Hour Wargames, and as Anthony had acquired a mat with 6" hexes, we opted to run a game of Battle Cry using 54mm toy soldiers (also I realised my ACW toy soldiers hadn't had an airing since the Gettysburg game in 2013).

The game also includes a number of scenarios based on actual battles showing you where to lay out the terrain features and the starting positions for all units.  We decided to refight the First Battle of Kernstown   This sees the Confederates under Stonewall Jackson inadvertently attack a much stronger Union force due to faulty intelligence.  Here's how the game went:

View of the left and centre of the field from the Rebel side.  The Union artillery dominates the Rebel left from the commanding hills in the background.

The Rebel right and centre, the picket fence running through the middle of the field provides scant cover but creates a clear psychological barrier and rallying point between the two forces.

All movement and weapon ranges are measured in hexes rather than feet and inches, combat is between units rather than individual figures and is decided by simple dice rules. This makes for a fairly fast moving game once you've gotten used to the terrain effects, which are central to the system.

The Rebels hold a naturally strong defensive position, the treeline on their left protects that flank from the Union artillery and helps to even out the disparity in numbers between the two sides.

The Union force commands all the high ground and comprises 9 units of infantry, 2 cavalry, 2 guns and 2 Generals, while the confederates have 6 units of infantry, 1 cavalry, 2 guns and 3 Generals.

Aggressive Confederate cavalry action on the left keeps the Union right wing in check.

6" hexes are the ideal size for 54mm figures and give the game something of an old school Morschauser look.  If you don't want to stretch to buying a custom made mat it's easy enough to make one by cutting out a cardboard hex template and using it to draw around on a plain green sheet (if I can do it any idiot can!).

Most of the action was in the center and it could have gone either way as the relentless Union pressure took it's toll on the Confederates, finally a last desperate counterattack with a Rebel yell sent the Yankees running from the field.

On the Union right a massed attack broke against the stoutly held fence line and suddenly the battle was over. It could have gone either way and the Union force was slightly ahead for most of the game but that changed after the attack in the centre broke.In 1862 the battle was a tactical defeat for Jackson and the Confederates but happily in 2018 they just about managed to hold their own!  The whole game took abut two and a half hours to play.

This system is ideal for use with 54mm figures and we feel this size of toy soldier adds much to the visual aspect of the game.  It can be used without alteration for any of the modern wars in the second half of the 19th century and I have a fancy to try it for a Crimean game sometime (a chance to get out those Britains hollowcast guardsmen in bearskins).  Another bonus with this system is the the order cards provided are ideal for randomising movement if you are playing a solo game (as we all have to sometimes).

Friday, 11 May 2018

War of 1812

A deputation from the Funny Little Wars group visited recently in the form of Paul and Jack, looking to try out some ideas for smoke, confusion and subterfuge in the age of Napoleon. Keen to get a recently acquired collection from the War of 1812 on the table, I thought this would be an ideal scenario to try out the new ideas.

Setting the scene, a company of British infantry picquetted in the outlying town, across the river from their stockade, are surprised by a raiding party of American regulars, militia and native scouts. A firefight breaks out but the company are quickly overwhelmed and forced to flee for the safety of the fort as the Americans overrun the village.

Troops in the fort stand to and give supporting fire to the hard pressed company. Guns fire every other move and puffs of smoke indicate they are reloading. Similarly blankets of smoke are laid down for each infantry volley, with each successive volley more smoke is laid and begins to role away but has the effect of obscuring aim, it also gives irregular troops the opportunity to slip away unseen, only to reappear elsewhere.

At this point the forlorn Company find their way to the fort blocked, pinned on three sides they decide to try crossing the river.  At this juncture a band of natives, allied to the British emerged from the woods to the right of the stockade, their musketry forces the American Militia across the footbridge to fall back but it is too little too late to save the beleaguered company across the river.

A salvo from the American guns dispersed the native allies, while our gallant Company, caught in a crossfire, were unable to cross the river and surrendered to the Yankee Regulars.

The action concluded with the American Militia snipping on the stockade from the safety of the woods while their Regulars formed up for a frontal assault which they carried despite fearful casualties.

The new rules were easy to administer and worked very well, the scenario itself made for an interesting game which could have gone either way.  A very pleasant way to spend a midweek afternoon with old friends and it's great to be getting more gaming in.

Monday, 2 April 2018

Double Delay!

Double Delay is the name of scenario no. 9 in One Hour Wargames, written by Neil Thomas, and it's the game that Anthony and I chose to play this weekend. In light of our previous experience using OHW we decided to use the full 6'x10' table, nine units per side instead of six and five troop types instead of four. We diced as normal for units to get a mix of infantry, cavalry, artillery and skirmishers then switched one unit of infantry for Guards (who use the Zouave profile from the ACW section of the book)

The British have occupied the town of San Antonio somewhere in the Peninsula, they are preparing to leave and rejoin the main army when the French appear on the horizon.  They must delay the enemy and, if possible, deny them the town.

My poor old mother, God rest her soul, would have had forty fits if she'd seen what I've done to her finest Irish linen sheets.  After several days of sponging and stippling they started to look like barren scrubland.

I was still painting the rocks at eight o'clock on the morning of the game, and they were still a bit wet when we were setting up!  There's nothing like a deadline to get your productivity racing.

In true Wellsian fashion the toy soldiers all huddle behind hard cover to shelter from the enemy guns.  They needn't have bothered, although the guns have a range covering virtually the whole table, their limited casualty effect means that troops in the open can take a hard pounding for some time before their capability becomes too seriously depleted.  This is a good thing, it stops the guns dominating the game and reflects the effect of roundshot.

To add a bit of spice the British contingent included a band of Spanish Guerrillas (using the skirmisher unit profile) who act independently and can appear from any piece of cover or enter from any edge of the table at any time subject to the British player achieving an activation score of 6+ on a throw of 2xD6.  Thus there's a good probability they'll appear on cue but it can't be taken for granted, here they emerge from the rocks to give the French artillery a nasty shock!

I take any opportunity to get this old Spanish town out for a game, I bought it for £10 at the very first Plastic Warrior Show, (read about it here) I didn't really want it but it was destined to go in a skip if I hadn't taken it, also it had featured in Donald Featherstone's book "Skirmish Wargaming" (page 50) so I felt I had to save it.

French skirmishers scale the heights on the left of the field supported by the Guards and Chasseurs a Cheval, forcing the British artillery to retire.

The larger table size and additional units made for a lively game with lots of manoeuvre and three actions playing out: forcing the bridge on the left, the main assault against the town on the right and a fight to suppress the guerrillas in the rear centre.  The poor marksmanship of the Guerrillas caused few problems for the French gunners but to contain them tied down an inordinate number of French infantry that could have been put to better use elsewhere, such is the purpose of these irregulars.

The river is a sectional model that clips together, made by Pegasus, it arrived in the nick of time the day before the game and went straight from box to table.

The French eventually took the town and pursued the British off the table, as the scenario required, we played the full 15 moves in about two and a half hours.  I think we have found a formula that makes the OHW system work well for 54mm toy soldiers.

Sunday, 11 March 2018

Little Wars Revisited - 54mm in Woking

Yesterday saw various members of the Little Wars Revisited Forum gather together in Woking, Surrey for a day of 54mm wargaming. Five different games were played throughout the day, each a different period and rule set, here are the all important pictures:

Anthony Morton brought out his English Civil War armies for an airing of the Pikeman's Lament rules written by Daniel Mersey.

I should have taken more pictures of the terrain and buildings (and I thought I had but apparently not!) which were superb, but as usual I was beguiled by the figures.

At least this time I remembered to include the cavalry, which I omitted when his collection last graced this blog.

Here we see Bob Cordery's Portable Wargame as presented by Mike Lewis using his Little Wars Revisited range of figures and new modular terrain.  The 54mm Wargames Day was Mike's brainchild and he did all the work, so many thanks Mike (and can we do it again next year?)

This was the North West Frontier game that I participated in, the rules used were The Sword and the Flame, written by Larry Brom

This was my first time using these rules and my thanks go to Alastair (sorry don't know your surname) for patiently steering me through them.  The scenario shows a relief column trying to fight it's way through hostile Pathans to save a beleaguered garrison.

A well sighted Pathan gun plays havoc with the British troops pinned in the rocky landscape.  Again there was great use made of simple terrain pieces to create a visually enjoyable game.

We used activation cards designed specifically for TSATF and available from The Virtual Armchair General which all agreed made the game a lot easier, quicker and more fun to play.

This impressive display was brought along by Eric Kemp and features figures from numerous manufacturers including his own Helmet Soldiers

Eric was using his own rule system to refight the action around La Haye Sainte every roof tile has been individually cut and fixed to the the buildings, wish the slates on my house were as well layed.

Eric is aiming build up his collection to 1,500 figures for a massive outdoor game at the end of this summer, we wish him luck!

My own humble offering was a pitched battle between the French and English using Lion Rampant rules and my well worn medievals.

A fast flowing game, helped or hindered, (the jury is still out on this) by a quick reference sheet that I had prepared in advance.  Here the French men at arms are about to serve the coup de grace on the English.

After a long tiring day of playing with toy soldiers I retired home and met Mrs C in our local pub just in time to watch the French trounce the English for a second time in a day, this was a rather more serious matter, it was the 6 Nations rugby match in Paris.

 A great day had by all.

Sunday, 14 January 2018

Shambolic Command!

What a great phrase! it's the title of a scenario from "One Hour Wargames" written by Neil Thomas, which Santa brought me for Christmas, and it's the action which AM and I played yesterday using his rather sumptuously painted English Civil War figures.

The opening positions see the forces of Parliament above occupying a contested hill while the Royalists approach from the north.  The winner will be the side that either holds the hill at the end of fifteen turns, or eliminates their enemy, whichever comes first.

The figures are made by "A Call to Arms" and the rather wangy plastic pikes that they come with have been replaced with brass rod.  

Parliament fields six units but are led by a poor commander (hence shambolic command) who exhibits his incompetence by being allowed to only move two units per turn. The Royalists have only four units but are more ably led and can move all units each turn. A nice, simple mechanism to distinguish variability between commanders, I thought.

The Royalist infantry use their greater mobility in a frontal assault while their horse move around the flank, massed volley firing blows away a Parliamentary Regiment but the Royalists begin to run short on ammunition!

As the ammunition runs out the royalists charge home but are greatly weakened by counter volley fire and hand to hand fighting.  The twenty sided dice, seen behind each unit were used to keep track of the casualties it had suffered.

During the first half it looked as if my Royalists had the game in the bag but then attrition began to take it's toll and with fresh Parliamentary Regiments moving up they could no longer take the pressure, and it was all over.  Victory to the Parliamentarians.

Each scenario in the book is based on an actual battle so you can look it up afterwards and see what should have happened, in this case the course of history was changed!  The game took us about two and a half hours to play but could probably be done in about half that time had we been more acquainted with the rules and not spent so much time gassing on about toy soldier stuff.

We played on an area 6' x 6' and doubled the movement/firing distances, the rules are quick and easy to pick up and I thought they were ideal for skirmish games with 54mm figures.  I liked their simplicity and the fact that much the same structure, with just subtle changes, was used for every historical period, which is ideal if you tend to flit from age to age as we do.

The rules have come in for some criticism of over simplicity and I can see how they wouldn't sit well with some people but I felt they were fine for giving the feel of a period without tying one down into the straightjacket of too much detail.  The only thing I wasn't too keen on was trying to keep track of the casualties/hits for each unit, we attached a D20 to each unit to record this, which worked well enough but was a bit fiddly and would be rather onerous on a larger sized battle (to which I aspire)  and I'm sure we can find a better way to tackle this.

Monday, 20 November 2017

Lion Rampant - a skirmish wargame in 54mm

This  weekend my erstwhile sparring partner, Anthony and I tried out the Lion Rampant wargame rules using 54mm figures on a table 6' x 8' to see how well they would adapt to larger size figures. It was my first time using this system so we kept it all fairly simple, the two forces were drawn from sample army lists (retinues) for late French and English troops in the 100 Years War and the scenario (also from the rules) was "defending the indefensible".  the only change we made to the rules as written was to double the movement distances and missile ranges

English men-at -arms supported by foot sergeants and expert archers close on the French

French foot sergeants and crossbowmen defend the sacred relic while mounted men-at-arms charge into the small English force from the flanks.  The English foot are pushed back but the French charge loses momentum and falters.

The French Lord carries his standard forward and issues a challenge to personal combat against his English counterpart.  Sacre bleu! the challenger is killed and the French must all take a morale test.

The French cavalry all fail the test and break, the foot all pass and are left to face the English onslaught.

Furious melees take place in the centre as the French foot hold the line and force the English back.

The french cavalry rally and return to the fray.

Further melees ensue and the fight flows back and forth, the outcome could go either way.

Finally the English break through and seize the objective to win the game. Zut alors!

The game took about three hours to play but would have been much quicker if we had been more conversant with the rules.  The system is easy to pick up and flows very well, it's ideal for a skirmish wargame with 54mm figures.  We had a total of 42 figures per side, individual units being always based on 6 or 12 figures so you don't have to amass a large collection to get started.  The rules include sample retinues for a wide variety of Middle Ages armies from the Baltic Crusades to the Ottomans and there are other examples to be found on the internet covering such types as Elizabethans and Samurai.

There is a lot of flexibility with this system, I played the French and made the foolhardy decision to engage in single combat (just to see what would happen) and came to a sticky end!  I forgot to take any pictures during the game and so what you see here is an action replay by the leading actors.  My observations on the rules? I felt casualties caused by archers should have been higher and I think we were both surprised when a unit of archers received a charge from mounted men-at-arms and in the resulting melee saw them off, despite this they made for a very enjoyable game.