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

Tuesday, 5 August 2025

Battle of Saguntum 1811 - 54mm Battle Cry game.

 For our latest game we decided to try a Napoleonic version of Battle Cry and Anthony suggested the Peninsular War Battle of Saguntum 1811.

The scenario sees a Spanish force under General Blake attempting to relieve Sagunto Castle which is under siege by the French under Marshal Suchet.  The Marshal leaves a blocking force at the Castle and heads off to face Blake with his remaining French, Italian and Polish troops.

The Spanish are supported by gunboats offshore protecting their right flank.

The Spanish outnumber the French but both sides are short of artillery and the French are better quality troops.

Blake placed a holding force facing the French left wing while he concentrated most of the Spanish Army on his left flank to lead them in a mass attack against the French right wing.

The French opened with a vigorous attack on the lightly held Spanish right and centre.

Both sides fought themselves to a standstill on the French left as the course of the battle crept across the field to the centre and was finally drawn out on the French right.

The high ground in the centre held by a body of Foot Dragoons was hotly contested, changing hands several times.

On the French right Polish Voltiguers and Italian Hussars under general Chlopicki lined the crest of the Sancti Espiritus hills to await the massed attack of the Spanish.

A spirited counterattack by the Foot Dragoons drives off the Spanish Voluntarios and forces the supporting Horse Artillery to retire

The valiant Poles and Italians hold their ground in face of the Spanish advance.

On the gunboats the gun crews watch the action drift further inland away from the coast and out of range from their broadsides.

The French are finally overwhelmed on their right leaving the Spanish to their victory and the road open to the Castle.

The outcome of the game couldn't have differed more from the course of the actual Battle, in which the Polish troops advanced against the Spanish left and threw them into disarray, fighting in the centre and on the Spanish right was fierce and indecisive but the collapse of the left wing demoralised the Spanish and led to a general withdrawal with heavy losses.  The gunboats along the coast provided a threat but actually saw little action.  With no hope of relief  the garrison surrendered the Castle the next day.

The figures used were sourced from several manufacturers, the Spanish cavalry and most of the infantry were from DSG of Argentina, with a stiffening of grenadiers from the BMC Yorktown set and REAMSA of Spain, the Voluntarios in their distinctive green jackets were made from Helmet kit parts, the gunboat is the remains of a Playmobil pirate ship and the crew are various conversions, General Blake is converted from a Cafe Storme coffee premium.
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On the French side the infantry are mostly Britains Deetail apart from the Polish Volitguers which were made from Helmet Kit parts with an officer from Replicants and the foot Dragoons which are conversions using heads from ATS (Alexanders toy Soldiers), the cavalry are provided by Britains Deetail Cuirassiers, DSG Hussars and Polish Lancers made by PZG (the Polish Association of the Deaf), Marshal Suchet is a Del Prado figure and General Chlopicki is another conversion.

Wednesday, 23 April 2025

Travel Battle - A Napoleonic wargame with 54mm toy soldiers

 Travel Battle is a boardgame designed by Michael Perry and produced by Perry Miniatures, the well known wargame figure manufacturers, it's based on battles in the Napoleonic period so Anthony and I thought we'd see how well the system translated to a tabletop wargame with 54mm toy soldiers.  Here's how it went:

As usual we started with a very simple game, without may terrain features, to test out the mechanisms of the system.  The boardgame has preformed terrain and uses a square grid for movement, we opted to use a hex grid (because that's all I've got and I prefer it!) 

Each side comprises 3 Brigades, each commanded by a mounted Brigadier and made up from any combination of the units available, which are; 2 x Heavy Cav. 2 x Light Cav. 2 x Artillery. 2 x Guard Inf and 6 x Line inf.  Either or both of the Artillery units may be attached to a Cavalry Brigade and designated as Horse Artillery, which has greater movement distance but less firing range and effect than the Foot Artillery.

The rules are simple, minimal and there is no record keeping, just how we like them but may be a bit too simplistic for some.  Players dice to see who goes first and can activate all their units, the sequence of play is: Move, Fire Artillery, Melee, Retreat any defeated units.  Then the second player repeats the sequence with their units.

Foot units (Guards, Line inf. and Foot Artillery) move 1 hex while mounted (Brigadier, Horse Artillery, Heavy and Light Cav.) move 2 hex in each turn.  All units can move in any direction and terrain modifiers apply. 

Firing is restricted to the Artillery who can move or fire but not both.  Effect is determined by D6 score: 1,2,3 no effect, 4 target falls back 1 hex, 5 target retreats back to table edge or 6 target destroyed.

Combat occurs when opposing units move into touch, in such case Artillery cannot fire but fight as an infantry unit.  Combat is decided by dice throw, with Heavy Cav. and Guard Inf getting a bonus.  Both players dice, highest score wins and outcome is determined by score differential: 1 losing unit falls back 1 hex, 2 unit retreats back to table edge or 3 unit destroyed. 

Command and Control is an interesting feature of the system, every unit in a Brigade (including the Brigadier) must be touching at least one other unit from the same Brigade, any that are not in touch with the Brigadier through the line of units cannot move but can fight if attacked (and Artillery can still fire).  So if a unit in the centre of a line is destroyed the line is broken and units beyond the break are no longer under command.  There are modifiers for the effects of moving into square to protect infantry against cavalry but make them devastatingly vulnerable to artillery fire.

The figures we used were mostly Britains Deetail with a few DSG toys soldiers from Argentina.  The Brigadiers on both sides are Del Prado Napoleonic personalities, beautifully modelled and their larger size giving a commanding presence on the table top. 

Overall I found it very easy to pick up and the action moves fluidly, the system would work very well for large battles and we could easily have controlled twice the number of units or Brigades, it would be ideal for multi player games.  With little modification it would also translate well to cover European battles of the Seven Years War. 

I particularly liked the Brigade structure and control system but not so much the Combat where the outcomes are either fall back, rout or be destroyed, there are no casualties depleting unit as you get in say Lionheart or One Hour Wargames, so it's good but it ain't no game of toy soldiers!

Saturday, 2 November 2024

Lionheart - a medieval wargame with 54mm toy soldiers

 Lionheart is a medieval boardgame published by Parker Brothers in 1997, played on a square grid with 25mm pieces the aim is to capture the enemy King or destroy all of his army, it plays a bit like a game of chess.  We thought we'd try out the basic game to see if it would translate to a wargame with 54mm toy soldiers, here's how it went:


The English left wing shown above and the right wing pictured below, the basic game has 4 unit types: The King, mounted knights (2 units), infantry (5 units) and archers (2 units).  For visual impact we doubled the number of figures in each unit, so the King got a standard bearer, each mounted unit was 4 figures and foot were 8.


There is an advanced version of the game that includes 3 more unit types: heavy foot knights, peasants and mercenaries but we left these out this time as we were just looking to test the game mechanics.  One major change we did make was to play on a hex grid rather than a square one but this doesn't make any significant change to the dynamics of the game.


The French left wing shown above and the right wing pictured below.  Players dice to see who goes first and then play on I go U go basis, as we'd doubled the number of figures in play we also doubled the number of actions allowed each move from 2 to 4.  The actions allowed are: Move, Turn, Attack and the limit of 4 actions applies across the whole army not unit by unit, actions can be taken in any order i.e. 4 units could make 1 move or alternatively 1 unit could move, a second could turn while a third moved and attacked.


All units move in a straight line, mounted (King and knights) can move any number of hex for 1 action but foot units (infantry and archers) only move 1 hex for 1 action.  No interpenetration through other units is allowed.


Archers can fire over friendly units and their range is anywhere in the arc of the 9 hex in front of them (2 hex, then 3, then 4).  All other units attack when they move into direct contact with an enemy unit and have an action remaining to enable the attack i.e. for an infantry unit to move 2 hex and make an attack costs 3 actions.


The game uses 6 sided dice with symbols: 3 x Axe, 2 x Arrow and 1 x Panic.  We used ordinary D6 with 1,2,3 = Axe, 4,5 = Arrow and 6 = Panic.  A D6 is thrown for each foot figure in a unit and 2 x D6 for each mounted, so a maximum of 8 x D6 for each unit.  Archers register a hit for every Arrow thrown, all other units make a hit when an Axe is rolled, casualties are removed: foot for 1 hit and mounted for 2 hits (rounded down).  Combat is completed one unit at a time and hits are not cumulative.


If 4 x Panic dice are thrown the the unit attacked must turn and retreat one move i.e. a unit of 8 infantry attacks an enemy infantry unit, it throws 8 dice and scores: 3 x Axe, 1 x Arrow and 4 x Panic, the unit attacked suffers 3 casualties then must turn and retreat.


We found the rules very quick and easy to assimilate, the game flows fast and smoothly.  Foot units advance rather ponderously and need to be supportive, a unit that becomes detached is liable to be picked off and overrun by enemy cavalry.  On both sides archers made up 20% of the total units, so a decent representation but not enough to dominate the field and turn the game into just another shooting match.  The mounted units are very much the arme blanche of the game, sudden sweeping charges packing a devastating punch, just as it should be.

We didn't include any terrain features but there is provision for this.  Going forward I think we will take scenarios from One Hour Wargames, or perhaps based on historical events and introduce the additional 3 unit types (heavy foot, peasants and mercenaries).  The simplicity of the rule system and lack of any record keeping also means that we could easily double the number of units and actions per turn to make it a much bigger game.  It would be interesting to try an Agincourt scenario, with the flower of French chivalry facing a wall of English archers!

 Apart from the Timpo crusaders, which have been based to give them more stability on the table.
all the rest of the figures are conversions, mostly from the talented hand of modeller and heraldic expert Vince Mattocks,

Saturday, 21 September 2024

Malcolm III and William Rufus 1093 - Battle Ravens

Since discovering that the boardgame Battle Ravens translates so well to the tabletop for a wargame with 54mm toy soldiers we thought we'd give it another outing.

  Our first trial of the game was a standard shieldwall encounter between Vikings and Saxons, but the game also offers sets of cards to portray the national characteristics of Scots, Welsh and Normans so we decided to try something different. 

  For a scenario I chose the border raid in 1093 by the Scots of Malcolm III, in support of Saxon refugees, against a frontier outpost held by the Normans of William Rufus. 

A Frisian trader has beached his ship alongside the Norman keep and is unloading his trade goods in exchange for Saxon slaves, when the alarm is sounded!  A Scottish warband has been spotted approaching the stronghold.

The Frisian crew join the Norman garrison and form shieldwall outside the stockade to protect the ship from the Scots and their Saxon allies.

Lessons learned from our previous encounter meant that the action flowed much faster and furiously this time around, more risks were taken and the subtle nuances in the rule system became more apparent. 

The game is played from two static shieldwalls and despite the lack of manoeuvre there is still a great deal of movement as warriors are pushed back and forth to reinforce holes in the line.  

The Playmobil viking ship with sail down serves as the Frisian merchant vessel, it only acts as set dressing but adds depth to the scenario.

The Scots command group, King Malcolm with his retainers and priest.  The standard bearers here and below are conversions by Eric Kemp acquired at the Plastic Warrior Show in May.

There is a temptation to press heavily on one sector of the enemy line and attempt a breakthrough but this can have repercussions later on, in the long run it's often better to give ground and degrade your opponent's forces.  

The game plays comfortably in a couple of hours but you could easily expand it by allowing reinforcements to be fed in at set points.  It would make a great demonstration game at a convention, easy to transport, limited number of figures involved, several participants could take different sections of the shieldwall and the larger figures add a bit of spectacle for the spectators.

It was a close run thing and looked as though honours were even but on closer inspection and a recount the Normans carried the day by one point.

Those with sharp eyes will recognise figures by Timpo, Johilco, DSG, TSSD, Emhar, Cherilea, Del Prado, Jean Hoefler, Elastolin, Jecsan, Reamsa, Oliver, Conte, Fontanini, Replicants, Marx, Armies in Plastic, Starlux, and Cafe Storme.

Monday, 1 April 2024

Battle Ravens - Dan Mersey

It's been a while since we last had a game but this weekend I finally managed to clear enough space for one.  Battle Ravens is a board game designed by Dan Mersey with graphics provided by Peter Dennis, both well known names in the gaming world, the former for rules systems and the latter for his excellent ranges of paper soldiers.  The game is about combat in a Viking/Saxon shieldwall and comes with opposing 35mm armies of Peter's card mounted paper soldiers.  Anthony thought it would be good to play using 54mm toy soldiers so I dusted off the Dark Ages collection and this is how it went:

The two armies square up to form shieldwalls, each has armoured Hirdmen (Hearthguards) in the front line, unarmoured Bondi in the second line and a group of Thrals (skirmishers) behind them.  The command units overseeing each shieldwall have no role in the game but I included them to represent the players, and because they look good.



Each shieldwall is split into 6 areas, delineated here by the use of movement trays, at the start of the game players dice to see who goes first and then take it in turns to allocate tokens (Ravens) to each area of their shieldwall, Ravens are used to pay for activity in each area, either attack, defend (saving throws) or to move between areas.  


Player A selects one area in their shieldwall and pays with its' Ravens to either attack or move, but not both. To attack, Ravens are payed to buy dice throws, a score of 6 is two hits and 4 or 5 gives one hit. combat takes place against troops in the immediately opposite area, two hits will kill a Hirdman and one hit kills a Bondi.  If there are casualties Player B can now pay some of the Ravens from the area being attacked to buy saving dice throws: 6 saves two hits and 4 or 5 saves one hit.

Player B then selects an area of his wall to activate and either attack or move.

To move, one Raven is paid for each figure to be moved to an adjacent area and no more than 9 figures can be placed in any one area.

When the Ravens in all the areas on both sides have been spent it is the end of the turn and a new turn begins with both players alternating, as before, to allocate Ravens to areas in their shieldwall.


The Playmobil pirate ship above is perfect for 54mm toy soldiers, it was a cheap car boot find and plays no role in the game but looks great so I had to include it for a bit of set dressing.


The three bowmen behind the shieldwall are Thralls and they allow failed attacking dice throws to be rerolled, for each reroll one Thrall is removed from the board, at the start of the next turn any Thralls that were removed are returned to the game.


Each player also gets 5 bonus cards which reflect the national characteristics of of the armies and allow additional actions, just one card can be played each turn.   The basic game offers expansion kits of these cards to allow for armies of  Scots, Welsh and Normans.


The simple game system is very easy to learn and quick to play, despite this we made some inevitable errors in our interpretation of the rules and soon learned that the apparent simplicity masks some subtle nuances which emerge as the game progresses.


As wargames with 54mm toy solders go, Battle Ravens can be played in a very small area, across a dining table would be ideal, and with very few figures required.  We used 18 Hirdmen, 18 Bondi and 3 Thralls per side so only 78 figures needed in total.  


The sail billows in the wind, sending the longship scudding across the waves towards the estuary where the surf crashes against the treacherous rocks.


I really enjoyed building these Dark Ages armies and was it was great to get them on the table, using 54mm toy soldiers makes a massive difference to the visual impact of the game.  There's a great variety in the painting and poses of the figures which include Timpo, DSG, TSSD, Emhar, Cherilea, Del Prado, Co-Ma, Jean Hoefler, Jecsan, Conte, Fontanini, Replicants, Marx, Armies in Plastic, Technolog, NeTechnologist and Cafe Storme.


We both felt it was a great system for portraying the desperation of the shieldwall, the frustration of battering away trying to force a breach while urgently rushing to shore up the holes in your own wall before it collapses, now I know what it feels like being Uhtred in one of Bernard Cornwall's Last Kingdom novels.

Friday, 13 October 2023

German Wargame Rules from 1917

 Strategie und Taktik des Spiels mit Bleisoldaten (Strategy and Tactics for games with lead soldiers) 

Pentagon Publishing, Stuttgart, 1917 78 pages monochrome.

I had been hunting this little tome for many years but it constantly evaded me until last year when I bit the bullet and treated myself for my birthday!

There is a pencil note inside the front cover; 20 Pfg Berlin Katz 31.13.35.  It must have passed through many people's hands, or perhaps just a few.

After a Forward and Introduction the Chapters are: 
1. The Ground 
2. Tactical exercises in Company column 
3 Small off road exercises 
4. Exercises in larger groups 
5. Exercises with Army Corps 
6. The Battle Game 
7. Fantasy Wars 
8. The Strategic deployment 
9. Creating the preconditions for the Battle 
10. The course of the Battle 
11. Closing remarks

Quite a lot packed into such a small book and it appears to be much like a military manual for linear formations.



My schoolboy conversational German has long since escaped me, along with his French counterpart, so I'm struggling with this antiquated gothic text.  If you are more comfortable with it please give us all a precis of the Forward and Introduction shown here.

It contains two maps, the larger fold out one above showing the Battle of Leuthen and a smaller "Sketch of the battle of Pirot" (Serbo-Bulgarian War of 1885 - no I hadn't heard of it either)

Chapter 7 Fantasy Wars, gives listings of  the disposition of Army Corps for Germany, Austria-Hungary, France, Russia, Italy, Turkey, Spain, Rumania, Serbia, Bulgaria, Greece, Montenegro, Denmark, Norway, Sweden, Belgium, Switzerland and Portugal.  

Bearing in mind this was printed in 1917 here's what it has to say about England:

 "Similar data can hardly be given for England, since universal conscription was only introduced during the present war, the standing army was formerly only small in number in peacetime, and was largely fragmented in foreign possessions, and the division into army corps and other tactical units took place entirely according to the needs and circumstances.  During the Boer Wars, England brought out a total of about 228,000 men, i.e. about 6 army corps according to our estimates"