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

Tuesday 5 March 2013

Spring Campaign in Flanders, and a storm is comming

A delightful day was spent in the countryside yesterday, where we held our third encounter in the C18th Funny Little Wars campaign.   The weather was unseasonably fine and bright such that we could almost have played the game outside in the garden......almost but not quite.

The scenario chosen to playtest was the storming of a fortified town as a prelude to full blown siege operations.

The "Pragmatic" Army have occupied a town and their Command are in the Main Square to oversee the laying of guns and supervise the engineers who are hastily putting up barricades and revetments.  This is the centre of their line and the guns have good clear fields of fire.

To the left the newly arrived Regiment Royal Ecossais hold the strongly walled perimeter of the churchyard, on their extreme left (out of picture) a regiment of Dragoons is posted on a low hill.

On the right of the "Pragmatic" line more French infantry and a regiment of  dismounted Dragoons take up position behind the barricades among the outlying houses.

The "Army of Observation" have arrived on the outskirts of the town, after a careful reconnaissance their Command confer and decide on an immediate attack before the fortifications can be completed or enemy reinforcements intervene.

A full view of the table at the opening of the game.  The main attack will be delivered on the right flank where the open country will allow the cavalry to deploy supported by three regiments of infantry.  At the far end of the field a single regiment of infantry and a battalion of Bozniac Pandours will pin down the enemy's left flank while a company of Jaegers and a composite battalion of Grenadiers will make a demonstration against the enemy centre.  Two mortars are also sited in the centre which will pound the town to Rubble!

The Game is afoot.

Sunday 25 November 2012

The mid C18th game begins to look like a campaign.

Earlier in the week I set the scene for the next play test of the 54mm C18th wargame rules, this time a Hanoverian army were offering battle so the storyline was altered a little: Having previously seen off the French Army Lilly White, the Frederickians have rushed to intercept "Pragmatic" Army Red, while they are strung out on the march, and prevent them linking up with the remains of the Lilly Whites.

The opening move sees the "Pragmatic" Army marching into the safety of a strongly defended town but a forced march by the Frederickians on a convergent road threatens to cut them off so they prepare a rearguard action to hold the bridge open.

The Frederickians deploy, cavalry on the left, infantry centre and right, guns on the heights by the old churchyard.

The town nestles in the bend of a wide fast flowing river, the banks are broad and marshy, the main road crosses a sturdy stone bridge and turns into the town square, a small track leads out of town over a rickety trestle bridge up to the church on the hill.

A hasty reconnaissance shows the town is well prepared with entrenched guns covering both bridges and a wide field of fire.

The garrison hastily stand to as the shout goes up "the Frederickians are upon us!".

"Pragmatic" Army dragoons take up position on the bridge while two regiments of infantry stiffened by a composite battalion of grenadiers form up to hold the road open.  Further out, two regiments of horse and another of dragoons hurry towards the bridge.

Five regiments of Frederickians march in oblique order across the face of the enemy to concentrate against the two regiments holding the road, while their cavalry wheel to the centre and charge home on the "Pragmatic" line.

Enfilade fire from the guns across the river drill through the Frederickian lines with devastating effect, further punishment is inflicted by volleys from the line, the bridge and the garrison.  The cavalry charge breaks against the "Pragmatic" line and is countercharged in flank by a regiment of their horse.

The Frederickian infantry reach their objective but an entire regiment lays shattered in the fields behind them.  On the right there are not enough troops to effect a breakthrough and the attack collapses, in the centre two regiments fall upon the remnants that have just withstood the cavalry charge and wipes them out, on the right the regiment of fusiliers turn aside to face the second regiment of  "Pragmatic" horse who are closing in from the flank.  A volley fails to see off the horsemen and after a short melee the fusiliers are overrun.

The final scene of carnage, both sides have fought themselves to a standstill but with only one regiment still intact and fresh enemy troops approaching, the Frederickians beat a fighting retreat.  Watching the defeat unfold the King exclaims "Teufel! I need more men" before quiting the field and sending off gallopers to call up the regiments from his Eastern Provinces, hire mercenaries and call in the pledges from his Allies.  "A battle is lost but the fight goes on!"

Ahh the joys of wargaming with larger scale toy soldiers rather than just leaving them to gather dust on the shelf!

Saturday 10 November 2012

7YW game of battle with 54mm toy soldiers

Earlier this week I visited my erstwhile gaming opponent PW to trial the new C18th rules for 54mm wargaming he is working on and a jolly good fast running game it turned out to be.  Both sides had about 70 infantry, six/eight cavalry, two guns, two mortars and a gaggle of staff in command.  The terrain and buildings are in scale for 28mm figures but worked very well, they give definition to the landscape without imposing so much on the visual aspect or the space that larger items would need.  This is how it went:

An overview of the initial dispositions from the Prussian lines.  In the left foreground a company of Grenadiers cover the flank of a Fusilier Regt. supported by two battalion guns.  On the right the Prussian command have established H.Q. in the hamlet and formed a strong defensive position with two Regiments of Line infantry, two mortars have been brought forward and a unit of Cavalry stand in reserve.

Opposing them the French begin to advance through the fields on either side of the road, on their left the Irish Dillon Regt. are supported by a heavy gun


In the centre dismounted Dragoons form a skirmish line in extended order supported by an elite French Regt. and a second heavy gun.

Their right flank is secured by a company of Cuirassiers and two mortars (out of shot)

The Irish Regt. halt at the line of a picket fence where they take a hard pounding from the Prussian mortars

The Prussian regiments contain many recent new recruits resplendent in their pristine undress undercoat No.1 uniforms.  The cavalry unit have left the hamlet and moved to cover the gap between the Fusilier and Line Regt's.

The French skirmish line has reached the low stone walls in the centre of the field and a battalion of Fusiliers move forward to extend the line but receive a strong volley from the enemy Dragoons and are forced to retire.

The Prussian cavalry race up the central road towards the French command but are countercharged by the enemy Horse.  The Prussian Line infantry have moved up in support.

The French Horse brush the Prussian cavalry aside with devastating effect and career into the supporting infantry where they face close range volleys from the front and flank.

A general advance of the Fusiliers and Grenadiers on the left leads to a melee which forces the French to retire.

On the right the advance of the Irish "Wild Geese" is counterattacked by a brigade of Prussian Line, who pay a fearful price to buy time for the remaining brigades who prepare a volley which succeeds in forcing the Irishmen to retire.  At the end of the day the French showed their marksmanship and ferocity in melee to be far superior to the enemy but they were badly served by their artillery, while it is fair to say that the day was saved by the judicious siting of the Prussian guns.

Guns and infantry only fire every other move so wafts of smoke are placed in front of units that have fired to indicate they are reloading next move, this gives the attacker a chance to close with the enemy without being massacred.  Artillery shots are taken using ball firing cannon, wherever the ball hits it ploughs a file through the enemy line.  Infantry fire is simulated by firing a matchstick dipped in ink at a paper template of an infantry line to determine casualties, it may sound a bit messy (and it is) but it's more tricky than you'd think and it's a lot more fun than continually bowling fist fulls of D6.

Thursday 12 July 2012

Skirmish Wargame Group - Toussaint L'Ouverture game in 54mm

The Skirmish Wargames Group are well known for picking some unusual scenarios but at the London Toy Soldier Show in June I think they surpassed themselves with a game set around the slave revolt of 1792 in Saint Domingue (Haiti).  A very confused affair in which plantation slaves rose against the French colonists and were armed by the Spanish (who occupied the eastern end of the island) and the British, who mounted an amphibious landing.  They then rallied to the French when the Revolutionaries abolished slavery and, led by the very able freed slave Francois Toussaint L'Ouverture, they ousted the Anglo Spanish garrisons and set up their own government.  Subsequently Toussanit found himself fighting the French again when Napoleon became First Consul and sent an expedition to reclaim the Island and reinstate the slave trade.

An overview of the table, in the centre a plantation building surrounded by bush and cane fields, at the far end the slaves are rousing themselves with voodoo incantations.  The fun thing about the SWG is their inventive use of scenery and accessories, the bushland is made from teddy bear fur while the plantation building has seen service as a Russian dacha for various periods.

The insurgents led by Toussaint L'Ouverture advance through the bush, the great man himself is in the left foreground sporting a bicorne with red and white plume, a band of armed Mulattos move forward on their right flank.  Toussaint and his men are new metal figures made by Beau Geste of Argentina.

Among the troops sent by Napoleon to retake the island in 1802 were these Polish regulars, also made by Beau Geste, and led by an officer from Replicants

When the French expedition arrived Toussaint led his men into the interior and fought a guerrilla campaign, which is the scenario for this game.  Although Toussaint surrendered early on and the country was soon pacified after that, the withdrawal of freedom and equal rights soon led to further insurrection and mutiny against the French, whose biggest enemy was now yellow fever.

I'm not sure where this chap fits in the story but he's a nice character figure and in period costume so why not?

The French colonists, figures from various sources and in sizes from 54mm up to 70mm it just shows that you can get away with mixing scales if you just don't stand the figures too close together!
The free mulattos were given equal rights with white and creole colonists after the storming of the Bastille but this was also revoked by Napoleon when he became First Consul. I think the mulattos above are conversions but I'm not sure from what.

The slaves practising voodoo are made from Marx Daktari set natives and some Hong Kong Tarzan figures.

Thursday 21 June 2012

Ancient Wargame - how does that work then?

Some years ago I came to the conclusion that painting 54mm Napoleonics and ACW for wargaming was a bit like cleaning out the Augean stables, the mountain of plastic never diminished and my hobby had become a chore instead of a pleasure.  To break the cycle I began searching for prepainted figures and bought up a clearance lot of the Timpo Romans made by Toyway (not to be confused with the original Timpo Swoppet Romans which would have required a remortgage on the house), these chaps are made of PVC so the weapons are a bit wangy and they plug in to a truly dreadful base which looks like a big orange dome.  Neither problem is insurmountable, dip the weapons in boiling water then straighten them and run under the cold tap - all sorted.  For the bases I reverted to my old favourite the tu'penny bit, the figures being PVC they stick to metal like barnacles on a boat hull, okay it's a bit of faffing about but it's not as tedious as having to paint 100 figures.

The Toyway/Timpo Romans, well detailed and nicely animated, I think the armour is quite accurate too.

I have never played an ancient wargame (not even with the Airfix figures I had as a lad) and my knowledge of the period extends little further than the Romans/Britons and Greeks/Persians but I have flicked through various Great Battles of ... and Great Commanders of .... type books so I know I am missing a trick and with that in mind I reached for the copy of Xenophon's "The Persian Expedition", which has been yellowing on my bookshelf these past two decades and headed for the local pub.

Britains Trojans, not the nice early Herald series figures but the later Hong Kong versions made of PVC (so I have no qualms about mounting them on new bases).  Will they pass muster as Carthaginians?  They'll have to because I haven't got anything else!

Xenophon's history of the Ten Thousand has provided me numerous scenarios which require few cavalry and no chariots or elephants, which is a good place to start as I only have infantry at the moment.  I have a reasonable number of Britains Trojans which will get the tu'penny treatment and be pressed into service as Carthaginians, supplemented by various African natives as ........ well Africans.

Rules?

I recently happened across some old copies of "The Bulletin" the magazine of the British Model Soldier Society but they were priced ridiculously high so I just bought one issue, July 1956 - the month I was born.  Flicking through I found a set of very basic Ancient/Medieval wargame rules written by a T L Bath, which appeared to be written for 54mm figures.  Enquiries on the Old School Wargames Yahoo Group showed that they were the first known rules written by Tony Bath who had founded the Society of Ancients and they were designed to be played with 30mm flat figures.

to be continued

Tuesday 20 March 2012

The Battle of Astrakhan (part 1) – A RussoTurkish wargame with toy soldiers.

Back in 1993 veteran wargamers Stuart Asquith and Jack Alexander published a set of rules, called “Big Wars” for use with 54mm toy soldiers after the style of H G Wells “Little Wars”.   Big Wars retained the simplicity of Little Wars but introduced mechanisms that would be recognisable to the modern wargamer of smaller scale figures.  Over on the FunnyLittleWars Yahoo Group messrs IJ and AG began a discussion about Big Wars and I offered to umpire a game between them to try out the rules for a bit of fun.

The umpires overview of the table

The initial dispositions, the Turks have concentrated to the south west of the field behind the cover of low hills and the ruins of a temple from an earlier civilisation.

The plan was that I would set up a terrain on my games table and allocate armies to each player.  H G Wells used to play his games on the floor and would rig up a curtain to go across the room so that each player could not see his opponents opening dispositions.  To emulate this I emailed Ian and Alan with photos of what could be seen at table top level from different points along their respective baselines.  The table measures 8’ x 6’ which we split into 6” squares annotated 1 to 16 along the length and A to L across the width so that the players could instruct me where to place their opening dispositions. 

To the north east the Russian forces prepare to occupy what appears to be a deserted village.

Infantry are formed in units of 10 plus officer and standard bearer, Cavalry comprise 5 troopers plus officer and an Artillery battery is 1 gun plus 4 gunners.  Each 6” square can accommodate two units of infantry or one of cavalry or one battery of artillery.  Infantry and artillery must start in a square on line A while cavalry can start from line A or B.  Units can also start off table but the player has to specify on which square they will enter the table.

The Turkish line begins it's advance

The background to the game is that the main campaign in the mountain passes of the Balkans has bogged down into siege and trench warfare around the city of Plevna.  To break the stalemate the Turks have sent a force over the Caucasus mountains in a raid to sweep across the Caucasian Plain, moving fast on a broad front living off the land and destroying everything in their path, emulating Sherman’s march to the sea during the American Civil War.

The Guard infantry, mountain guns and Naval contingent are deployed to the right flank.

Supported by mountain artillery, without any expectation of resupply or reinforcement their orders are to avoid pitched battle, march north in a feint towards Rostov then turn east avoiding Tsaritsyn (Volgograd) to attack Astrakhan from the landward while a naval flotilla makes a co-ordinated attack from the Caspian Sea.  Attached to the command are a group of Prussian advisers, veteran officers recently released from service after their victory in France, and a Naval contingent who will provide liaison with the flotilla for the attack on Astrakhan.

In the centre the Turkish light horse move to the crest of the hill.

The raid has two objectives, the first to draw enemy troops and resources away from the main theatre in the Balkans, the second to encourage a rising of the Kazakh and Uzbek cities of the Khiva Khanate, who have suffered the humiliation of Russian conquest in recent decades.  The capture of Astrakhan would provide a forward port through which they could be supplied with arms, the Cities are opportunists who will only back the winning side but it is hoped they will heed the call to jihad by their coreligionists but if that does not succeed the expedition will revert to bribery, it carries 30,000 pieces of gold provided by the British and American Governments who will are pleased to assist in any mischief which may cause the Russians some difficulty.

The light horse emerging from the ruins are conversions by Ross Macfarlane

Tomorrow, the Russians respond.

Monday 19 March 2012

The Battle of Astrakhan (Part 2) - a 54mm RussoTurkish sideshow between the Seas

Continuing the battle played by email with 54mm toy soldiers using the "Big Wars" rules devised by Stuart Asquith and Jack Alexander. 

News of the raid has caused consternation at Russian headquarters, reports are coming in that border posts in the mountains have been brushed aside and local garrisons overrun as the Turks advance in three swift columns, destroying everything in their path.  Orders have been sent out recalling all garrisons in the region to concentrate at Tsaritsyn to the north, no regular troops can be spared from the main front in the Balkans so the General Staff set to the job of improvising a command for the defence.
The Russian centre and left wing advance supported by field artillery.

A regiment of Cossacks and Riflemen from the Caucasus are being shipped across the Caspian Sea to Astrakhan where they will make a forced march to Tsaritsyn.  Hussars, Cuirassiers and Cossacks from the Imperial Guard are being ferried down the River Don, from Moscow. 

From his position in the centre the Russian commander surveys his right wing, covered by a screen of Cuirassiers his Lancers, Montenegrins and Caucasian Riflemen shelter behind the gentle slopes of Windmill Hill.

At Odessa a Brigade has been formed from dispossessed Montenegrin and Albanian refugees, they are being trained by Polish and Walachian Officers recruited from the French Foreign Regiment, recently disbanded.  Their lack of formal training is more than made up for by their fighting spirit, they are being shipped across the Black Sea to Rostov where they will be rushed east to join the general concentration.

The Russian right wing begins it's advance.

We join the action where the Russian forces have concentrated and moved to block the Turks advancing on Astrakhan, they are surrounded on all sides by the wastes of the Circassian Depression and there is no way round so the only option is to break through the Russian line.
On the left wing the Caucasian Cossacks and Albanians have occupied the village.

The two commanders have no idea what size or composition the forces opposing them will be or where they will appear on the battlefield, they can only discover this through probing with reconnaissance patrols.  In the north east sector a village built with stout mud walls nestles in the bend of a river making it potentially a very formidable defencive position and the Russian commander quickly moves to occupy it.
  
The Russians discover the village is empty and the plains opposite across the river are unoccupied.

The Turkish commander has deployed to the south west, avoiding the risk of excessive casualties from attacking a fortified position across a river, while the Russians discover that they have nearly a third of their force cut off from where the main action will take place.

Umpires note
I had originally intended the size and composition of the two forces to be very diferent but purely by chance rather than design they came out fairly even, they both had roughly 100 infantry, 20 cavalry, 2 guns and 6 Command.  The Russian field guns had an advantage in range over the Turkish mountain guns but in practice this was found to give no benefit. 
The players were not aware of each others victory conditions: for the Turks it was to break through the enemy line by taking at least 50% of their forces across his baseline, for the Russians it was to defeat the raid by preventing the breakthrough to Astrakhan and inflicting at least 50% casualties.  For both sides there was a bonus for whoever possessed the gold at the end.
Nearly all the figures used are conversions, the Turkish light horse, Guard infantry (in light blue zouave tunics), Montenegrins and Albanians as well as the buildings in the village were all made by Ross Macfarlane and featured in his Emir's Lair scenario (many thanks Ross).  The Russian Hussars and recast Britains Cossacks came from the collection of John Ruddle.  All the rest are my own humble efforts.

Tomorrow the combat begins in earnest.

Saturday 17 March 2012

The Battle of Astrakhan (part 3) - A diversion from the Balkans

Continuing the battle played by email with 54mm toy soldiers using the "Big Wars" rules devised by Stuart Asquith and Jack Alexander.

For those who prefer the game of Imagi-Nations this started out as a conflict between the Sublime Porte of the Levant and The Balkan League, sadly due to my general lack of imagination we soon reverted to the historical scenario of the somewhat RussoTurkish intrigues and incursions of the late 1800's.
The Turks have set up a command post on the hill in the shelter of the ruins.

The Turks being concentrated to the west have begun a general advance of their entire line, their infantry command the heights, artillery cover the central plain between the river and the hills while their cavalry sweep into the valley.

The Turkish cavalry thunder across the valley between the Ancient Temple and Windmill Hill unaware of what they may face ahead of them.....or the Cuirassiers rounding the hill to fall on their right flank.

The Russian right wing is painfully thin, two regiments of infantry and two of cavalry facing an assualt by nearly three times their number......but they don't know this! 

The Turkish light horse career on in their wild charge.

Overview of the  field at moves 3 and 4.

The umpires view, shared with you dear reader but denied to the two players who can only see what is visible from the position of their commander at table top level.  The result of this is that their ability to judge distances on the table, the effect of terrain on movement and the actual position of some of their troops starts to become impaired.

The impressive advance of the Turkish line, the mountain artillery deploy.

The Russian right ambles forward in the lee of the hill unaware of the full force of the assault about to break upon them.

The Turkish artillery tries a ranging shot and finds it falls far short.

The Russian battery on the left replies and finds it's mark comfortably.

The second Russian battery in the centre on the line finds the range of the Turkish light horse with ease.

Commander of the Turkish forces, a Swiss emigre, Wolfgang Feyler with his Prussian advisors and the "Diplomatic Mission" Colonel Sharpe of the British Political Agency and Master Sergeant Harper of the United States Cavalry, with the "Diplomatic Bag".
The Caucasian Cossacks leave the village and prepare to swim their horses across the river to rejoin the main body.

Having discovered that the village is unoccupied and there appear to be no enemy troops opposite their left wing the Russians rapidly recall their troops back to the centre while the gathering threat on their right builds ominously.  Is this a knee jerk reaction?  Is the action on the right a feint to draw off Russian troops from the left so that Turks concealed off table can swoop in and occupy the village?  Who knows? ...it's a risk.

The Russians pour back over the bridge to rejoin the main body in the centre, the one small bridge proves to be a major problem causing a bottleneck as the men jostle with on another to get across.

The old bridge creaks and threatens to colapse under the pounding of hobnailed boots as the Russian conscripts are driven on by the blows and curses of their officrs. 

Desperately trying to buy time the Russian artillery on the left continues the counter battery work to deflect attention from the troops hurrying to get back to the main body. 

The Russian central battery continues to play on the Turkish cavalry charge trying to blunt the effect they will have when they hit the lightly held right wing. 

Tomorrow - which way will the combat turn?