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

Saturday 26 June 2021

Battle of the Little Big Horn

Anyone who was a schoolboy in the 1960's will remember the Waddingtons board game of the Battle of the Little Big Horn, it came with some rather nice 40mm figures of General Custer, his 7th Cavalry and the opposing Sioux and Cheyenne Indians.  Well sometime last year Anthony had the original board copied onto a 6'x4' mat for use with 54mm toy soldiers but the ensuing pandemic has prevented us playing it, until today, which by the purest of coincidence happens to be the 145th anniversary of the actual battle.

The Indian camp beyond the Little Big Horn river, the red triangles show the starting places for the Braves on foot, the blue triangles are the starting positions for Custer and the 7th Cavalry.  Model trees and tepees give a bit of definition to the flat board.

At the other end of the board the red triangles show the starting places for the mounted Indians and their Chiefs, rock formations give a 3D effect to the board.

The figures we used were from the Britains Deetail range, the beauty of these is that they have metal bases which prevent them falling over all the time.

Victory conditions for the 7th Cavalry is either to escape across the river and exit the board with their flag or kill all of the three Indian Chiefs.  Victory conditions for the Indians is to kill Custer, his two officers and capture the flag.
 
We played a trial game with the original rules and number of figures, we were surprised at how subtle and tactical the rules were, mistakes were inevitably made on both sides but in the spirit of good gamesmanship we helped each other to avoid the most disastrous outcomes.  The game took about two hours to play and as you can see above it reflected the historical outcome.  It was great fun, surprisingly challenging and we felt the game system could easily be adopted to other low intensity irregular conflicts, I already have a late 1940's French Indochina project in mind.

For those who like a bit of toy soldier trivia with their wargame reports this is the first version Zang/Herald tepee from the Indian encampment set.  I don't know if you should call this rare or just hard to find but it differs from the ubiquitously common second version by having a short entrance flap with four diamonds above while the later one has a larger flap with just two diamonds above.  Not many people know that.  You really do have to be a boring old fart to be interested in this sort of minutiae! 

And yes, it really was a complete coincidence that we played this game on the anniversary of the actual battle. We got so drawn in we could almost have been there on that fateful day in 1876, imagination can take you to these places, good job they don't let children get a taste of it.

Tuesday 19 November 2019

Stuart Asquith's Big Wars - Battle of Tanga 1914

Across the blogosphere collectors and wargamers are running games in memoriam to Stuart Asquith who sadly passed away recently, I hadn't cleared up after our recent game set in North Africa so decided to play a solo game using the Big Wars rules written by Stuart and Jack Alexander.  Big Wars covers the period 1880 to 1914 so I thought the Battle of Tanga fought during the WW1 campaign in German East Africa would squeeze under the wire.  I had to take a few liberties historically but here's how it went:

In November 1914 Britain sent an Indian Expeditionary Force of about 8,000 men to invade German East Africa, the plan was to make an amphibious landing at the port of Tanga then advance north to meet up with troops marching south from British East Africa, trapping the German "Schutztruppe" in a giant pincer movement.  A simple plan, what could go wrong?  Er….. plenty apparently.

There was an unofficial Coastal Truce agreement under which the Royal Navy were required to give the Germans 24 hours notice of any intended attack (I kid you not!).  On 2nd November 1914 the Navy demanded unconditional surrender of the town and port, this was ignored and next day the IEF began landing, no resistance was expected from the token garrison.  However, on receipt of the demand the German commander had called for reinforcements and started digging in (well you would wouldn't you)

Tanga was the coastal terminus of the Northern Railway and the Germans began rushing troops by train, around the clock, to the port.  The initial IEF landing on 3rd November was supported by salvos from the supporting naval escort, it had little effect.  Above, the German Askaris were armed with the obsolete model 1871 rifle which fired black powder rounds, clouding them in smoke with every volley.  

Here the IEF debark from their landing barges.  I played the game on an area of about 5' x 5' which I found from previous experience is fine for Big Wars, movement distances are quite short and casualties from firing fairly light until you get to quite close range, so you really need to get troops into melee to get a decisive result.

A couple of liberties taken here for the benefit of a good game.  German naval units fought on land throughout the campaign, but not at Tanga, also the Germans had two field artillery pieces but they arrived too late to take any part in the battle.  On the British side most of the units were from Indian Regiments but I have included units of the Kings African Rifles who also fought throughout the campaign but not at Tanga.

The Askaris fall back steadily while keeping up a steady fire at close range which begins to blunt the advance.  The rules allow artillery and machine guns to move or fire, but movement rates for MGs not mounted on carriages are short so the British support units fell far behind the infantry advance.

The IEF occupy part of the town and the Ghurkas hoist the Union Jack but their success is short lived as German reinforcements continue to arrive and a counter attack throws the British back.

A fun game, quick and easy to master, and a good scenario for solo play as there isn't much scope for tactical movement.  I playtested the rules quite a bit when they first came out in 1993 and used them in a "play by email" game that I hosted a few years ago (see Big Wars link in right hand column) but apart from that they've been rather overlooked, perhaps it's time they got a bit more of a regular outing.

In 1914 the IEF outnumbered the Schutztruppe by 8 to 1 so, not unnaturally, the British Staff believed the battle would be a walkover.  The Navy were ordered not to support the attack so that the town might be taken intact for use by the occupying force, for the same reason the IEF mountain batteries were not landed.  The result was that the entire IEF was evacuated on 5th November leaving most of their equipment behind, perhaps not the most ignominious feat of British arms, but well up there.

Friday 20 September 2019

Vive la Commune!

The Funny Little Wars Group recently gathered together in a dank, foreboding, cobbled courtyard, in a long forgotten corner of old London town. The cries of cutpurses, ne'er do wells and an angry mob echoed in the surrounding alleyways and rookeries........ you couldn't ask for a better setting in which to recreate Paris of the Communards in1871.

 The western suburbs, from the gateways in the crumbling ancient walls, wide boulevards run through to the heart of the City.  The boulevards are denoted by chalked lines, the areas between the boulevards are a congested warren of houses and narrow alleyways (you have to use a bit of imagination here!)

The National Government has fallen after embarking on a disastrous war against Germany which saw the City subject to a six month siege and the humiliating capture of Emperor Napoleon III at Sedan.  A new Government of National Defence has been established at Versailles, troops are sent to recover all the artillery from Paris but they are opposed by a popular uprising of the workers at Montmartre, backed by the Paris National Guard

The view from the South Gateway, the red flags of the Revolutionaries fly from all the major buildings seized by the National Guard, the artillery park at Montmartre is in the left background.  Prominent supporters of the Versailles government, the clergy and Archbishop Darboy have been rounded up and imprisoned.  Elections are held and a Commune Council is installed to run the City.

Meanwhile Versailles builds an army, calling in troops from regional garrisons, gendarmes, firemen, naval and foreign legion units.  Marshal MacMahon is ordered to retake Paris, he occupies the surrounding forts and opens a bombardment of the City.

MacMahon marches on Paris but his way is blocked by Fort Issy which is still held by the Communards.  The garrison Commander, Leon Megy, has taken the precaution of barricading himself in the forts deep wine cellar, several hours later a runner is sent back to Paris to inform the Council that he is in no fit state to command.  A company of National Guard are sent to assess the situation, and stiffen resolve in the fort, they have secret orders to spike the guns and escape if resistance looks untenable.

MacMahon's columns suffer heavy casualties from Fort Issy as they advance but eventually they surround the Fort and overwhelm it.  The garrison manage to spike the guns before they surrender, they are then executed by the victorious Versailles troops.   This sets an ugly precedent which will have unfortunate consequences for the hostages under arrest in Paris.

The indiscriminate bombardment of  Paris has continued daily and turned much of the suburbs to rubble but caused relatively few casualties.  Rather than cower the Communards it has strengthened their resolve to fight to the end.

Meanwhile the Revolutionaries have not been idle, barricades are thrown up, buildings booby-trapped with explosives and incendiaries.  The newly formed Committee of Public Safety have ordered more arrests of anyone suspected of supporting Versailles.  A sweep of the suburbs uncovers a counter-revolutionary plot to rescue the hostages and the traitors (seen here in prison with Archbishop Darboy) face the firing squad.

The biggest problem for the Communards is that they don't have enough men to hold all the strongpoints in the City, also they have an abundance of artillery and shells but few artillery crews trained to use them.

As MacMahon's troops forced their way into the City, my character, Gustave Cluseret, was arrested by the Committee of Public Safety and accused of leaving the gates open, I was to be tried for Incompetence.....or Treason.......or Both! (don't you just love committees?).  News that I would face the firing squad when found guilty drew rapturous applause from my fellow players! (steady on lads, it's only a game).

Happily a favourable roll of the dice saved me from the firing squad!  A desperate struggle begins in the streets and alleyways as the Communards struggled to withstand the steady disciplined advance of the regular troops, canister shot rips gaping holes in their ranks but there are just too many to stop and the revolutionaries are continually forced to fall back from one strongpoint to the next.

As the fainter hearts among the workers begin to drift away the fervent hard core revolutionaries dig in and prepare to sell their lives dearly as the fighting grinds down into a struggle from house to house.  There are also a few surprises held in reserve, as the regulars seek cover in unoccupied houses they set off the infernal traps, the air is rent with explosions and fire sweeps through the district, although the actual casualties are light.  The regulars must now face the fury of the Petroleuses, emotionally patriotic women (seen here in front of the buildings left and right) who launch themselves suicidally at the invaders, bombs in hand, this time the casualties are much heavier.

As the ranks manning the barricades get thinner and thinner, only the fanatics remain and the inevitable end is in sight.  A massive quantity of partypoppers were expended simulating the effect of canister shot, booby traps and the bombs of the Petroleuses.  Great fun!

While all this has been going on, the Versailles Government has been negotiating with the German Army, who still occupy the eastern approaches to Paris, to be allowed to pass a another column of troops through their lines and attack the undefended eastern suburbs of the City.  this new column races through the streets brushing aside the light defences, as news of the impending collapse reaches the Central Committee there is just enough time for me to give the orders for Archbishop Darboy and the hostages to be executed while all the prominent buildings are put to the torch.  The new attack quickly reached the central redoubt but we didn't hang around to take any pictures of their triumph.  My comrade Louis Delescluze (played by Graham A.) donned his red sash of office and honourably climbed onto the barricade, pour encourager les autres, where he was promptly shot dead.  I decided that discretion was the better part of valour and made my escape during all the confusion dressed as a nun.

And thus ended the Paris Commune of 1871.

Okay it didn't all happen quite like that but my rendition of events is closer to the truth than some of the more spurious Versailles sponsored propaganda you are likely to see appearing in other parts of the blogosphere.  A nasty, vicious little campaign, as the quelling of civil insurrections so often are, but also an interesting and unusual one which throws up a lot of fascinating personalities and is so often overlooked by the enthusiasts of military history.

Friday 21 June 2019

Battle Cry and the Risorgimento

The date for our next game had been in the diary for a couple of months and we talked about trying something different, but as the day drew nearer one of my cats broke a leg, which rather changed the dynamic in our calm and peaceful household.  Rather than postpone we opted for something easy to set up and play, but still wanted something a bit different.  A quick search through the scenarios on the Command and Colours website gave us Garibaldi's invasion of  Sicily in 1860 and the Battle of Calatafimi.

Garibaldi has landed and declared himself dictator of Sicily, as he marches on the capital, Palermo, the Neapolitan General Staff send General Landi to block him and put down the popular insurrection.  As usual we were playing a wargame with 54mm toy soldiers, here's how it went:

The opening positions find Garibaldi and Bixio with their 1,000 Red Shirts (the "Mille") occupying the village of Vita on the left, Major Sforza has rushed the Neapolitan infantry forward to occupy the hills of Pianto dei Romani in the centre.  On the hills beyond we can just make out the Picciotti, local militia, who have turned out to support the uprising.  On the right we find General Landi in Calatafimi bringing up the rest of the Neapolitan troops.

The Neapolitan troops have been pushed forward to occupy the hills, the artillery is served by seasoned professionals, the infantry are well trained and armed but are raw recruits, if they lose a morale check they will fall back two hexes.

General Landi in Calatafimi rouses the Chasseurs and reserve infantry, but they won't move out until after the fourth turn.

Garibaldi's Mille advance on the hills from the village of Vita.  Garibaldi himself can be seen leading the unit on the right, his second in command, Bixio is with the units on the left.

The Picciotti, poorly trained and armed, sit in the hills waiting to see what will happen, the scenario prevents them from taking any part in the action until after the fourth turn, their combat effectiveness is also reduces by 25%

The Neapolitan infantry wait apprehensively, overlooking the well cultivated valley, they can hear the Red Shirts approaching but their line of sight is blocked by the woods on the hills opposite.

Both sides move into contact in the centre

The action in the centre flows back and forth attack being met with counterattack and both sides giving good account of themselves.

A few well placed rounds from the Neapolitan artillery on the right flank has pinned down the Picciotti in their hills and things are looking desperate for the Red Shirts

The Neapolitan reserve finally get under way but it's too little, too late and the game will be over before they arrive.

Through shear force of personality Garibaldi leads his men in one final charge and breaks the Neapolitan line, as the enemy fall back in disorder the game is suddenly over.

The game played out in very much the same way as the actual battle 169 years ago, I guess that's the mark of a well designed scenario.  The figures are nearly all conversions from various American Civil War figures and the practised eye should be easily able to distinguish their origin, I counted seven different manufacturers making up the Red Shirts.  The game involved a lot of different terrain features, which took a while to set up and get acquainted with, but after that it moved very fast and we were done in about two hours. 

Friday 22 March 2019

Woking Wargames Day 2019

Spending a whole day just enjoying yourself can be quite exhausting, but that's what the various members of the Little Wars Revisited group (and a few others) did last weekend at the LWR Forum 2019 Games Day in Woking.  The event boasted five games played using 54mm toy soldiers and here's a taster of how it went:

Eric Kemp put on a skirmish game using his own rules set in the Schleswig-Holstein War and featuring his rather superb conversions

If you want to refight an obscure period like this in 54mm you have to go with metal figures (expensive and heavy to transport) or plastic conversions (requiring skill and time to make) so skirmish games rather than big battles are the order of the day.  And this shows what a spectacle you can provide with just a 4'x4' table and about 20 figures a side.

Anthony Morton brought out his "Little Legions" Zulu war collection for the Battle of Isandlwana using "The Portable Wargame" rules by Bob Cordery.

The modular terrain blocks are made by Mike Lewis of Black Hat Miniatures (who organises the Woking Wargames Day) and provides an infinite variety of options for landscaping a battlefield, its also idea for grid based games like The Portable Wargame.

Mike Lewis, mentioned above, staged a 19th Century game using his own Little Wars Revisited range of metal figures using a draft version of  "A Gentleman's War" rules which are due to be published right about now by Howard Whitehouse.

Keen eyed readers will recognise this layout as the battle of Hook's Farm from H G Wells' "Little Wars" an ideal scenario as A Gentleman's War is played in much the same manner as Wells' rules.

As you can see here, smaller scale buildings work perfectly well with 54mm figures, well I think so anyway.

My own humble efforts using Britains Deetail and various other converted figures, 
the rule system was "Battle Cry" by Richard Borg and the scenario selected was The Battle of Falling Waters

The beauty of a system like Battle Cry for an event like this is that it's very quick and easy to pick up an understanding of the rules.  On this occasion my opponent was already well versed in the Ancients version of the game so had a feel for the order of the game and lead his Confederates to a resounding victory over my numerically superior Federals. 

Tim Rose offered us "A Very British Civil War" using his own rules the game is set during the 1937 Tithe Wars in East Anglia, never heard of them? me neither but Tim gave us a very interesting potted history on the background of them.

I played this game in the afternoon session and thoroughly enjoyed it, it's a true toy soldier game with each individual figure counted as using whatever armament he's been made with, be it a grenade, rifle or anti-tank weapon. It's all very 1930's and introduces lots of factions like Fascist Blackshorts, Foresters, Yeomanry, Territorials, Anglican League and Communist Militia.

Tim did an admirable job as umpire, controlling the chaos we were  making on the table and occasionally adding to it by feeding in unexpected reinforcements.  A fast free flowing game and great fun.

It is nice to get your toys out of the shoebox once in a while and play with them.