Showing posts with label A Call to Arms. Show all posts
Showing posts with label A Call to Arms. Show all posts

Saturday 5 February 2022

What have the Romans ever done for us? Part II

 We left our Roman Cohort battling against overwhelming odds, surrounded on three sides by the Germanic tribesmen.


Outnumbered three to one, with more tribesmen ready to join the fray the Romans can see two more cohorts of their comrades racing over the northern hill to rescue them. 


Too late, the Romans are cut down to a man.  

Victory conditions for the Tribesmen is to get 3 units off the table via the road to the south, so technically the game is over at this point but we couldn't just leave it there, it's not about winning, it's all about playing the game.


Just when it looked like it was all over, a unit of Roman auxiliary cavalry thunder around the woods to the north west in hot pursuit of the fleeing Tribesmen.


At the same time the alarm is raised as a body of Roman skirmishers and seen working their way through the woods.


The Roman cavalry witness the massacre of their infantry and spur headlong into a charge.


The Tribesmen reform to meet the threat from behind while their archers find easy targets among the advancing enemy cohorts and cavalry.


Back in the woods, the Germanic skirmishers have sprung an ambush on their Roman counterparts, both sides are expert at fighting in loose formation and making full use of cover, they slug it out but with little progress and few casualties on either side.


The Tribesmen have turned to face their pursuers and throw themselves into the attack, more Roman infantry are approaching from every direction but their attacks are made piecemeal and the Germans break them up systematically.


In the end the Tribesmen have taken a lot of punishment but have seen off the Romans and now continue on their way, to lick their wounds and fight another day.

The game ran to about 12 turns and reached a surprising but satisfactory conclusion, in summing up we felt that the slower ponderous movement of the cohorts was the deciding factor, if they could have caught the tribesmen as a cohesive force rather than entering piecemeal then their armoured front wuld have won the day.  As it was we both learned a great deal about the importance of pinning the enemy and then delivering flank attacks, something which is difficult to achieve in later periods with OHW where firepower is more dominant.

And it was great to play with such nice toys!

Wednesday 2 February 2022

What have the Romans ever done for us? Part I

 Well they gave us roads!  And here's a nice straight one, just the job for scenario 13 of One Hour Wargames (OHW) by Neil Thomas.  After several grid based games in recent months we decided it was time to get back to a more traditional style of play.  That's not entirely true, Anthony has recently built up a very nice 54mm toy soldier collection of Romans and German Tribesmen, and we were both itching to see them on the table.  Here's how it went:


One Hour Wargames is an ideal game system to use with 54mm toy soldiers and requires minimal amounts of terrain, we chose scenario 13 which sees a German raiding party returning home chased by a Roman Legion looking for vengeance!  

The battlefield is split sown the middle by a fine straight Roman road running North to South, in the north corner is a small hill and on the other side of the road, a little further south is a sizeable forest.  The opening position sees 6 German units following the road from the north and discovering their route home blocked by a Roman cohort on the road to the south of them.


We used the OHW "Ancients" rules but incorporated the Warband features from the "Dark Ages" section, as it better reflects the nature of the German tribesmen and gives them greater mobility with a combat bonus to offset the armour advantage of the Romans.


The Germans drew 4 Warbands of warriors, 1 of Archers and 1 of Skirmishers.  The Romans drew 4 Cohorts of infantry, 1 of Auxiliary cavalry and 1 of Skirmishers.


The Roman Legionaries here are modified from A Call to Arms figures to make the poses more realistic, all the figures in the collection have been expertly converted by Rupert of  Drum and Flag toy soldiers.


As the German tribesmen charge headlong up the road two of the Warbands peel off to move around the flanks of the Roman cohort blocking the way.  The skirmishers have already moved into the woods behind them to protect the rear, with OHW skirmishers have little combat value but are good for holding rough terrain, from which they can dominate the surrounding area with fire while remaining relatively safe.


The Warband figures are converted from several sources including Weston Toy Co Mexicans, and Expeditionary Force Early Germans


Here the German skirmishers (converted from HaT figures) have taken up position in the woods to protect the Warbands from any pursuers.


Two more Cohorts from the Roman Legion have now appeared on the hill to the north east and charge in support of their beleaguered comrades. 


The Roman Cohort blocking the road has been retiring in order, maintaining a steady line while the Tribesmen bear down on them.


The leading Warband slams into the Roman shieldwall while two more hit the flanks.  Can the Cohort hold out long enough for their comrades to reach them in time?

Monday 26 October 2020

A Crimean One Hour Wargame.

 A few  weeks ago we decided to hold an impromptu socially distanced game before the Powers that Be extended the lockdown to prohibit meetings of more than one household again.  These are strange times. The 2 metre wide table and a few other simple measures ensured that proper social distancing was observed, it's not difficult when there's a will and common sense prevails.  

Scenario One, Pitched Battle, was selected from OHW and toys suitable to the Crimean War were quickly garnered together.  The scenario called for a minimal terrain, the British drew units of infantry, skirmishers and cavalry while the Russians were favoured with infantry, cavalry and artillery!  Here's how it went:

Without any artillery the Brits had little option other than to pitch straight into the attack before the Russian guns ground them down.  "Into the Valley etc. etc."

Threatened on the flank, the Cossacks charge home but are bounced off by the doughty Dragoons of the Heavy Brigade, an immediate counter attack sees the Cossacks dispersed and routed.

Russian regular Infantry and Rifles wheel about to enfilade the advancing British line, they deliver a devastating volley that shatters a Regiment on the English right.

The thin red line holds and delivers it's own volley, both sides are now taking punishment and the British skirmishers have been brushed aside.  Here the British deploy their long range measuring tape.

The Battle began to pivot as the British faltered on their left but made gains on the right, at this point honours were even and it was still anybody's game.

Having seen off the Cossacks the redoubtable Dragoons followed through and rode down a Regiment of Infantry, only to flounder beneath the Russian guns on the ridge.  The withering Russian fire now began to tell and the British attack ground to a halt.  

The game lasted 8 moves, probably the quickest we've played, usually we go the full 15 rounds, but at least we got a game in, it was good to see toy soldiers back on the table and who knows when the next game will be?

Saturday 26 September 2020

Not Quite Victorious Army

 But I'm sure they will be when they eventually get onto the table for a game!

For some time now I've been building up a generic Chinese army, I'm not sure why and I can't remember how it started, perhaps I just like the colours.  And the flags, the flags are great.  Anyway, there is no grand plan, I just bang out another unit every now and then when an idea comes to me, it's quite therapeutic, doing something different.  Here's what I've got so far:


When I call them generic what I have in mind is that they will be used as an opposition in a Colonial scenario or possibly in the "Back of Beyond" or even at a stretch against Samurai.


These irregulars in black pyjamas and red bandanas are based on the Vietnamese Pavilion Noirs, mostly made from Hing Fat and other pirate figures, some have been given shields from wooden disks, others have Chinese heads (from Dorset Model Soldiers) just to give a bit of variety.


The flag has been cut out using pinking shears to give it a scalloped edge.  The inscription means something but I can't remember what, hopefully nothing rude.


Imperial Infantry, Artillery and Cavalry in the centre, irregular horse on the flank.


The matchlock men are more Hing Fat pirates, their tunics extended with plasticene, otherwise just a paint job.  The spearmen are medieval knights, made in China, which are currently available everywhere, and very useful they are too.  For a more Quing period look they've been given plumes on their helmets and replacement spears from metal rod with tassels added.


The cannon started life as a table cigarette lighter, it looked sufficiently gaudy for the job and just need a spruce of paint.  The crew have been given Mandarin hat heads (Dorset Models again).


The Imperial Cavalry started life and Italieri Mongols, the flags I found on the internet and just played around with them in Publisher.


The irregular Cavalry are the remains of the Italieri Mongols padded out with some Huns made in Spain by Jecsan.


More of the irregular Cavalry.

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. 

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.