Showing posts with label Expeditionary Force. Show all posts
Showing posts with label Expeditionary Force. Show all posts

Sunday, 20 August 2023

The perennial problem of basing. It's boring I know!

I collect old toy soldiers, I wargame with 54mm toy soldiers, and I have got too much stuff.  Like everyone else I have too many collections, too many projects on the go and to be perfectly honest it's all become a bit of a mess.....actually it's a lot of a mess.

To impose some semblance of order on the wargame bit I plan to review what I've already got then for each period create initial core armies of 100 foot, 20 mounted and 2 guns.  These numbers were suggested by H G Wells as sufficient for a game, and this seems eminently sensible to me, when I reach the required numbers I will stop and move on to something else.  That's the plan, in so much as there is a plan.  Anyway it's the only plan I've got so with this in mind I broke out my Celts:

Here is the current foot contingent........and already we have a problem.  

I have sufficient toy soldiers to make up the requisite number of foot, the mounted are based, undercoated and awaiting paint, there are also enough bits waiting to be assembled into 2 war chariots. The figures hail from a number of manufacturers including Italieri, HaT, Cafe Storme and Expeditionary Force.

I started this project by painting up units of foot, then got bored and moved on to something else.  Then several superbly made units came up for sale and I couldn't resist the opportunity to jump start the project again.  The problem is integrating my existing figures on the smaller bright green bases above with the new acquisitions on larger flocked bases.

I always base my toy soldiers individually.  Here my old ones are on 2p coins while the new acquisitions are on flocked poker chips, so there is a noticeable size difference.  I don't get worked up about frontages and larger bases are fine for irregular troops but I do care about the overall appearance and want them all to look roughly similar as this pulls them together visually as a unit, also the new ones look like they are running across someone's carpet!

So what to do about this?  I don't think the new additions will give up their poker chips easily but I could probably scrape some of the plush flock back, at the same time fixing the older figures to washers which would give them a similar base size.  have I just answered my own question or can you think of a better solution?  All suggestions gratefully received.

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?

Sunday, 2 February 2020

One Hour Wargames in the Dark Ages

With the Christmas break a distant memory it was time to get the new gaming season off to a start, and as Anthony had recently acquired a collection of Saxon and Viking toy soldiers made by Expeditionary Force of Singapore we had to give them an airing.  Here's how it went:

We chose to play Fighting Retreat, (scenario 20) from One Hour Wargames by Neil Thomas, which sees a small Viking warband falling back while delaying a larger force of pursuing Saxons, thus allowing the main body of raiders to escape to their longships laden with the plunder.

Above, the raiders have crossed the river and their skirmishers have occupied the woods ready to surprise the Saxons who are just approaching the ford in the river.

Here the mounted raiders are putting distance between themselves and their pursuers while the slower moving footmen, realising that they risk being ridden down, have turned and formed a shieldwall.

We have used this scenario before for a medieval game (OHW link on the right should find it), but this time it played out very differently.  The thing we like best about OHW is that it uses the same basic rule structure for every historical period, but there are subtle changes to how the rules work, within each particular period, to reflect the developments in weaponry and tactical practice as military science evolved.  

The Saxon host cross the river at the ford, cavalry in hot pursuit, followed by fleet footed skirmishers and finally the mass of infantry.

So the basic game is very quick and easy to master, but what intrigues us is testing out the effects of those subtle changes to see how well they reflect the chosen period.  In this case we found the unit movements were much more fluid and less formal than in the medieval period, also the skirmishers of these Dark Ages were much less effective than the bowmen of the later period.  But the most notable difference was the resilience of the infantry formed up in a shieldwall, which was very hard to crack.

The Viking shieldwall braces itself for the impact of the Saxon cavalry, but holds without difficulty. The supporting infantry, following close behind, are forced into a bottleneck created by the ford and don't have enough room to manoeuvre around the melee.  Looks like I didn't think this move through  very well!

The Viking shieldwall has finally broken, but the Saxons have lost their cavalry and time is running out to prevent the raiders escaping, the Saxons surge forward and easily brush aside a unit of skirmishers.

The Saxons form sheildwall and face the remaining Vikings, they realise that the main body of raiders are clean away with the plunder, and that they will be advancing uphill fighting at a disadvantage...........so they decide to pack up and go home for tea.

These plastic Expeditionary Force figures are described as 40mm but they are clearly bigger than that, we compared them against my 40mm Elastolin Vikings and they towered over them (should have taken a pic for comparison, sorry about that!).  They come factory painted in the neat flat style you see here, personally I would give them a wash of brown stain (which is what Elastolin used to do) to give them a bit more definition, but they're not my toys so that won't be happening.

Anthony has mounted them on circles of MDF which provides greater stability on the table and also give them more of an "Old school" look.  This is the full range here; cavalry, infantry and archers for both Vikings and Saxon, that's the full extent of the range, shame they didn't extend to Normans but as Expeditionary Force have now moved upscale to 54/60mm figures this may be all we'll ever see from them in this size.

These were the first range issued by Expeditionary Force and were aimed at wargamers, the sculpting is excellent and while the plastic weapons look rather fragile they are in fact very robust.  Just wish we could find some other ranges (plastic or metal) that would compliment them, A Call to Arms Normans are a little too large, while the old Kellogs/Rubinstein "Warriors of the World" figures are about the right size but they are limited to just one Viking and one Norman.  Ho Hum.