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!

Monday, 10 March 2025

Woking Games Day 2025

 Last Saturday a small band of the faithful from the Little Wars Revisited group assembled in Woking for this years Games Day.  The event was hosted by Mike who offered us three games using 54mm toy soldiers including Waddington's Battle of the Little Big Horn (seen on this blog previously).  I took part in a Battle Masters Lord of the Rings game and here's how it went:

Anthony provided all the figures and umpired the game, this is the starting position with the forces of Middle Earth on the left and the Hordes of Mordor on the right.

The forces of Mordor included this rather fine Ogre, I don't know who he's made by but he certainly looks the part.

The figures used are mostly Britains Deetail knights with minimal repainting and relevant heraldry to distinguish either side, I was very taken with the quality of the basing.

The dark forces included Orcs and Uruk-hai from Britains recent metal LOTR range.

This rather nicely designed terrain matt comes with the original MB Battle Masters boardgame.  The firing system for the trebuchet on the left was fun if a little erratic. but very effective when it hit home.

The Mordor cavalry, Britains Deetail Saracens looking suitably sinister in red and black.

The Ogre is slow to get going but unstoppable once he starts, he gave my horsemen a real pasting!

Audience participation was less than hoped for.

Regular players Patrick and his son William brought along their collection of Anglo-Norman figures for the 1135-53 Civil War between King Stephen and Empress Matilda

The game was a Norman skirmish using the Song of Blades and Heroes rules, the figures are 54mm metal made Irregular Miniatures and you can see more of them on Patrick's website here:  Patricks Wargames

Wednesday, 5 March 2025

New Blog in Town!

 Veteran wargamer, toy soldier collector and all round good chap, my friend Graham Apperley has started a blog, Tales from the Toy Room, and there is a link to it in the column on the right.  Please take a look, you'll like what you'll see.

Also added to the bloglist today is Little Wars 1913 run by another friend, Mike Lewis, this blog has been around for more than a decade but I only discovered it yesterday so here is the link.  Enjoy!

Saturday, 30 November 2024

Plastic Warrior Show 2025

 The date for the 2025 Plastic Warrior Show has now been released.....

......And here are the directions to get there:

TRAVEL GUIDE

 

Directions to The Plastic Warrior Show



BY ROAD

From Outside London take M25, M3, A316, go over one roundabout and entrance to the winning Post is after 500 metres on your left.

From Inner London, after Richmond Circus follow A316 and continue straight on over three roundabouts. You will pass the Winning Post on your right. At the next roundabout take the fourth exit and entrance to the Winning Post will be on your left after 500 metres.

FREE PARKING. There is extensive free parking at the site and in the residential roads behind the Winning Post. The Harlequin Suite is to the right of the main building.

BY PUBLIC TRANSPORT

From Central London and the South of England by overground train (South Western Railways) from Waterloo or Clapham Junction to Whitton Station. There are eight trains an hour and the journey time is approx. 30 minutes, this is a loop line so four trains an hour run from two different platforms at Waterloo Station.

From the North of England by train to London arriving at Kings Cross, St. Pancras or Euston.

Take the London Underground Victoria line just six stops to Vauxhall and change for South Western Railways to Whitton Station as above. Whitton Station is just three minutes walk from the Winning Post.  Turn left out of the station past Jubilee Avenue and Pauline Crescent, the next turning on your left is the entrance to the Winning Post.

Should you wish to take the London Underground to Richmond as in previous years, the easiest thing is to change platform and take a South Western Railways service to Whitton Station as above, (four trains an hour from Richmond, journey time eight minutes).

Alternatively you could get a black cab or a H22 bus from the taxi rank and bus stop outside the station.
Oyster cards are accepted on all London Underground lines, buses and South Western Railways 
to Whitton Station.


The Winning Post Inn

Opens from 08.00 to 11.00 serving breakfast or coffee for those who arrive early. The pub serves drinks from 11.00 and lunches from 12.00. There is a cashpoint on site but Whitton town centre, with a full range of shops and banks, is just three minutes walk from the hall.

Within the Winning Post complex is a Premier Inn travel hotel for those who want to break their journey and stay overnight.



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,