Saturday, September 30, 2017

Burning the candle at both ends - Haitians complete.

It's amazing what the motivation of a big game can do for your painting efforts.
A couple of late nights and a few early mornings and the Haitian Slave Army is complete six groups, 4 bigmen and a priest.....


The extra units of Hand to Hand troops should come in very handy, equiped with "Big Choppers" they fight as clan in the first round before reverting to Wallahs.


The extra musket troops provide me with three distinct sections good for one decent round of fire if I can keep them under control.


A few extra's to keep my wargaming friend on his toes (more on that tomorrow) and we should eb good to go.

Sunday, September 24, 2017

Haitian Insurgent Leaders.

Posts are coming think and fast at the moment.
With the release of Northstar's Congregation, The Bokor, the Mambo, and the Houngan make for great Haitian Insurgent Leaders. Wonderful figures and a pleasure to paint.

Hyacinthe was a leader in the Western Province and carried a talisman made of horse hair into battle so I guess a snake is not so far away. The female casting makes for a great representation of the young slave leader, I have given her a republic sash to show her revolutionary tendances.


When insurgent leaders were killed, ceremonies were held in their honour. One insurgent leader was buried by the troops that defeated him. But later "the negroes took him up and buried him again with great pomp"

Let's just they last a little longer on the table than in real life.

Saturday, September 23, 2017

Sharp Practice - Haitian Slave Army 1791- 1793

After the first outing a few weeks ago and after reading a number of additional sources on the Haitian Revolution, I have had a re-think about the various forces I plan on building and there make up within Sharp Practice. 
 
The first up is an insurgent force made up of escaped or freed slaves or perhaps a band of Maroons who lived out in the hills outside of the main plantations. These type of forces fought for the French Monarch, the Republic, the Spanish, the British and their own nationhood very often changing sides depending on who offered the best terms. So plenty of scope for gaming purposes.

Steve over at Arcane Scenery was very helpful and added a couple of specific figures from the Trent range which will enable me to complete the core force and the guys over at Warbases created some 10 man movement trays for the groups.
At this stage I wanted to fill out the ranks but need to get a wriggle on, on the painting front with the first full out less than a week away.


Many of the slaves were from the Kongo tribe in Africa and were lead by religous leaders, one French soldier reported how insurgent troops advanced to the sound of Afrian music or the "Incantations of their sorcerers" so the Big Men need to be a mix of Officer types and Religous Shamen will be needed, which makes for an interesting time seeking out figures which could fit the bill.


Fortunately North Stars latest releases for Dracula's America - The Congregation Arcanists make for perfect Voodoo religous leaders. More on those in future posts.


So on to the force composition, I wanted to give them a suitable mass as very often the forces would heavily out number the local garrison and plantation owners but also some flexibility in terms of skirmish and hand to hand troops.

One contemporary wrote of the insurgent forces. "instead of exposing themselves as a group like fanatics they fought spreadout and dispersed and positioned themselves in places that made ready to envelop and crush their enemies. If they encounter resistance they don't waste their energy but if they see hesitation in the defence they become extremely audacious"

With this in mind I went for the following.


Slave Army, Night of Fire 1791-1793
Leader, Status II
Three Groups of 10 Slave Rabble, Muskets
Leader, Status I
One Group of 12 Wallahs, Big Choppers
Leader, Status I
One Group of 12 Wallahs, Big Choppers
Leader, Status I
One Group of Irregular Skirmishers, Muskets
Points Value: 39

Force Specific Characteristics

Big Choppers: These troops have no ranged fire capability but are very aggressive and well versed in close combat. In the first round of Fisticuffs they fight as Clan rather than Wallahs.


Maroons
Type
Conscripts and Volunteers
Points Value
4
Weapon
Musket
Size
8
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
No Shock
Yes
First Only
3
3
3
Hearth and Home, Poor Shot.
Hearth & Home – May improve Step out rating by 1 when at home, become Weedy Coves when fighting away from home.

Freed Slaves
Type
Wallahs
Points Value
3
Weapon
Musket
Size
12
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
Never
No
No
No
3
3
Big Choppers
Big Choppers: These troops have no ranged fire capability but are very aggressive and well versed in close combat. In the first round of Fisticuffs they fight as Clan rather than Wallahs.         
             
Skirmishers
Type
Irregular Skirmishers
Points Value
6
Weapon
Musket
Size
6
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
No
Yes
No
-
3
-
Tactical, Moveable DP, No Bayonets.
Moveable DP – May be selected as a support option.    
Tactical – Can perform Ambuscade when two cards are available.
No Bayonets – These troops are at a disadvantage in Fisticuffs.                                                                       
With a relatively low force value of 39 points and some very cheap groups it gives plenty of options to add additional units to the force depending on the scenario.

The low quality officers should create a challange reducing shock so they will need to get to grips quickly if they are to make an impact. 

Right back to the brushes those Insurgents won't paint themsleves.