Saturday, November 30, 2024

More AWI.... British Artillery.

Real life put paid to much of this month... but I did manage to get a couple of guns done for the AWI and another infantry unit.

You can't go wrong at £6.75 for three guns and within Rebel & Patriots it's about as many as you need.

Being 10mm you can even get away with using British Crew for Continentals if you don't look too close.

With a game planned, that was just the nudge I needed to get these finished.


What I have begun to realise with 10mm is that you can mix a match a few scales and they don't look that out of place, the woods and barricades were designed for 15mm, the tents and hedges 6mm - but they look fine on the table top.


The scene is set. Rebel forces have been gathering arms and militia men in an encampment when a British expeditionary force is sent to disperse them.


The British main force advance down the road towards the waiting militia men.


The British line out and push the guns forwards.


The British make hard work of the attack, minutemen and militia with some good defences to their front can hold their own if you don't ask them to do anything else. A few poor command rolls disrupts the British advance.


Meanwhile help was at hand with a second British force entering the table looking to flank the defenders.


As the British pushed forwards, a unit of mounted militia men attempt to drawn units away from the attack.


In the centre,  the Crown forces charge into the plantation house throwing back the defenders, but they were too few in number to defend it and ultimately the men in red would have to fall back.


However despite the casualties in the frontal assault progress was taking shape on the right, as the flanking force reached the camp and the minutemen in the treeline.


Sneaky musket rounds from behind trees are no replacement for the bayonet, The Kings forces charged up the hill and threw back the defenders.

With the flank exposed the Americans had no choice but to leave the table.

A great game with the usual back and forth as command rolls were passed and failed, the mechanism can handle far more than initial 24 points. Good job as fresh reinforcements are on the way.

Off to see the land of Eric the Red for a few days.... Just as I was getting my painting mojo back. :-)

Tuesday, November 12, 2024

Chechnya - New Xenos Rampant Vehicle Damage rules.

Having painted up a number of in fills an excuse to give them a first outing.

The additional Russian and Chechen support units will come in handy and will give both sides that extra punch.


Now to break the freshly painted curse.

Looking back of previous scenario's I thought about giving the original scenario a run out a mere 8 when it first landed on the table, at the time with less figures using Chris Peers at close quarters rules. I was interested to see if Xenos Rampant gave a better feel.

It did not disappoint.

June 1995 somewhere between Benoi and Vedeno - Chechnya.

A Russian BM21 has broken down on a major supply route, a couple of sections of infantry and supports have been left behind to protect the rocket launcher whilst reinforcements arrive with a repair party. The area is known for insurgent activity who would like nothing more to get their hands on the extra fire power. The Federal forces must protect the vehicle and drive off the Chechen fighters.

The table looks a little better than 8 years ago with more rural looking buildings and repurposed woods. The BM21 can be seen in the centre of the table with the access road at the bottom of the picture. The Chechens will enter randomly on the table edges, with the reinforcements for the Russians appearing on 1d6 turns.


The centre point of the table, 2 squads a HMG and Sniper hardly seem enough to hold back the insurgents.

With the defenders awaiting the column, Chechen militia appear on the wood lined hill tops over looking the valley and the stranded rocket launcher. The Russian HMG and Sniper covering this flank to hold back the fighters.


On the opposite side of the table a Chechen sniper team appears the Russians unable to see him at over 12" push up the hill to drive him off.


A second sniper is spotted and again the Russians advance to close the gap.


The sniper having drawn out the infantry instead of firing calls down mortar fire on the infantry, in the first salvo 50% of the advancing troops are killed or wounded and the rest flee back down the hill.


At the far end of the table Chechen's creep into the settlement ready to slow the rescue party.


The Russian HMG chews up the militia in the tree line.


The Chechen mortar disproving the myth that freshly painted troops always lose, switches his focus to the sniper sending him running for cover.


Meanwhile the rescue column makes it's way on to the table.


Rpg rounds hit the column and the lead BTR70 is destroyed sending the infantry running for cover. 


Another whoosh of AT rounds and the BMP1 falls back behind the house.


Before the rescue party could regroup from out of the barn another RPG round smashes into the BMP forcing it to retire. 
The rescue mission had failed their would be no break through today.

That was fun, heavy weapons such as HMG's can really hurt infantry as can mortar rounds if you catch them in the open. 

The vehicle rules felt like they needed a little extra, if played correctly XR only allow for one vehicle but they can certainly handle multiple vehicles, the only potential downside is the attritional nature of the rules where strength points chip away at units. So I introduced a chart similar to that found within Bolt Action.

It worked well and resulted in the lead APC being destroyed in short order after being hit by a unit with the Anti-Tank capability. Hopefully this does not break the rules but makes the use of vehicles more challenging for larger games and could make for tank on tank encounters a little quicker.



Feedback welcome.

Saturday, November 02, 2024

Battle of Short Hills 1777 - Rebels and Patriots

Thanks to Matt Crump and his excellent blog for this scenario - wargamesinthedungeon: Battle of Short Hills 26 June 1777 : AWI

An engagement between George Washington and General Howe as Howe pushed to defeat the Continental Army and clear the way to capture Philadelphia. Washington's forces numbered in the region of 11,000 men against a British force of Regulars, Hessian mercenaries and Loyalists in the region of 18,000 men. 

The British under one column under Gen Cornwallis and a second under General Howe attempted to outmanoeuvre the American forces. The Americans looked to delay the British advance and avoid being out flanked.

Matt converted the encounter to the table top, which I have 'borrowed'.

Played in 10mm using Rebels and Patriots rule set with some new fencing :-)


The British outnumbered the Patriots by approx. 20% with both sides split across to access roads, the Americans deployed behind fences and in the tree line. awaiting the advance of the Kings forces.


The ranks of red coats marched down the road towards the defenders.


On the left flank the Americans won the initiative and seized the high ground and picket fence but were not able to get all their companies into close order as the British approached.


The British advanced with a cloud of German skirmishers to their front as the Americans readied their lines.



A long range fire fight opened up the Patriots whittled away the skirmish screen only for the British rank and file to have formed close order and let off volley fire, the militia started to fall back from the picket fence. But they were slowly knocking the turns down.


Switching back to the right flank the British came into sight as the second American detachment stood firm.


The Americans reserved their fire allowing the British line out.


The view at the mid point as both lines close.


As the left flank ground to a stalemate the British pushed hard on the right. 


The final turn and the throw of the dice for the British as the Grenadiers look to smash their way through the Patriot lines.


The American lines hold.

A hard fought victory for the Americans, they had taken a real battering but their morale had held and they had held up the British forces for 12 turns swapping bodies for time.

Forces were twice those recommended for each company but it did not slow the game, having a random command generation for each of the 4 commands made it quite fun as to who had the drop on each other. A large first game but played to a conclusion in 3 hours.

You really need to get the militia into close order to stand up to the British volleys. The Patriots had some lucky morale rolls to hold their ground. The British played a great game with the skirmishers forcing the militia men to waste their first round of fire.

10mm looked great for the period and allowed me to play those larger games with flanks and ranks.

The next order has been fired off to Pendraken for more reinforcements in the shape of artillery, Continential Regulars and British Light Infantry.

More games to come and thanks again Matt for your scenario.

Thursday, October 31, 2024

Dispatched from the Front XXXIII - Anything but Arabs.

It's been a while since the last dispatches post. My apologies this entry might be more of a reminder for me to keep me on track.

Chatting during the Cotswold day we shared a listing of half finished projects, we also seem to share one thing in common far to many projects than ever making it to the table. It got me thinking about the need for a clear out or sweep up of the ever going list on the paint table, during lockdown when everyone appeared to have more time I did a full review of projects underway and sold off a number of half finished projects, but things appears to have been building up again with a queue of things that need completing. I can't be the only one that thinks I have two spare figures why don't I buy a regiment to build them out......

So after the mass of figures for the Crusades project a brief pause whilst I clear some of the distractions that need that little bit of focus to get them table ready. My reckoning is that these should be done over 2 weeks - Enough time for a fresh Pendraken order to arrive.

To kick the next two weeks off I found a bunch of spare figures tucked away in a draw for the American Revolution Project. Getting these done will leave me with no spare figures for this project.


Keeping the focus on the AWI I brought a few packs of snake fencing back in March together with some large cosmetic spatula's but they were not wide enough, not wishing to waste anything and gambling that who is really looking in 10mm I straightened them up.  

Not bad basing material for less than £5.00 and these should not take long to get to the table, the sharp sand and I quick spray done over a couple of lunchtimes.

Pretty sure these were 15mm but have been sitting in a box for 25 years!!! Using the same spatula's these barricades were complete in a day, I don't know what took me so long.

Also purchased back in March an extra bunker for the Western Desert a nice piece of kit from Ironclad Miniatures well you can't go to a show and not buy anything. This was half done just needed some extra dry brushing and a light wash. Now ready for the next campaign game.

A package from Studio Historia Miniatures which has been hanging around since the summer. A case of idle hands on a train ride to London and a few clicks later and I am the proud owner of Zombie Camels and the Ramesses II headquarters, I figured the tent would be a good centre piece for my New Kingdom Egyptian forces and the camels for Silver Bayonet in the desert.

They have some great items on the website I can see a few more orders coming their way in the coming months - that damn butterfly.

Hittite Walls and WW2 Greeks - hhhmmm.

A few months ago we gave Xenos Rampant a run out for Chechen Wars, a great game which was really quick to get through in an evening session, it highlighted the need for a few extra heavy weapons, so a quick order from Fighting 15's and there they sat - time to get them done.

That should do for starters 6 different projects to juggle before I even think about projects for next year.

Wednesday, October 23, 2024

The Battle of Ascalon 1099 - Cotswold All Dayer - Part 2

Last Sunday saw the annual trip to Cirencester and the Cotswolds Wargames Day held this year at Big Battles. It's always an enjoyable affair with some great games on offer in a very relaxed atmosphere. Great to see some old friends and meet new gamers. The only downside you never get enough time to chat with fellow gamers.

Big Battles is a great venue Derek and Andy who run the venue have a real passion for the big game talk about a hobby that turns into a business definitely worth a trip back to perhaps one of the large games. You can find their details here. Home - Big Battles

After 8 weeks we had amassed quite a large collection of Arab forces they lined up outside the walls of Ascalon to turn back the Christian hordes. They did look great very clear lines against the fractured Christian commands.

We split each of the Christian Commands into 4 distinct commands each with. 2 Elite Knights, 2 Elite Foot, 2 Heavy Infantry and 2 Skirmish Missile units.

Honour Points were awarded for the following feats.

Slay Vizier Al Afdal                                    3 Points

Slay an Arab sub commander                     2 Points

'Burn their homes' destroy the main tent    2 Points

Destroy the Greek Fire                               1 Points

So what of the game, as the Arab player we threw our cavalry out on the flanks looking to strip away the skirmishers amongst the Christian ranks, however we did not factor in the fact that their Infantry would be quite so aggressive who waded into the heavy cavalry who whilst able to counter attack we too few in number to maintain a one for one exchange.

The light cavalry managed to slip past the Christian line but far from the general command their were unable to get under order enough to make an impact.

When the Christian knights made their way to the front who they drove back the remaining cavalry the path was clear into the soft underbelly of the infantry but despite wiping out many of the archers and light spearmen they were too few in number to strike the final blow.

A close run thing but a marginal Arab victory - one might argue :-)

A fantastic days gaming with everyone involved from start to finish just as a large game should be. Well worth the nightly efforts of getting the figures on the table.

I did not get to spend as much time as I would have liked around the other tables but there were some fantastic games on offer, you can see a number of them here on Paul's and Steve's blogs.

Cotswold Wargames Day 2024 | movealongnownothingtoseehere

Wargames With Toy Soldiers: 1685 - 1985: Cotswold Wargames Day 2024 (wargameswithtoysoldier1685-1985.blogspot.com)