Two more AWI units completed, another British regiment and the
second rebel unit, another blue coated regiment. I plan to paint a brown and a
grey unit for the Americans but from previous experience, I find the Brown coat
colour rather boring. Instead I might do a more unusual Green unit instead. I
have enough militia figures in my Muskets & Tomahawks collection to
temporarily mount on sabot bases, so soon I will have enough to start playing!
Tuesday, 21 April 2020
Sunday, 12 April 2020
Off the Painting Table (Apr 2020)
The lockdown goes on and my painting continues. Two more
units completed, another British regiment (the 34th Cumberland
regiment) and my first rebel unit (2nd Penn.). I am not texturing
the bases until I get to near the end of the project, this is always the last
job to complete.
Monday, 30 March 2020
Off the Painting Table (March 2020)
I have been struggling to decide on my next project, but the
cancellation of Salute and other shows due to CoVID19 prompted me to come up
with a decision and buy some figures. I’ve decided to focus on the American War
of Independence in 28mm. Next I looked up various OB’s but the brigade structure
appears to be very fluid, so I planned to focus on one battle and Monmouth looked
good. When the Perry boxes arrived, I flicked through the British painting
guide and the name of the 55th Regiment of Foot stood out i.e. The
Westmoreland Regiment. My wife hails from Cumbria, a county that is an amalgam of
the old counties of Westmoreland and Cumberland. I immediately abandoned the
notion of historical OB’s, and will instead use British regiments with a personal
connection. It is almost certain that the wife’s ancestors would have served in
the local regiments at the time of the American rebellion! So, below is my
first unit, the 55th Westmoreland Regiment of Foot.
I’ve not yet decided on a set of rules to use, but I thought
a 16 figure unit looked about right. I did consider using a larger number of
figures, but on a 6’x4’ table this would have severely impacted on the number
of units that could be fielded. I finally have a project to work on. I still
need to do much reading and research concerning organisation etc. For example
do loyalist units (e.g. De Lancey’s battalions) carry flags? If so, what did
they look like? Anyway, next up is the 34th (Cumberland) Regiment of
Foot.
Monday, 16 March 2020
AAR; Napoleonic (Sharp Practice), 15Mar2020
My Napoleonic rules odyssey continues, this time using Sharp
Practice. I played used my Peninsular French against Ian using Spanish. A
simple encounter game fighting over a small village with 55 points aside. In
the opening moves Ian deployed and moved 2 groups of guerrillas in to woods on
his left flank, whilst advancing with a formation of 2 groups of line troops
between the woods and village, and a 3 group formation of line troops in column
moved down the village main road. I opposed his main column with a group of
voltigeur skirmishers, and on the other flank another group of voltigeur
skirmishers held off his guerrillas. Between these forces I had a line
formation of 3 groups of fusileurs, and a group of mounted dragoons were to
move around the Spanish left flank.
I have noticed a peculiar phenomenon when playing Sharp
Practice where the opening movement dice always roll low numbers, and the same
happened in this game; my dragoons seemed to be cantering through quicklime and
Ian’s columns were equally slow. I soon found out that irregular guerrillas in
cover are not easy to shift, and in no time my voltigeurs were running for
cover (in fact they never returned to the action). My other voltigeurs were
happily taking pot-shots against the slow Spanish column, and my fusileurs got
a couple of effective volleys at the other Spanish line formation. Suddenly the
Spanish C-in-C motivated the column moving through the village to ‘step out’
and rolled high dice, so they plunged into fisticuffs with my voltigeurs who
thought they were safe. The voltigeurs were wiped out but they did manage to
wound the Spanish C-in-C, rendering him unconscious. Next turn he recovers,
leaps back into the saddle and leads his men in a charge on the end group of my
fusileur line! Luckily I hold and the round of fisticuffs is a draw, but the
Spanish are now at 50% strength and the C-in-C gets killed. The resulting second
round of fisticuffs was very one-sided, the Spanish are thrown back in to the
village street and mill about without any leadership. My fusileur line formation
is fragmented, but could be recovered. This was very much the turning point of
the game, if the heroic Spanish leader had survived then victory could have
been achieved. The loss of the Spanish leader effectively ended their
aggressive moves and, finally, my dragoons were in a position to charge the
recoiling Spanish. This they did and quickly destroyed any opposition, tipping
the game and reducing the Spanish force morale to zero. So, a French victory!
A fun game that neatly fitted into an afternoon club
meeting. The randomised leader activation mechanism works very well and
introduces the right amount of uncertainty. The game turned on the performance
of the heroic Spanish general; if he had survived then a glorious Spanish
victory could have been achieved. I also learned that once irregular guerrilla skirmishers
are established in cover, they are a very tough nut to crack. Cavalry can be
devastating if they can get into a position to charge before they take
casualties from firing.
Wednesday, 11 March 2020
Boardgame Session; 8March2020
This will be a short entry because we only played the one
game before I started to feel a migraine coming on and the session was
abandoned.

Anyway, we tried Val’s new purchase, ‘Ecos – First
Continent’. In this game players jointly construct and populate a ‘new’
landmass, scoring points as they do so. One player draws resource tiles from a
bag, which all players then use to distribute power cubes to complete cards
previously laid in front of them. Once completed, the cards trigger a set of
actions; adding terrain tiles, adding new animals, adding terrain (mountains
and trees) to existing tiles, moving existing animals, gaining victory points
depending on circumstances etc. Once used, the cards age (rotate) at differing
rates. An interesting touch is the ability to use a resource to rotate a
ubiquitous player tile and eventually trigger a ‘bonus’ effect; gaining a power
cube or new card, or laying another card. This means a player can always
perform an action of some sort. The game proceeds until a player reaches 80
points, triggering the final round of play.
The component quality is good; the tiles are sturdy, the
animal chits and player cards are fine. The terrain markers stand out, and the
resource tiles are excellent. Game play is quick and smooth. It soon becomes
clear that what you are really doing is creating an ‘engine’ where the effects
of one card can trigger a sequence of beneficial consequences. The problem is
the potential to set other players up, because the ‘landmass’ (and animals) are
a joint project and available to all. Therefore you need to pay attention to
the cards others have in front of them, and the options they are striving to
complete e.g. you may have created a nice herd of antelope and scored some
points, only to allow a subsequent player to activate a cheetah which eats them
all!
I would have liked to play another game because I’m sure
there are hidden depths to this game. The game mechanisms are not difficult but
require thought, and are sufficiently different to those used in other games to
make ‘Ecos’ stand out. I can see this game being a hit in 2020.
Tuesday, 18 February 2020
AAR; Napoleonic (Lasalle); 16Feb2020
This was my first game of 2020, and I have not played an
opposed game since mid-November. I have resolved this year to get some of my
underused figures out of their boxes and on to the table. Therefore for this
game I would use some of my extensive Napoleonic forces which comprise 25mm
Minifigs from the mid-1970’s. I also wanted to try the Lasalle rules, with some
new house rules I’ve worked on. These house rules cover terrain selection
(similar to those found in Sword & Spear), plus a ‘recoil’ mechanism where
disruptions are caused by enemy fire may force a retrograde movement (basically
a Discipline test). The need for the ‘recoil’ rules were to allow for the
possibility for defensive fire to halt attacking units, preventing contact. I
hope this will make artillery less vulnerable to frontal attack, and reduce the
certainty when attacking lines with multiple columns.
| French turning the Russian left flank |
We used forces from 1812. Ian was attacking with a French
Infantry Division with an organic Light Cavalry Brigade. I was Russian,
defending with an Infantry Division and a reserve Dragoon Brigade. Terrain
selection resulted in a fairly open battlefield with an area of rough ground in
front of my centre sector. I deployed first in a compact central position, with
artillery on either side of the rough ground. Ian’s deployment was heavily
weighed on his right flank, with a small covering force on the other half of
the table. It was clear that my Russian left flank would be under pressure, but
I was confident I could transfer sufficient units to hold on. This exactly what
happened, but Ian moved faster and in a more determined manner than I had
expected. Although I did move covering units, they were not able to deploy in
an organised defensive line. More significantly, Ian’s rapid advance
effectively denied me of a major part of my baseline on which I could deploy my
reinforcements when they arrived. The gallant Russians on the left were ground
down, whilst the Russian cavalry had to make a wide sweep around the right,
only to run into massed French artillery protected by squares and cavalry! The
highlight of the game must have been when one of my Russian squares was
attacked by two French columns and a Chasseur unit; I rolled all hits whilst
Ian rolled poorly, resulting in a French recoil! The square did not survive
long though.
| Russian dragoons swinging around the right, whilst the left collapses |
The Russian break-point was reached on turn 13, but we held
on until turn 18 when the Russian morale collapsed (a couple of turns more and
I might have got a draw). Ian fully deserved the win. As for my house rules:
The terrain selection worked but might need a little adjustment. The recoil
rule worked well; simple to use, utilised an already established game
mechanism, made attacking columns less predictable, allowed artillery a better
option to hold and fire rather than just retiring. We both enjoyed the game
which moved along at a rapid pace. It was interesting that my old Minifigs
generated memories from other gamers at the club. I plan to have another game
soon and try a different rule set; General d’Armee by David Brown.
Sunday, 16 February 2020
Boardgame session; 15 February 2020
This was an outing for a couple of my charity shop ‘finds’,
both of which have a strong ‘take that’ aspect.
Firstly we played Mexica, an old find of mine from a few
years back that we have played before. This is a well regarded game that has subsequently
been reprinted. The game play revolves around sub-dividing an island into
districts of defined sizes, claiming those districts, and then building temples
of differing heights to secure your domination of districts. The game is played
over 2 phases, and as each phase develops the play becomes more cut-throat as
you focus on blocking opponents in addition to building your own empire. This
game works well if all players are fully aware of the aggressive play required.
If you can laugh at your misfortunes and the undermining of your carefully laid
plans, then you will enjoy this game.

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