Since the Impetvs Assyrian Army list allows two Egyptian archer stands as an option in an Assyrian army, this may be all I need to augment my Assyrian army. Of course, they may see action in an Egyptian force opposing the might of Assyria.
Wearing only a kilt and light equipment, the Egyptian archers can be fielded quickly. I varied skin tones a bit but kept tones to the darker shades likely present in an Egyptian Kushite army.
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Sunday, October 29, 2017
Egyptian Archers
A second stand of Egyptian archers musters out from the painting desk. Like the Egyptian archers before, figures are from BTD's excellent Egyptian range.
Friday, October 27, 2017
Fall Cycling on the Palouse and Preparing for Winter
With the heat of summer long gone and a crisp chill of fall in the air, the outdoor cycling season may be drawing to a close. Like the midday sun already low on the horizon in the photo above, how many more beautifully sunny days are left on the calendar before Pacific Northwest is thrown into the long darkness of winter?
Being in the mindset of preparing for an approaching long dark and cold period ahead, a sunny day with temperatures in the mid-50's F is not to be easily brushed aside. Daylight hours can be short during winter and after the time change, it can be dark by 4pm. After that, cycling outdoors can only occur on weekends. With the changing colors of fall, time to head out on the bike and not lose this fleeting opportunity. A few snapshots from the GoPro on the mid-afternoon ride.
Also in mind as winter looms, is the annual ritual of preparing figures for the dark and cold days of winter. That means a re-evaluation of 2017 Project Plans in an attempt to align annual goals with the remainder of 2017. Wait! I did not publish 2017 Project Plans in January? No worry. With only two months remaining in the year, planning should be made that much easier.
Below are a few items I would like to prepare for painting over the upcoming winter months:
- 25mm Assyrian Wars - Yes, a few units are in the painting queue.
- 32mm ECW - while the project has been declared "complete" for a long time, I picked up enough Empress Miniatures' cavalry to field one regiment of horse. That would be a nice addition to a project that has not seen any activity on the painting desk since 2011. No painting of ECW figures in six years? Shocking!
- WWI Aeroplanes - with a rekindling of interest in Canvas Eagles, one or two aircraft ought to get onto the workbench.
- 15mm Samurai Battles -no units off the painting desk in 2017. Time to correct that oversight.
- 28mm Napoleonics - Another project seeing no activity on the painting desk thus far in 2017. Progress here would be good too. A few battalions of Spanish in transit provides motivation to re-examine the project. Plans to get the collection back onto the gaming table would help the motivation too.
- 18mm 1799 and 1859 projects - not enough work on either of these two projects in 2017. Perhaps step it up? Both projects saw repeated action on the gaming table, though.
Tuesday, October 24, 2017
Assyrian Guard Cavalry
Yep. Assyrians continue to mobilize off from the painting desk. This Wargames Foundry foursome is classified as Guard Cavalry. To my eye, the only difference from the "regular" Assyrian cavalry is that these guardsmen wield both spear and bow.
As expected from Foundry, excellent sculpting and good poses. Hopefully, these warriors will strike fear into the hearts of their enemies. The Assyrian Army's cavalry arm now counts six medium cavalry stands in its Order of Battle.
While painting Assyrians is quite enjoyable, at some point attention must be redirected to other projects. When will that break point occur? Soon I think but not yet. One or two more Assyrian units have worked their way high into the painting queue. When I do make the switch, to which project will I turn?
With a number of games crossing the table of late including a sound thrashing in a C&C Tricorne rematch at the hands of Kevin and detailing of a Fox's Gap replay, work at the painting desk has slowed. One question that I often wrestle with is how my limited hobby time is allocated to a number of competing interests. Lately, gaming seems to have gained the upper hand while output at the painting desk slows. Researching and planning the Fox's Gap scenario took time away from painting too. A new aeroplane for Canvas Eagles was started. Is there an optimal mix between these competing pulls on my time? I think not. The best I can do is pursue the facet of the hobby that currently grabs my attention so as not to fall under the spell of indecision and inaction. The hobby is a bit like juggling. How many balls can I keep in the air at one time?
I have left myself a few questions to answer. Until next time.
As expected from Foundry, excellent sculpting and good poses. Hopefully, these warriors will strike fear into the hearts of their enemies. The Assyrian Army's cavalry arm now counts six medium cavalry stands in its Order of Battle.
While painting Assyrians is quite enjoyable, at some point attention must be redirected to other projects. When will that break point occur? Soon I think but not yet. One or two more Assyrian units have worked their way high into the painting queue. When I do make the switch, to which project will I turn?
With a number of games crossing the table of late including a sound thrashing in a C&C Tricorne rematch at the hands of Kevin and detailing of a Fox's Gap replay, work at the painting desk has slowed. One question that I often wrestle with is how my limited hobby time is allocated to a number of competing interests. Lately, gaming seems to have gained the upper hand while output at the painting desk slows. Researching and planning the Fox's Gap scenario took time away from painting too. A new aeroplane for Canvas Eagles was started. Is there an optimal mix between these competing pulls on my time? I think not. The best I can do is pursue the facet of the hobby that currently grabs my attention so as not to fall under the spell of indecision and inaction. The hobby is a bit like juggling. How many balls can I keep in the air at one time?
I have left myself a few questions to answer. Until next time.
Saturday, October 21, 2017
Action at Fox's Gap 1000-1100
Situation from prior episode |
To refresh memory of the action thus far, please see,
1004. Cox joins the 30 OHa to help rally the regiment. The 30th OH suffered at the hands of the 12 NC and had fallen back to J. Beachley Farm in disorder. Cox successfully rallies the Ohioans although with five Heavy Casualties, the 30th may not have much offensive punch remaining. Covering the 30 OHa, the WV cavalry rains fire onto the 12 NC causing one hit. The North Carolinians stand firm. Despite much firepower, the 30 OHb does no visible damage to the 23 NC as it hunkers behind the stone wall bordering the Ridge Road. In the close range firefight, the 30 OH comes out for the worse in the exchange suffering one hit.
In a display of the power of well-handled rifled artillery, the OH Lt Artillery chews up the 13 NC at Wise Farm. Now, that is good shooting; three hits out of three attempts!
Good shooting! |
The raw 5 NC falls back |
Battle lines are drawn |
Close range fire fights |
Federals attack all along the front |
30 OH repulsed! |
Attacks by the Federal left |
Tar Heels head towards the rear! |
23 OH takes the ridge |
Federal cavalry drive off the 23 NC |
The Rebels have had enough too. The 5 NCb disintegrates to the wind while both the 13 NC and 23 NC lose heart and retire.
Collapse of the Confederate left |
1107. As the game clock advances past 1100, the game comes to a close.
That was a vicious fight! Casualties everywhere were heavy. Both sides near exhaustion as the Confederates still hold onto one of the objectives on the Ridge Road. I call this a very bloody draw. With the only Confederate regiment still on the ridge being the small, raw 12 NC, Scammon's boys, though battered, may be able to see it off given one more shove. If the battle was to continue, 1100 is about the time both combatants received reinforcements, historically. Cox's second brigade under Crook would arrive as would two North Carolinian regiments. While Garland and Scammon's brigades are spent, the addition of Crook's three Ohio regiments ought to be sufficient to duplicate the historical outcome.
Situation at close of action |
An added bonus for the scenario as written is that Fox's Gap lends itself well to solo play. With the active player taking the role of Cox and the Confederates already in good defensive ground, the Rebels under Garland can fight a pre-programmed approach to the battle.
The game is reset and another attempt is in mind. Many thoughts on Fox's Gap and impressions of TF-ON are swirling around in my head. These thoughts ought to be committed to paper before they are forgotten.
Great fun and a near perfect solo challenge!
Wednesday, October 18, 2017
Action at Fox’s Gap 0900-1000
After researching a few accounts of the morning action at Fox's Gap between Garland and Cox and devising a scenario, time to see if the scenario survives first contact. For scenario specifics including map, deployments, OB, and special rules, see Fox Gap Scenario for TF-ON.
Note that a few mistakes were made during play primarily with respect to allowing out of command (OOC) units to initiate Close Combat. Once discovered, I justified these irregularities based on the fact the brigade commander could have been properly deployed to allow such an action since he was typically otherwise unengaged.
The other two changes from the Rules As Written (RAW) address the tracking of disorder status and duration.
First, rather than track disorder via time chits, I simplified the process to a mathematical equivalency. Since Disorder is typically dished out in increments of 15 minutes and the Game Clock advances at a rate or 8 + 2D6 minutes, a unit will be disordered only until the next advancement of the Game Clock if the Game Clock Advancement Roll is 8+ (16 minutes or more). If this variable portion of the dice roll is less than 8, a unit will remain disordered after the next advancement of the Game Clock. It will remain in a Disordered state until the second advancement of the Game Clock. In simple terms, a Disorder Roll is introduced whereby a unit rolls 2D6 upon becoming disordered. If this result is an 8+ on the Disorder Roll, the unit is disordered one turn. Roll less than 8 and the unit is disordered for two turns.
Second, under RAW, a unit that passes its Capability Test (CT) in the Post Close Combat Capability Test maintains its position and remains in good order but cannot charge again for 15 minutes. Rather than track the 15 minutes on a time chit, a unit now becomes disordered and follows the rule given above. No longer is there a mandated, time moratorium on charging. A disordered unit may now charge at its own peril. My rationale is that even a victorious unit following close combat would likely suffer some effects of disorder and this change both addresses this inherent disorder and makes the effect easy to track. Heresy perhaps but it works for me and fits in with my sense of a likely post-combat disorder. Note that I implemented this change early in the game.
In the Battle Report photos, disorder is shown as either red 1 or yellow 2 markers denoting the number of "turns" of disorder. Heavy casualties are depicted by white casualty counters.
With those clarifications noted, time to proceed to the solo replay.
0900. At the start of the battle, both players roll a D6 to determine First Player. Commanding Scammon's Brigade and the West Virginia cavalry, Cox takes the initiative and will be the First Player throughout the game.
Cox attaches himself to the 23 OHa and prepares to attack the 5 NCa on the Confederate right flank. In the center, the 30 OHa opens fire onto Bondurrant's guns causing one heavy casualty. Bondurrant's guns stand firm partially sheltered by the stone walls and fences bifurcating the fields.
With Cox leading the charge, the 23 OHa attacks the Tar Heels. Being raw, the 5 NC fires off an ineffective volley and then braces for the attack. At close range, the Ohioans best the Tar Heels. The 5 NCa takes two heavy casualties in the close combat, fails its Capability Test (CT), and then falls back in disorder suffering one additional heavy casualty. For their effort, the Ohioans become disordered suffering two heavy casualties.
Garland moves to join the now disordered and shaken 5 NCa. The other half of the regiment, the 5 NCb fires into the 23 OHb causing one heavy casualty. Bondurrant's artillery returns the favor dished out by the 30 OHa. Despite having protection from walls and fences suffers, the 30th suffers two heavy casualties. Cover is not much help against artillery fire. The 30 OHa's cohesion fails and it falls back from the guns in disorder.
Cox leaves the 23 OHa and joins the 23 OHb at J. Beachley Farm. With Cox at the fore, the 23 OHb fires into the 5 NCb on the Ridge Road and then advances out from the woods to cover the 23 OHa's right flank.
The 12 OH charges out from the woods towards Bondurrant's guns. As the 12 OH closes, Bondurrant's guns belch out canister. The 12 OH suffers one heavy casualty but presses on. Possibly benefiting from the closed nature of the fields on the approach to the guns, the Ohioans losses are minimal while Bondurrant suffers three heavy casualties. Both combatants hold their ground. Not in an EZOC and taking no other action, the 23 OHa attempts to rally from its disorder. It succeeds.
As the 23 OHb advances into the fields, the Tar Heels let out a volley from the woods. The Ohioans take one heavy casualty but stand firm. The 12 NC fires into the 12 OH causing one heavy casualty while the guns remain silent. Garland attempts to rally the disordered 5 NCa to no avail.
0932. Unable to bring the Federal guns into a firing position, muskets continue to face off against Confederate artillery. The 12 OH causes one more heavy casualty to Bondurrant but even with 5 heavy casualties, the guns stand firm. Seeing opportunity at hand, Scammon attaches himself to the 30 OHa and orders a charge upon the Confederate guns. As the Ohioans hop fences and walls to come to grips with the guns, they suffer one heavy casualty but do not waver.
On the Federal left, 23 OHa attempts to turn the Confederate right by flanking the 5 NCb. The Ohioans close through the woods and the North Carolinians are caught off guard by the sudden threat to their flank. The Tar Heels fail to bring their muskets to bear. The Ohioans deliver a punishing attack but due to the cover only two heavy casualties are suffered by the Tar Heels. Both combatants hold their ground in the close confines of the woods but become disordered in the entanglements of friend, foe, and underbrush.
In flanking the 5 NC, the 23 OHa, themselves, offer up their own, exposed flank to Rosser's dismounted Confederate cavalry. The Rebel cavalry fire into the Ohioans causing another heavy casualty.
To offer some support for Bondurrant's beleaguered guns, the 12 NC fires into the 12 OH fro the relative safety of the Ridge Road. The 12 OH suffers one heavy casualty, becomes disordered, and falls back through its own guns. The Federal guns watch as the Ohioans pass back through their position.
Having 5+ heavy casualties, Bondurrant's battery must test its resolve during the Retreat Phase. With 7 Heavy Casualties, Bondurrant fails and the guns are eliminated having taken their eighth and final heavy casualty. While the loss of a battery is a tough pill to swallow, Bondurrant bought time for the Confederates while causing significant injury to the Federals in the process.
0945. Cox joins the 23 OHa. Gibson's artillery, having the disordered 12 OH pass through its position, opens fire upon the 12 NC. With the commotion of friendly troops falling back through their guns, the ensuing fire upon the Rebels is ineffective. The OH Lt Artillery, having unlimbered within range of the Wise Farm, fires on the 13 NC with similar little effect.
With Federal musketry having no noticeable effect upon the sheltered Confederate line along the Ridge Road, the 23 OHb fixes bayonets and charges the 5 NCb. The Federal attack goes in without having to endure any defensive fire. In the close combat, the Ohioans dish out two heavy casualties while suffering one in return. While the Tar Heels maintain their ground, the Ohioans are bloodily repulsed suffering another heavy casualty as they retreat back into the cover, disordered. The 30 OHa advances to the base of the Ridge Road with the West Virginian cavalry following closely. The 30 OHb advances to maintain contact with the 30 OHa.
Still in an outflanking position, Rosser's cavalry continues pouring fire into the Ohioans. Succumbing to the harassing fire, the 30 OHa falls back disordered.
With the Federals at close range, both the 12 NC and 20 NC open up on their attackers. The 30 OHa suffers one heavy casualty, becomes disordered and falls back. The 30 OHb takes one heavy casualty but holds its ground. Garland joins the 5 NCb to bolster its resolve. Even with Garland's presence, the 5 NCb has had enough and breaks for the rear suffering one more heavy casualty as stragglers fall from the ranks.
1004. To be continued...
Well, that was a lot of action in the first hour of battle and a cracking game. Well suited to solo play. To allow the combatants and the chronicler a chance to catch their breath, the retelling of the action will be broken into two parts. The second and final hour of battle will be resumed next time.
While the Ridge Road is still firmly in Confederate hands, the loss of Bondurrant's guns significantly weakens Garland's position. The game is producing great drama as both sides fight tooth and nail to hold the heavily enclosed, Beachley fields. The raw North Carolinians on the Confederate right could not stand up to the attacks by the 23rd. Fortunately for the Rebels, the timely appearance by Rosser's dismounted cavalry put an end to that Federal flanking threat. For now, that is!
Casualties inflicted have been heavy. Many of the Federal regiments are already reduced to 50% effective. Is there enough fighting "punch" left in Scammon's Brigade to wrest control of the high ground from the North Carolinians? We will see next time when we pick up the action once again.
Initial Deployments |
The other two changes from the Rules As Written (RAW) address the tracking of disorder status and duration.
First, rather than track disorder via time chits, I simplified the process to a mathematical equivalency. Since Disorder is typically dished out in increments of 15 minutes and the Game Clock advances at a rate or 8 + 2D6 minutes, a unit will be disordered only until the next advancement of the Game Clock if the Game Clock Advancement Roll is 8+ (16 minutes or more). If this variable portion of the dice roll is less than 8, a unit will remain disordered after the next advancement of the Game Clock. It will remain in a Disordered state until the second advancement of the Game Clock. In simple terms, a Disorder Roll is introduced whereby a unit rolls 2D6 upon becoming disordered. If this result is an 8+ on the Disorder Roll, the unit is disordered one turn. Roll less than 8 and the unit is disordered for two turns.
Second, under RAW, a unit that passes its Capability Test (CT) in the Post Close Combat Capability Test maintains its position and remains in good order but cannot charge again for 15 minutes. Rather than track the 15 minutes on a time chit, a unit now becomes disordered and follows the rule given above. No longer is there a mandated, time moratorium on charging. A disordered unit may now charge at its own peril. My rationale is that even a victorious unit following close combat would likely suffer some effects of disorder and this change both addresses this inherent disorder and makes the effect easy to track. Heresy perhaps but it works for me and fits in with my sense of a likely post-combat disorder. Note that I implemented this change early in the game.
In the Battle Report photos, disorder is shown as either red 1 or yellow 2 markers denoting the number of "turns" of disorder. Heavy casualties are depicted by white casualty counters.
With those clarifications noted, time to proceed to the solo replay.
Early minutes of battle |
Cox attaches himself to the 23 OHa and prepares to attack the 5 NCa on the Confederate right flank. In the center, the 30 OHa opens fire onto Bondurrant's guns causing one heavy casualty. Bondurrant's guns stand firm partially sheltered by the stone walls and fences bifurcating the fields.
With Cox leading the charge, the 23 OHa attacks the Tar Heels. Being raw, the 5 NC fires off an ineffective volley and then braces for the attack. At close range, the Ohioans best the Tar Heels. The 5 NCa takes two heavy casualties in the close combat, fails its Capability Test (CT), and then falls back in disorder suffering one additional heavy casualty. For their effort, the Ohioans become disordered suffering two heavy casualties.
Ohioans attack the Confederate right |
Bondurrant's guns precariously positioned |
0918. As the Game Clock advances to 0918, all units lose one level (turn) of disorder.
Cox leaves the 23 OHa and joins the 23 OHb at J. Beachley Farm. With Cox at the fore, the 23 OHb fires into the 5 NCb on the Ridge Road and then advances out from the woods to cover the 23 OHa's right flank.
The 12 OH charges out from the woods towards Bondurrant's guns. As the 12 OH closes, Bondurrant's guns belch out canister. The 12 OH suffers one heavy casualty but presses on. Possibly benefiting from the closed nature of the fields on the approach to the guns, the Ohioans losses are minimal while Bondurrant suffers three heavy casualties. Both combatants hold their ground. Not in an EZOC and taking no other action, the 23 OHa attempts to rally from its disorder. It succeeds.
Fight for Bondurrant's guns! |
Situation at 0932. |
Attack on the guns! |
In the close combat, the Ohioans suffer one heavy casualty while the guns take two more. Both pass their Capability Tests. Despite being the center of Federal aggressions and no concern for his own safety, Bondurrant coolly continues to keep his advanced guns in action.
Fight for Bondurrant's guns continues as casualties mount |
Tar Heels of 5 NC flanked! |
Hot time for Confederate guns |
12 Ohio repulsed! |
Bondurrant's guns scatter to the winds |
With Federal musketry having no noticeable effect upon the sheltered Confederate line along the Ridge Road, the 23 OHb fixes bayonets and charges the 5 NCb. The Federal attack goes in without having to endure any defensive fire. In the close combat, the Ohioans dish out two heavy casualties while suffering one in return. While the Tar Heels maintain their ground, the Ohioans are bloodily repulsed suffering another heavy casualty as they retreat back into the cover, disordered. The 30 OHa advances to the base of the Ridge Road with the West Virginian cavalry following closely. The 30 OHb advances to maintain contact with the 30 OHa.
Federal left falls back as the center advances |
With the Federals at close range, both the 12 NC and 20 NC open up on their attackers. The 30 OHa suffers one heavy casualty, becomes disordered and falls back. The 30 OHb takes one heavy casualty but holds its ground. Garland joins the 5 NCb to bolster its resolve. Even with Garland's presence, the 5 NCb has had enough and breaks for the rear suffering one more heavy casualty as stragglers fall from the ranks.
Both sides have regiments breaking for the rear! |
Well, that was a lot of action in the first hour of battle and a cracking game. Well suited to solo play. To allow the combatants and the chronicler a chance to catch their breath, the retelling of the action will be broken into two parts. The second and final hour of battle will be resumed next time.
While the Ridge Road is still firmly in Confederate hands, the loss of Bondurrant's guns significantly weakens Garland's position. The game is producing great drama as both sides fight tooth and nail to hold the heavily enclosed, Beachley fields. The raw North Carolinians on the Confederate right could not stand up to the attacks by the 23rd. Fortunately for the Rebels, the timely appearance by Rosser's dismounted cavalry put an end to that Federal flanking threat. For now, that is!
Casualties inflicted have been heavy. Many of the Federal regiments are already reduced to 50% effective. Is there enough fighting "punch" left in Scammon's Brigade to wrest control of the high ground from the North Carolinians? We will see next time when we pick up the action once again.
Tuesday, October 17, 2017
A Gaming Potpourri
Americans advance in CoC |
Since no notes were taken for each of these actions, a brief recounting from memory is provided in chronological order of playing. This approach allows a summary of each action without dragging the events out over a number of posts. Four birds with one stone, so to speak. I am attempting to clear out the backlog since more Assyrians are in the parade queue!
Canvas Eagles:
After the introduction of Scott and Kevin to Canvas Eagles a few weeks before, Jake got his initial outing with CE. Played two games each of which Jake was the victor. In Game 1, I recall getting shot down. Curses! In Game 2, Jake made his scheduled observation run as I attempted to line up a narrow field of fire onto his Whalfisch. I had forgotten how difficult it can be to bring fixed guns to bear in a one-on-one engagement.
New Brigade Fire & Fury
My first outing with the recently released New Brigade Fire and Fury rules saw Terry's 12mm Scruby ACW collection out on the table.. The Battle tackled was the Second Battle of Ream's Station in 1864 during the Petersburg Campaign where Hancock faced off against A.P. Hill.
Battle of Ream's Station |
The Confederate objective was to throw the Federal defenders out from their breastworks. Drawing the command of Wilcox, I was assigned the task of leading the Confederate attack. Note, Wilcox's Division is unsupported in his mission until later in the battle. A tough task to take-on, for sure!
Federals lining the defenses with abatis discouraging attack |
Wilcox prepares for assault |
Wilcox attacks the abatis |
As for the new BFF, it sure seemed to be a direct port from Regimental Fire and Fury with little distinction between the two games.
Commands & Colors Tricorne: The American Revolution:
Got my first game of the recently released CC: Tricorne. The Battle of Bunker Hill was chosen and I took command of the Rebels. When we called the game on account of time, the Rebels led two flags to none although the British had just taken the earthworks on Breed's Hill. Several interesting twists are present in this latest CC offering adding a bit of nuance to long established tactics. After the game, I read the rules and noticed we made a few errors. Not unusual when playing a game for the first time.
Battle of Bunker Hill |
Chain of Command:
The Layout |
Capping off this gaming summary is the most recent event from last Friday's Friday Night at the Fights. That is, an impromptu game of Chain of Command pitting Jake's newly recruited Americans (see Dog Faces Part II) against my Germans. Looking back at game notes, the last time CoC saw action on the gaming table was more than two years ago. My, how time flies! Given that two-year hiatus, we were quite rusty with the rules but the game flowed well once we got underway. I consider myself quite lucky to game with fellows that not only absorb a new rule set quickly but can remember them after long periods of inactivity. Something for which I sometimes struggle.
Americans advance on farm |
Americans laying down fire on the farm |
Jake's Kickstarter Americans |
Germans bust a move |
Americans envelop the farm |
German flanking fire |
Again, due to time constraints, the game was called and victory assessed. Casualties were very heavy and both sides lost Jump Off Points. After the final tally, a bloody draw was the outcome. "Bloody" draw, indeed! At least two-thirds of the combatants had been rendered out of action and both sides would be hard pressed to claim a victory.
With such heavy casualties and no catastrophic break in morale, we wondered if we had missed something in the rules. Possibly. This requires more investigation. Of course, it would be helpful if the game was trotted out onto the gaming table more than once every two years. I await a dispatch assessing our play within the rules.