Monday, September 7, 2020

Austrian IR#11 in 1799

The 1799 Suvorov in Italy and Switzerland is another project not seeing action at the painting desk of late.  Checking the Painting log, this project last mustered troops in late February.  I guess that corresponds to the launching of work on a Hittite Army and the pandemic.  The former has been much more enjoyable than the latter.
After about six months of focusing on 28mm figures and projects, it was good to return to 18mm figures in general and the 1799 project in particular.  The two battalions mustering out from the workbench today are Lancashire Games' figures led by AB mounted officers.  These long-legged dandies, called up, are the second and third battalions of IR#11.  Hard campaigners may look a tad slender but one expects that situation when on campaign.  Good, solid sculpts.  More Austrian infantry are being pushed into the painting queue.  This time, Austrians from Campaign Games Miniatures will be the subject for the brush.
On the gaming front, I took part in an evening F2F gaming session Saturday night with Kevin.  Kevin received his copy of the newly released Jacobite Rising (JR) from Compass Games.  JR is the latest offering in the long running series of Commands & Colors games.  His game was delivered in Friday's post and was stickered and awaiting battle when I arrived Saturday evening. 
On the table was the Battle of Killiekrankie, 1689.  Government forces are facing attack while marching through a defile.  Commanding the Government forces, my army was set upon by the Highlanders and dispatched in relatively short order.  One of the features of JR is that a retreat result now requires a retiring unit to pass a rally attempt to remain on the field.  Fail the Rally Roll and the unit is removed from play.  My Government forces faced four occasions in which they had to retreat.  In every situation, the unit failed to rally.  With the battle set to a threshold of six enemy units eliminated for victory,  four of the six victory banners against me resulted from my army failing to stand.  In banner count, Government forces lost 6-2.  
At least the suffering was over quickly.

Friday, September 4, 2020

An ECW Artillery Foursome

After nearly a year of inactivity on the 30mm ECW project, the foundry churns out four artillery pieces.  For a project that I consider "done and dusted," ten months between additions is not concerning.  In fact, I considered the existing four guns and one mortar sufficient for most ECW battles.  Rarely have I needed more than two guns per side.
My position on this sufficient gun requirement was nudged in the direction of fielding a few additional pieces when I discovered two packs of Old Glory guns in The Lead Pile.  One pack contained two culverins; the other, two demi-culverins.  The conundrum faced was that there was no crew.  Do I allow these four guns to languish in The Lead Pile or buy crew for these pieces.  Of course, I opted to add sixteen crew to the shopping list.  Hardly a surprise.  
While crew from the existing guns were all sourced from Redoubt (which I love), this time I chose to give Bicorne Miniatures ECW artillerymen a try.  I have always read that Redoubt and Bicorne are a good match size-wise, so I plunged in to verify for myself.  For size with respect to height and heft (remember the Barrett Scale, anyone?), Bicorne figures compare favorably to Redoubt.  I still think I prefer the Redoubt artillery crew. 
Anyway, off the painting desk come four guns and crew. The guns are Old Glory and the crew, Bicorne.  Two culverins and two demi-culverins to add to the artillery arsenal of both sides.  
Enough Renegade Miniatures' foot remain to field one more 27 figure regiment of foote.  One day, I may get around to clearing out that bin and pushing them into the painting queue.  Beyond those figures, only a scattering of casualty figures and some TAG horse remain to paint.  Since the TAG cavalry are of the slightly earlier Thirty Years War period, I have been in not much hurry to paint them, but I will! 

Tuesday, September 1, 2020

I Can Ride 1,000 Miles and I Can Ride 1,000 More

Yes, I put 1,000 miles into the legs and bike during the month of August.  While July saw over 800 miles logged cycling, I pushed a little harder in August.  The notion of logging 1,000 miles in the month really did not enter into my calculations until the last week of the month. I figured I might have a chance but doubts loomed.  Even with three days and 120 miles to go, I thought it would be a close call.  
August's Cycling Log
Those doubts were removed Monday when I logged the last 37 miles to put me over the top.  I have not logged a 1,000+ month on the bike in at least three years.  Surprisingly, it was easier than expected.  Every day saw me out on the bike with the exception of one rainy day indoors on the trainer.  Daily mileage increased too.  Is this pace sustainable through September?  Not likely but let's see how far the bike carries me in September.  The downside?  Painting production fell a bit.   

Until I close the logbook on September in five weeks' time to see how I did, following are an assortment of photos from this week's travels.









Next time, a return to wargaming content.

Friday, August 28, 2020

Pike Block #8 for Italian Wars

Off the painting desk today is the eighth pike block to march over into the completed column in the 28mm Great Italian Wars project.  Pike block #8 maybe the last too.  We will see.  How many pike blocks does one really need?  With 39 figures mustered in each block, that is a lot of Renaissance figures to paint and field for one unit.  Eight such blocks is most likely plenty to field for one army and even having two armies with four pike block each may be good enough for many battles.
This block consists of a real hodgepodge of figures from many manufacturers.  Being the last full grouping of pikemen remaining in The Lead Pile, many different figures were called to the colors.  I count figures form Artizan, The Assault Group, Wargames Foundry, Old Glory, Casting Room Miniatures, and several handfuls from a Kickstarter Jake participated in a few years ago whose name I forget.  Jake gifted the unknown Kickstarter pikemen at Christmas 2018.  Some of the Artizan pikemen were another gift from gaming buddy, Scott.  About time I finally got them into the painting queue and out for a parade.     
Having finished off this block, unpainted inventory for this project is minimal.  Perhaps a gun or two remain and enough Gendarmes to field two more BMUs.  Not much after that.  Well, I do have four, unopened bags of Old Glory arquebusiers and crossbowmen remaining in waiting but I have sufficient numbers of those class of troops painted already.  Perhaps, I will sell, trade, or even paint these figures some day?
Included with the 39 pikemen is one stand of four dopplesoldners.  These two-handed swordsmen sure look like Old Glory figures to me.
Next time, artillery for the 30mm ECW project should be coming out from the painting desk.  Of course, the next unit may be anything, really.

Tuesday, August 25, 2020

Steve's Simple Wargaming Q&A for Fields of Honor

Homework time.  Steve's Sound Officers Call blog recently featured a post on the Allure of Simple Wargaming.  In that post, Steve presented a case for simple wargaming and proposed a closer look into that genre of quick to learn, easy to play rules.  A handful of rulesets were identified as likely candidates and a list of post-battle questions posited to apply to each of the games played in his experimental study.

I took up the challenge and applied Steve’s questions to my recent games of Fields of Battle: AWI.  See battle report, Action at Mill Creek Redux for a blow-by-blow presentation of the battle used in completing the following Q&A.
Steve's post-battle questions (and a few of my own) with my responses follow:
  • Rules: Fields of Honor: AWI.
  • Rules' complexity: Simple.
  • Period: American War of Independence.
  • Gridded/Open:  Both GRIDDED and OPEN rules are included.  I used GRIDDED with four inch hexes.  Any conversion between hex and open form is easy.
  • Figure size: 15mm.
  • Table size: Small with a grid of 8x6 4 inches hexes. 
  • Method of play: Solo.
  • Scenario: Action at Mill Creek.
  • Scenario Author:  Derived from Norm's scenario of the same name as found in his Two Flags - One Nation rules.  Modified slightly and transported back into time for the AWI.
  • Victory conditions:  British player must take the bridge and have two regiments on the heights before sustaining 50% units lost. 
  • Game duration: About one and a half hours including note taking and photos.
  • Number of in-game rules' consultations:  Two.  One to check on leader casualty procedure and the second to confirm mechanisms for multiple attackers vs a single defender in melee.  No more than two minutes to find and interpret the answer in each case.
  • Battle victor: American defenders in a closely contested battle that went down to the wire.
  • Contributing factors to victory:  Attacking is hard work especially when only slightly outnumbering defenders in good ground.  The British suffered heavy casualties in the first fire exchange losing one regiment and having two others damaged.  Later, Smallwood's regiment destroyed two regiments in quick succession.  Having the American officer only wounded rather than killed by a sniper may have prevented an American defeat.  Although the British were clearing Rebels from the American right rapidly, it was too little too late. 
  • Game satisfaction (0-None to 5-Complete): 4.
  • Reason for satisfaction score:
    • Pros: Sequence of Play is straightforward without complication.  With nine units per side in this small battle, play was quick.  Only a handful of modifiers needed for each of FIRE/MELEE/MORALE resolution.  Not all modifiers are applicable in every situation and quickly can be committed to memory.  Resolution of each interaction is fast.  Unit quality modifiers highlight the differences between the various troop types.  British line definitely fight with different attributes than do American militia.  Unit attributes easily adaptable by Quality Modifiers to account for a wide variety of troop traits.  Total possible combinations of unique unit qualities is 125 (5x5x5).  Sequencing of the turn phases lends to dynamic game play.  A feel for a tense battle ebb and flow as each combatant takes a turn putting the enemy off balance before the turn reverts to the opponent.  The Events Table adds some uncertainty and creative randomness into the battle.  These events can aid in driving an interesting narrative.  The in-game narrative developed during play was engaging especially with the battle hanging in the balance on every turn.  System uses 1D10 having uniform distribution but in this case, 1D10 variability is no issue since there are no opposed differential computations.  Solitaire suitability very high.  Game was very enjoy as a solo exercise.  Rules work well with my single element BMUs.  
    • Cons: Rules have some ambiguity and are not as complete for all situations but omissions are easily resolved.  Leaders are all rated the same with a +1 DRM for FIRE/MELEE/MORALE CHECKS when attached.  When faced by a high ratio of leaders to units, leaders may become too effective in driving an attack or defense.  With sections of the rules written for both hex/counter and miniatures, there is some confusion and overlap.  Some inconsistency in the tabled values between text and back cover QRS.  
  • Extraordinary, noteworthy, heroic, or cowardly events:  See battle report linked above for a fully detailed examination of the action.  A few notable events include:
    • Pennsylvanians on first turn discover they are low on ammo with a Calamity Event.  They will remain so for the entire battle.
    • With the British left hitting the 7th Penn hard near the bridge with six hits and needing only three hits to destroy the unit, the PA boys shrugged off four of those hits to remain on the battlefield.
    • With the American right reeling under heavy pressure from the attacking British, Smallwood's regiment marches up the hill to plug the gap created by the retreating Americans.  Smallwood then proceeds to scatter the British 9th Foot before descending the hill to destroy the British 4th Foot and retake the bridge.
Having gotten Fields of Honor out onto the gaming table for two games, I plan to keep this easy to play game in my back pocket for days in which I want a light but satisfying gaming experience.  With the Fields of Honor AWI version fresh in mind, I am tempted to use the older and more detailed, colonial version to tackle the Spanish-American War.  I ought to capitalize on the groundwork laid learning the AWI version.  

Saturday, August 22, 2020

Action at Mill Creek Redux

Having acquainted myself with the Fields of Honor rules in the first outing of Action at Mill Creek, I figured the best way in which to reinforce what I learned was to reset the battlefield and try again before those lessons slipped away.  That is what I did.

Initial deployments were as before with the Americans defending a bridge in an attempt to block an advancing British army.  The Americans had at their disposal two Continental line regiments guarding the bridge, two militia and a battery on a hill overlooking the stream.  Add to these forces, the possibility of up to three reinforcing Continental line regiments.  The British had three brigades arrayed for the attack against the American positions.  
Initial deployments
Victory goes to the British commander if he can control both the bridge and have two regiments upon the hill without first suffering 50% casualties.  In the first battle, the British saw a convincing victory by throwing the Americans back from the bridge and hill without exhausting its army.
British ready to step off
Turn 1
With the British as the aggressor, the redcoats act first.  To begin the battle, both players roll on the Events Table.  The Americans roll a Calamity Event.  With the specific Calamity result dictated by a second die roll, the British commander is allowed to choose the event to befall the Americans.  Out of Ammo is the chosen Calamity.  The Continentals defending the bridge will be forced to check ammo availability every time they attempt to fire.  Not a good start for the defenders.

The British begin their advance toward the American line.  Out of musketry range for now, the Militia choose to place themselves under Hold (Op Fire marker in the photo) orders so that they may react once the British march into range.    

Turn 2 
The British continue to advance.  The British gun, unlimbered toward the rear, targets the militia on the hill and causes one hit.  The Continentals advance to the stream in order to contest the British advance.  The 7th Pennsylvanians, defending the bridge, find the ammo to fire into the 4th Foot.  One hit is suffered by the 4th.   
Initial clashes begin
To the left of the 7th Penn, the 4th Penn finds the ammo to unleash a devastating volley into the 49th Foot.  The Pennsylvanians deal three hits into the redcoats.  The 49th fails three morale checks and the unit is destroyed.  Ouch!  Rules note: A unit may absorb three hits before being eliminated.  With each hit, the defender makes a Morale Check.  Pass the Morale Check and no hit is registered.  Fail and the unit keeps the hit.
Deadly volley into 49th
49th destroyed
The American gun on the hill reaches out and touches the British 9th Foot for one hit.  The British attack is not beginning well.
Guns find a target
Turn 3
The Americans suffer a second Calamity Event.  This time, a British sniper takes down an American officer.  Fortunately, he is only wounded.  No command bonuses this turn.  
British ready for an attack against the American left
On the British left, converging fire finds its mark.  The British Light Infantry, the 4th Foot, and the battery concentrate their fire onto the 7th Penn.  Out of six hits from incoming fire, the stout Pennsylvanians manage to brush off four of those.  Result is that the 7th Penn suffers two hits, still nearly wrecking it.  Heavy casualties, for sure, but a unit can take three hits before becoming ineffective.  The militia on the hill takes a second hit from the 9th.  It, too, is on the verge of collapse.
Concentrating fire onto the Pennsylvanians
With enemy upon its left, a battered friend upon its right and rear, the 4th Penn withdraws.  The battered 7th Penn does likewise.  On the brink of collapse, the militia falls back as well.  To fill this void, Smallwood's regiment climbs up onto the heights.
The 4th Penn is outflanked
Much of the American line falls back
As Smallwood crests the hill, the weakened 9th foot is seen below.  Surprised by the arrival of fresh reinforcements, the 9th Foot is scattered by Smallwood's volley.
Smallwood fires into the 9th Foot
9th foot is scattered
Turn 4
On the British left, both the Light Infantry and 4th Foot pour volleys into the 4th Penn.  The Pennsylvanians suffer two hits.  Now, both the 4th and 7th Penn are teetering on destruction.
The American right is taking a beating
On the British right, the 24th and 17th Regiments of Foot go in against the militia on the heights.  In brutal close combat, the militia are pushed off the hill in retreat having suffered two hits.  The British take the heights.
British attack the heights on the British right
and succeed!
Having dispatched the 9th foot moments before, Smallwood comes off the heights to retake the bridge.  With fire from both the wavering 4th Penn and his own regiment, Smallwood scatters the 4th Foot with seeming ease.  The 4th Foot's commander falls from the saddle, dead.  Control of the vital bridge is once again contested.
Volleys pour into the 4th Foot
and the 4th is destroyed.
Turn 5
With one end of the heights secured, the British attack the American guns in the earthworks.  Fighting their way into the earthworks, the 17th and 24th Foot suffer heavy casualties as the defenses and canister cause great destruction.  While casualties on the guns are brutal, the British are thrown back.  The redcoats retreat back down the hill.
The British go in against the guns
On the British right, both wavering Pennsylvanian regiments are scattered as the British close in with aggression.  Both Pennsylvanian regiments are destroyed.
Heavy fighting on both flanks
On the British right, one of the American militia retakes the high ground. 
Militia reclaim the heights
Turn 6
With both sides sustaining powerful body blows to their forces, the battle appears in the balance.  In the balance except that the British have lost four units including a general.  The British 50% breakpoint is five units lost.  The Americans, while holding the high ground with units badly beaten up, still have victory within their grasp.  The British units control the bridge.  If only one more British unit can be destroyed before losing the heights for a second time victory can be secured.  In desperate firefights, the militia in the center is destroyed.  Now three American units are lost.  To push the British over the breakpoint, the remaining militia scores a hit against the 24th Foot.  The 24th is destroyed.  The Americans hang on for victory!  
Americans hold on!
The outcome of this contest came down to the wire.  The Americans managed to push the British to the breakpoint but three of the remaining American units were one hit away from destruction.  Very close result and a good test of the rules.  

As for the rules, Fields of Honor offered up a quick playing game with only a few rules.  A simple game, I think.  With each unit having differing characteristics with respect to FIRE, CLOSE COMBAT, and MORALE, distinctions between the British line and its American counterparts came into play with little overhead.  Militia cannot be expected to fight toe-to-toe with the British but they can get a lick or two in before being driven off. 

Play for this contest was entirely off the QRS with no need to look up anything in the rules booklet.  Even if I had referred to the book, it would not have taken long.  The rules are only a few pages in length. 

With FoH being at the Simple end of the gaming spectrum, I will use this replay to answer Steve's Allure of Simple Wargaming questionnaire.  Those responses next time.

By the way, this was a great excuse (if one every really needs one) to get the 15mm AWI collection out of storage and onto the gaming table.  It has been far too long, for sure.  Hopefully, these troops will return to the table in the not too distant future.

Thursday, August 20, 2020

Bavarian Kurprinz IR

After a brief diversion to make sense of the latest blogger "feature" of absent thumbnail sketches, back to the painting table for a return to the 18mm SYW project.
Mustering off the painting table today is the second battalion of Bavarian Infantry Regiment Kurprinz.  Of all of the variety of SYW uniforms, I place the Bavarian cornflower blue coat with white breeches among the most handsome.  With the white cuffs/lapels/turnbacks and yellow hat lace, the Kurprinz cuts a striking presence.  Battalion #1 came off the painting desk in March of this year so high time that its sister battalion marched out to join it.  Foot figures are from the excellent Lancashire Games' stable led by a Eureka mounted officer.
Still much action at the painting table but it appears the next unit to emerge from the workbench will be a large pike block for the Italian Wars collection.  By my count, this will comprise 43 figures in 28mm.  Before the pike block makes an appearance at the photo booth, there is a battle report to write on the second running of the Action at Mill Creek for the AWI.  Like the first action, rules in play will be Fields of Honor: AWI.

Until next time...