From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).

Airborne Scatter - All Things Must End

At times it seemed like I'd never get there, but at long last I've finally completed all the items I acquired for my Airborne platoon, and here's the last of them.


It's all scenic scatter, so not really necessary for the campaign, but I knew if didn't do it now they'd never find their way to the front of the painting queue.

The Airspeed Horsa was of course the biggest drain on my time, and, at times, my enthusiasm, but I'm happy with the finished item.  I must admit that when I bought the kit[1] I had no idea how big the Horsa glider was.  It's as big as a four-engine bomber; I'd imagined something smaller that takes up less space.  It took ages carefully scoring out the control surfaces[2] to separate them from the wings and tail to get that sagged wreck look but I like a modelling challenge now and then, it increases the sense of 'ownership' in the finished product.


My agonising over my poor attempt at invasion stripes was greatly eased when I discovered this photo of the real thing - makes mine look rather good.


The intent was to reduce the footprint of the wreck by having the tail unit separated and one wing torn off by one of Rommel's Asparagus.

Rommelspargel


I don't have an answer as to why there's just this one lonely 'asparagus' that my glider has come a cropper on; in reality they filled entire fields with them. 

The three parts of the glider have all been put on ferro-bases to hold it securely in the magnetised box-file being used for storage ...

... along with the parachute canopies (paracord added using 'invisble' quilting thread courtesy of my better half).


The canopies are from Empress Miniatures, as are most of the supply containers; the unopened ones being intended for use as jump-off points (JOPs).


The out of focus empty basket by the canister in the foreground of the above image will be used to indicate it has been tested for as a Replen[ishment] Point but failed i.e., there are no munitions there.  Open canisters with weapons etc. inside will indicate one that has become a Replen Point.

And finally, as a nod to 'that film', an alternative marker for a failed Replen Point.


 

Notes:

[1.] It's a very old kit and quiet crude compared to current Airfix products; many parts don't even have locating lugs to hold them in place while glued.  Even worse, some of the bits are just wrong e.g. the passengers doors on the real thing slide up inside the glider and don't, as modelled in the kit, swing down with in-built steps. 

[2.] The wings and tail surface were solid one-piece mouldings.


Wargaming Projects - 4 of 4 - The Pending

A Potted History of my Wargaming Projects

Prehistoric; Past; Present; and, Pending

Part 4 - Pending Projects: that have some purchases but are mostly in the lead / plastic mountain or painted in insufficient numbers of a game.  And I'll start with one of my longest running pipe dreams, the Battle of Dara.


25mm Battle of Dara (Hinchliffe)

Back in the distant past of my wargaming days I was heavily influenced by illustrations in some books of historic battles using wargame figures.  The one that always impressed me most was the Battle of Dara in David Chandler's 'The Art of Warfare on Land' - from which the following image was taken.  


For some years now I have slowly accumulated most of the required figures cheaply off eBay, but they are all in the loft awaiting the completion of other ongoing projects - so who knows, mañana?


25mm Roman Britain (Hinchliffe)

Not sure what triggered this on again, off again, project.  Possibly it was fond memories of all the Rosemary Sutcliff books I read as a boy and an idea to do a sort of Pony Wars style game set in the 'Ancients' period, no doubt reinforced by more recent period reading by Simon Scarrow and Adrian Goldsworthy.

Needless to say, Hinchliffe was my go-to manufacturer, and unlike the Dara project above, some of these have actually hit the painting desk over the years but I can't decide whether or not to go gloss with this lot.







And, if get more painted I could also with Sharp Practise, or Lion Rampant (Ancients variant) - perhaps a scenario based on the Eagle of the Ninth?



Circa 1:400 Tudor Naval (Airfix, et al)

Nothing of mine worth showing here, as it consists of a pile of kits in the loft - Airfix Golden Hinds, Revenges, Mayflowers, and similar from a few other manufacturers.  


The 'plan' sees the masts left removeable to show damage as it occurs.  However, the plan frequently changes, and the latest is to use the kits for the contemporary 'First Great Northern War' (1563-70), a.k.a. 'Nordic Seven Years War'.  This war both avoid any in-built prejudices I have about the Armada, etc., and make a rather pretty showing based on this image from that war.



25mm Robin Hood (Hinchliffe)

I have acquired enough of these figures to run a game based on the rules for hidden movement on woods that I use for my 'Breaking of the Fellowship' game (here).  But so far have only painted up a triplet of personalities: Robin, John and Marian.





28mm Three Musketeers (Redoubt)

As I have played a game with these they perhaps shouldn't really be in the Pending post.  


I haven't settled on a set of rules for them, or done anything about the rather large terrain deficit for musketeer adventures.  





1:3000 Napoleonic Naval (Lamming)

This one started when Gallia produced a series of 1:3000 Napoleonic warships which I realised gave one the ability to stage decent sized fleet action on fairly standard wargames tables.  I bought some samples, but found them hard to paint up, and then Gallia folded!  

For a while Square One produced some similar ships but I wasn't as keen on them as the Gallia models because they had cast on ratlines that would make trimming off mast sections more difficult.  Then One Square stopped trading but Lamming produced another similar range, also with cast on ratlines.  But I continued buying a few samples and seeing how well I could paint them.  Not well, was the answer as can be seen below.


But then I found a 'cheat' - the left-hand ship in the above image is not all painted.  What I did was print out a picture of a ship's hull to the right scale, cut it out, and stuck it on.  This, IMO, works very well and so I intended getting it underway at some point.  Unfortunately, as I write this, Martin, who runs Lamming as one-man business, is in hospital and has been for some time - I can only wish him all the best for the future.


28mm Napoleonic 1812 Retreat (Wargames Foundry)

This project was planned as yet another 'Pony Wars' style game with all the players being French seeking to escape from the icy wastes of Russia.


This seemed a good idea as not requiring armies of figures and giving me plenty of opportunity for simple, but fun, conversions to clad the figures in something more suitable for the season.

The Russians, mainly Cossacks, but including others and natural hazards (packs of wolves) would be controlled by the rules.


Even they are not immune to the cold.


Apart from my frustrations with trying to produce convincing snow on the figure bases, I'm not sure why this one ended up more or less permanently on the back-burner.


1:245 ACW Naval (Atlantis)


Yet more unmade kits in the loft.  there's little excuse here as these kits should be pretty quick to do and it only requires two to be able to have a game - I'm considering using 'The Portable Ironclads Wargame' by David Crook.


And I do have a USS Constitution kit to bash into the USS Cumberland, to give the CSS Virginia (ex USS Merrimac) something to aim at while the USS Monitor tries to save it - just like the cover on the rules.



15/20mm Colonial Zulu / Dervish (Peter Pig / Newline)

No pictures of figures here, as this project is intended for pro-painting, so I only have a few sample packs of figures from the two manufacturers listed above.  I have been trying out various painters and am awaiting some samples from one at the time of writing.  When I've tried out the likely candidates I will be able to work out whether I can afford to do it in 15mm or 20mm.   If I go with a Sudan option I will be using 'The Sands of the Sudan' rules, in which Carlo Pagano has resurrected the rules used by Peter Gilder in his Wargames Holiday Centre.


If I go with Zulus, it will be a modified version of Pony Wars.


1/200 / 10mm WW2 Tunisia (Action 200 & Wargames South)

This was inspired by an article "Into the Void with Cork Force" in 'Wargames World' #5 Duncan Macfarlane's short-lived (just 5 issues) sister publication to his 'Wargames Illustrated'.  The scenario is set in Tunisia in 1943 and the game is a bit like Pony Wars, with players being British while their allies (US and French) and enemies (German and Italian) are controlled by the rules.  





1:285 WW2 8th USAAF vs Luftwaffe (Tabletop Flights)

This is a planned resurrection project as I sold off my previous 1:350 collection (see previous post covering this here) and have come to regret that decision.  The project uses a set of rules called "MiG Alley" that were published in Wargames Illustrated #54.  These were set in Korea but are easy enough to modify for different periods - this is a fun game, not a serious simulation.

As the 1:350 planes manufactured by the long since defunct Helmet Miniatures I needed another supplier.  After looking around I plumped for a slightly larger scale (1:285) from Table Top Flights in the States.   



1:600 WW2 Bomber Command vs Nachtjäger (Skytrex)

A long time ago, I read about some aerial rules for nightfighters that I thought would make a very different and interesting quick game.  The Triton range of 1:600 aircraft did pretty much everything needed.  But as ever I didn't do anything but day-dream about it until Triton ceased trading.  Luckily Heroics & Ros now market the range so I bought some at Colours, painted them up, and fitted them with magnets to sit on simple flight stands.


Obviously, at this scale, the German nightfighters don't have any radar antennae, so you'll just have to imagine those.


This game if it ever happens will be a closed game i.e., the nightfighter player won't see the table with British bombers appearing on one edge of a hex-grid and hoping to fly off the other edge without being attacked.  The player can use his radar and will get a plot of any detections on his display allowing him to try and steer to an interception.  To make things more interesting there is likely to be a British Intruder flying around, and every time the German nightfighter uses its radar the Intruder will get a bearing on him and steer to intercept.

If anyone recognises these rules, please let me know what they are as I just can't find anything like that at present, so I'm just making up rules along these basic principles.


Go Down You Blood Red Roses, Go Down

The usual 'what next' discussion after our last game saw John suggest a Wars of the Roses game using his 'Blood Red Roses' rules, published by the Society of Ancients (SoA).


I'd not come across these before (it's very many years since I was an SoA member) but the rule mechanisms and general concepts really piqued my interest, so, that was what we decided on for this game using my 15mm armies.

This was very much a play-test, and little effort was put into beautifying the game - I didn't even attach any flags to the troops, so I'll apologise now for the complete lack of spectacle.

The first step was to draw cards defining what retinues of troops each army was composed of, and what leaderships factors would modify their performance.  These cards are then sorted into 2 to 4 'Wards' (or 'Battles' if you prefer).

I opted for 4 wards for my Yorkist army, one being an off-table reserve as follows:

Yorkist Left

Yorkist Centre

Yorkist Right

Yorkist Reserve

Each ward starts with a 'Cohesion' factor of 6 modified by any 'Leadership' cards, this gave me cohesion levels of 8, 7, 8 and 7 for the Left, Centre, Right and Reserve respectively.

John's Lancastrians had also opted to share out their cards between 4 wards as follows:

Lancastrian Left

Lancastrian Centre

Lancastrian Right

Lancastrian Reserve

The game is played on a 5x5 grid of 'boxes'; wards are deployed in the three central zones and only move forward or back; the outer two, flank, zones are only available for a reserve to use.  For our game we used boxes that were 12" wide and 6" deep.

As we were using the generic battle rules, the terrain was diced for and we got: 1x wood; 1x hedged area; 1x village; and, 1x hill - all on the Lancastrian side of the table as can be seen in the diagram of the table below.

Diagram of Battlefield Deployment and Terrain

I was troubled by the terrain layout, as being a defensive player, it looked like all the cover and higher ground, favoured the Lancastrians.  So, reckoning John wouldn't be tempted out of cover I decided attack was going to be my only option.

The next stage in game is the pre-battle bombardment.  I had the only artillery on the field, in my Left Ward, but its line of sight was blocked by the wood[1].  But as the Yorkists had more gunpowder weapons (artillery and handguns) than the Lancastrians I gained 1 point of cohesion for one ward, I chose the centre to bring all my wards, except the reserve up to a starting total of 8.

The battle proper, then started with both sides allocating tokens to indicate any desired change of 'Stance'[2] by the wards[3].  Whether or not the ward will actually change its stance to that desired is subject to a 'Mettle' test, succeeding on a d6 roll of 4+.  I opted to get all mine to 'Advance'.  It took me a couple of turns to get into the swing of the rules, and the image below is of the table after two turns, when my Right was close enough to be shot at by the archers in the village[4].

The Yorkist Right is Advancing Alone!

The troops floating in the background is Lancastrian Reserve that has not yet been brought on the table and could enter anywhere.  The white markers (aquarium stones) indicate the baselines of the field of battle i.e. the notional table edge.  As can be seen, while all three of my wards are now on 'Advance' (3), two, the Left and Centre, are still where they deployed.  This is because wards not only have to test to change stance but also, when on advance, have to test to see if they move forward - mine were proving rather reluctant (as was John's Centre and Right, the latter just off the left of the photo).

Next, I accidentally ordered my Right, the only ward that was advancing to stop; I put a 'Hold' chit face-down next to it instead of an 'Assault' - whoops!  Luckily John was also having issues getting his men to advance.

I decided then that I had to 'go big or go home', and ordered my Right to Attack and the others to 'Assault'!  Only the Centre successfully changed stance to move into combat, while the Right, on Advance also, contacted the Lancastrians in the village.  Note also my Left, still stuck on the baseline and refusing to move; could it be Northumberland leading that Ward?

Battle is Joined - well 2 out of 3 anyway

It was now the impact of Stance really made itself felt as John, on Hold opted to shoot while my Right on Attack was able to do more damage with a mêlée attack.  In the centre things were even more favourable, as while it costs cohesion to use Assault stance it is very effective in mêlée.

At this point I should point out that 'Happenstance' cards, gained at various points in the game can allow some cohesion to be recovered, or alter combat outcomes.

In the next turn the Yorkist Right managed to switch to Attack, as did the Lancastrian Centre, but with the initiative[5] the Yorkists were still outperforming them[6].

From the Lancastrian Side for a Change

If the ward troop formations appear unusual, it was to ease the calculation of combat power for shooting and mêlée.  Each troop type has a different value and these can be modified by the type of attack and Stance.  To make it easier to keep track the different troop types we separated them out (there are two blocks of apparently identical Bills as some are 'Retinue' Bills and some are 'Array' Bills).  For the Yorkist Left (still stuck on the baseline!) these are from left to right in the image below: artillery, retinue bills, household (2nd row), retinue bows, array bills (2nd row), array bows, crossbows, and handguns. 

Yorkist Left - Still Going Nowhere

At this stage we both sought to bring on our off-table reserves; both failed their Mettle test and refused to appear.

The Yorkist Reserve Goes on Strike

The Lancastrian Reserve Follows Suit

More surprisingly, well it surprised me, the Lancastrian Right changed stance to Advance, but then failed the Mettle test to actually advance out of the wood.

Going Nowhere Seems to be the 'In Thing'

The next turn the Lancastrian Right did advance out of the wood, just as the Yorkist Left, now on Attack[7], actually moved forward and into combat.

Better Late Than Never!

The armies were now furiously hacking away at each other all along the line and the Yorkist Reserve had arrived in the Assault Stance on the baseline behind the Yorkist Centre - I was worried about how well they were holding so wanted to reinforce them with the Reserve.  By contrast the Lancastrian reserve were still refusing to show up for the fight.

One turn later, it was all over!  The Yorkist Reserve had joined their Centre making far less at risk, but the two wings broke their opposite numbers.  The Lancastrian Left had hit zero Cohesion and broke, while their Right was down to 1 point of Cohesion and broke as they were overwhelmed[8].  

Wot No Wings?

This left just the Lancastrian Centre facing the entire Yorkist army, so they also fled the field in rout!
 
 My Kingdom for a Red Bull!

And guess who never turned up for the fight?  No doubt this was thanks to the 'Treacherous Intent' of their leader - see the allocated Leadership card in the earlier photos showing the different wards in each army.

The Lancastrian Reserve - Reserved for What?


Post Mortem

The game was very enjoyable, and I found all the results very convincing from a historical narrative viewpoint.  The mechanics are simple and work well, apart form the calculation of ward strength, dependent upon Stance, when attacking which I found a bit onerous.  However, I reckon with some aids, like a peg-board for record keeping and accounting I could make it easier for Bears of Little Brain like me.  

I had hoped the game would run quicker, but I think that was mainly due to being my first time, and I'm sure we'll get quicker.  In fact, I was so impressed I logged on to the SoA web-site to by myself a copy.  Unfortunately, they no longer seem to sell all the cards[9] that are so useful so I've held off buying a copy for now.

I'm definitely going to play again, and try some historical refights to see how they go - watch this space.



Notes:

[1.] Artillery can only engage targets in the boxes in front of it, not to either side. 

[2.] There are 5 stances that go in sequence: Assault (1); Attack (2); Advance (3), Hold (4) and Retire (5).  Attempting to change stance requires passing a Mettle test which, if failed, will lose the ward 1 point of cohesion if attempting a change of more than one position in the sequence. 

[3.] All wards start with their stance on 'Hold'.

[4.] Luckily for me shooting at, and from, villages is penalised, something I thought quite sensible as in reality one would be in cover and the other unable to freely use all their bows. 

[5.] Diced for on a d6 at the start of each turn, if a draw, the initiative goes to the side that did not have the initiative last turn.

[6.] In the Shooting phase, and the subsequent Mêlée phase, wards attack (shooting or mêlée, but never both) one at a time, in the same sequence as their Stance, except the order is reversed in the shooting phase.  If two adjacent wards in the same stance the one with initiative goes first.  Combat losses, and any Mettle test for loss of cohesion, are applied immediately, i.e. before the ward going second adjudicates its attack.  

[7.] With the Yorkist Left continually refusing to advance, I decided I had to change their stance to Attack as that will always advance (no test required); it paid off big-time.

[8.] Wards on a Cohesion of 1, and outnumbered in companies (bases in out game) by three-to-one or more will rout.

[9.] There are free downloads for the cards, QRS and Stance markers in the store for you to print off your own.