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

Lost in the Woods...

                     ...The Breaking of the Fellowship

[Pre-Cabinette Archives c.2018]

I couldn’t resist the Games Workshop figures based on the Lord of the Rings films but not wanting to buy, or paint, large armies I needed a smaller game that would only need a few figures.  I also wanted everyone to be a ‘goodie’ as the ‘baddies’ are harder to identify with and tend to rely on numbers rather than heroics to win.  

Ideally, something like Pony Wars (by Ian Beck) but with players controlling a couple of characters rather troops of cavalry and a structure that forced players to split up to make them more vulnerable to roving bands of orcs, etc.  I settled on a game set around the breaking of the Fellowship where the remaining eight characters (no Gandalf) are scattered in the woods trying to find Frodo after he has fled Boromir’s attempt to seize the Ring.  

The next problem was how to handle ‘hidden movement’ in the woods to stop players knowing the whereabouts of each other and the enemy.  Somewhere, and I can’t recall where, I read about a hidden movement system where the terrain is gridded but laid out on the table in a random fashion, i.e. the grid on the wargame table is not contiguous and when leaving one square the unit appears in another elsewhere on the table.  The umpire uses a master map of the grid, as it is really laid out, to tell players leaving one square which square they enter next.  

Explaining is easier with pictures.  The following figure shows the grid as seen by the players, numbered consecutively and with the points of the compass all aligned the same way.  The second view shows the grid as it appears on the umpire’s map of 'reality' (I’ve shown a 3x3 grid for simplicity but I use a 5x5 grid in the game).


Thus, when a player moves off a tile (or square), he tells the umpire “Leaving the east side of tile two” to which the umpire replies, “You enter the south side of tile six” and the player’s figures are placed at that location.  A player trying to leave the edge of the map (highlighted in red), e.g. “Leaving the south side of tile one” would be told “That way is impassable”.   

The position of the tiles on the umpire’s map is randomised for each game and I made a series of cardboard tiles that slot snugly into a cardboard frame to do this.  Nowadays I’d use magnetic tiles and steel paper.  Assembling the map like this is quicker and easier than drawing it out each time and avoids accidental duplication of numbered tiles (yes, I did do it once!). 

Now with the players having to cope with so much geo-spatial uncertainty I wanted a REALLY SIMPLE movement and combat system to keep the game moving.  For this I use playing cards, each player having a number of cards each turn they can use for movement or combat (unused cards are retained with players being dealt cards each turn to bring them back up to a total of 6 cards).  If a player is dealt a Joker at this stage a random event is diced for.  

To move, costs one card to advance a player’s figure(s) one spot on a tile – there is no measurement required.  Figures can be either at the centre or the centre of the edge of a tile as per the figure below (arrows represent a single card’s worth of movement).   


The above diagram is a single tile, the broken lines just delineate the 5 spaces that figures can occupy and move between.  Precise position on the tile is not important so long as it is clear which of the five spaces they are in i.e., the centre or one of the sides.  A player can spend up to three cards on movement (or two if moving Hobbits).  This means players cannot move far enough to both enter and leave a tile in the same turn (other than by doubling back).  I put trees in the unused corners of the tiles as all this is supposed to be happening in a forest.  Players attempting to cross an impassable tile edge still expend a card but stay where they are.   

Hobbits, until ‘convinced’ by other members of the Fellowship, and the enemy move 2 spaces at random.  Such figures will however move faster directly towards/away from others they are seeking to avoid or attack if they are on the same tile.  The roving Uruk Hai and Orcs will leave the table if they capture any Hobbits being moved towards their designated exit points by the umpire.

Combat, when it occurs, also uses cards, red suits to attack and black to defend.  For combat the score matters so players will expend low ranking cards for movement retaining higher ones for combat.  Player characters can make as many attacks as the player has red cards or at least one per figure.  If the attack card beats the enemy’s defence card, then a wound is inflicted; one wound is enough to kill most baddies but the Fellowship are made of sterner stuff.  The enemy figures which don’t have any cards in hand draw at random from a deck (ignoring the colour). Player characters can decide which card to play from their hand after seeing the enemy’s draw.  Player characters draw from the same deck as the enemy if the player has no cards of the appropriate colour in his hand.  Shooting is treated the same, with different modifiers, except figures only have to be on the same tiles as opposed to on the same spot for close combat.  Enemy figures will all make one attack if in position to do so.

The game sequence followed for all this is:
1. Deal cards to bring players up to 6 each (test for random event on Jokers).
2. Random movement (Hobbits, Uruks, Goblins, Gollum and Nazgûl).
3. Enemy movement if not random.
4. Fellowship movement.
5. Fellowship attacks (& Boromir’s horn).
6. Enemy Attacks.

So, putting all this together with some extra rules to drive the scenario along and a few special abilities for some characters I ran a game with my friends and surprisingly it worked a treat first time.  By sheer chance I seem to have got the balance just about right and unlike so many of my rule sets this one has hardly been tweaked at all.  

Terrain Tiles for the Breaking of the Fellowship 

I've been running a game based on the Breaking of the Fellowship scenario that takes place at the end of first part the Tolkien Trilogy.  Intending to run this at my local wargaming club I thought it needed to be tarted up a bit as the while my green cloth marked out in biro was functional it wasn't that pretty.

Having some spare vinyl flooring in the loft I used this and some railway modelling grass sheet to make a 5x5 grid of 9x9" squares for the game as shown below.


The idea of using vinyl flooring was to avoid warping, however as it was on a roll cutting it square so that the tiles would butt up properly was a real pain but I persevered and finally achieved an acceptable level of precision(?).  Then muggins went and glued the grass sheet down with pva, which being water based promptly caused the paper backed grass sheet to ruck up and then shrink as it dried making all the tiles curl up!  Much swearing and bending of the tiles ensued until they laid flat, albeit with lots repairs required for the resulting tears in the grass sheet.  Not great, but it'll have to do.

As the action takes place in the woods, trees are placed at the corners of each tile.  The numbers, made from children's magnetic fridge numbers, allow players to rapidly identify where they are.  This is needed as the hidden movement system means that figures leaving one tile don't necessarily appear in the adjacent tile.  I will post again on this topic explaining how this system works once I find an old article I wrote on this.  

Also shown, as can be seen more clearly in the next photo, is the dice used for random movement by unaccompanied Hobbits and the 'enemy' when they cannot see any Fellowship figures. 


The players, as the non-Hobbit fellowship characters have to find the Hobbits before the enemy does and get them to safety using boats.  The boats, shown below, are visible in the far corner of the grid in the first photo.


I'm ready for my close-up Mr DeMille

Having seen some photos being shared of a beautifully painted up 20mm Alberken Napoleonic personality figure I thought I'd post some photos of the only one I have painted up.  I think the figure was intended to be the Earl of Uxbridge but as I have a Hinton Hunt casting of him awaiting painting...

...I present Major-General Stapleton Cotton, a.k.a. the "Lion d' Or".


The slightly modified to reduce the size of his rather extravagant headgear and the tiger skin saddle cloth was 'pimped up' with some green-stuff modelling putty.  The tiger skin was fun to paint and give him some real panache.  As I paint with enamels and tend to mix them there's no point listing which paints I used, assuming I could even remember at this point in time.

Any way I hope you like him, so, here's a few more close-ups.









Chit Games – or how to equalise the inequitable.

[Pre-Cabinette Archives c.2014]

As I'm planning to re-run a 'Chit Game' of the Battle of Barnet at an upcoming gaming session in a few weeks time I thought I would post a quick description of how this game system works as I think it offers something different. 

I enjoy wargaming two-a-side, but sometimes, real life intrudes and someone drops out at short notice, and the camaraderie doesn't seem the same with two against one.  To overcome this, I wanted a game that played down the competitive element.  I sought to do this by making each player's battlefield command assigned randomly for each turn by drawing chits from a container, which is why I call these ‘Chit Games’.

The concept is simple, and not very original; every battlefield command on both sides is represented by a chit placed in a container and each turn the players, in a fixed sequence, draw a chit and play that command for the current turn.  If there are fewer players than commands the drawing sequence is repeated until all commands have been played; the drawing sequence continues uninterrupted into the next turn – it is not restarted each turn.

This means that players can command any or all troops on the table at some point during the game.  While fun, this doesn’t give the player a clear objective.  To provide this each player has a secret identity as one of the commanders on the table-top; determined by the secret drawing of slips before the battle commences.  Each identity has its own historical (or fictional) objectives that earn victory points (VPs).  This gives the player something to strive for; VPs being totalled at the end of the game to determine which player has won.  A player can still win even if his alter ego on the table lost.

The final touch, to stop players deliberately playing 'badly' when playing a command opposing their secret identity, is the ‘Identity Challenge’.  At the end of the game each player writes down a guess for each player's secret identity.  A correct guess gains a player extra VPs, and being guessed results in the loss of VPs!   Consequently, deliberately commanding troops in such a way as to lose to your on-table persona can backfire by tipping off the other players.  All of this hopefully makes a bit more sense in the following examples for the Battle of Barnet which was the first chit game I ran back in 2016.

Table-top Commands: these can be printed out and cut up as slips to draw for secret identities.  As well as the commander identities, they include some special rules for Warwick's Reserve command, and each commander's allegiances which will determine VPs.


Deployment and OOBs: the flags can be printed onto card and cut out to use as chits.  These OOBs were for the DBM rules but other rule sets are available.


Victory Points (VPs): and scenario specific rules.

Battle of Barnet, 1471: as refought in 2016 - my first ever chit game using DBM rules adapted for hexes.  The odds favoured the Lancastrians, as in real life, but included a number of special rules to recreate some of the unusual features of this battle arising from the foggy conditions.  The re-fight initially followed historical precedent as the armies, on sighting each other through the fog, found themselves misaligned each overlapping the other’s left flank.  Again, as per history, Hasting’s command broke first leading to some blue-on-blue action within the Lancastrian ranks (see special rules).  That however, was where the game parted company with the history books.  Unfortunately for Edward IV, the Lancastrian in-fighting just failed (by one element) to break Montagu’s command and from here on in the Lancastrian numbers started to tell and the Yorkists ended up fleeing the field. 

My friends and I have played many chit games since and always found them fun and surprisingly often give a narrative that feels more 'historic' and less 'gamey'.  They are also good for very unbalanced games as everyone usually gets the chance to experience wielding overwhelming force or trying to resist it.

Give it a go, you might like it.

 

Battle of Blasthof Heath Refought 40 Years On

[Pre-Cabinette Archives c.2007]

Recruiting the Armies

Some years ago, I picked up a second-hand copy of “CHARGE! or How to Play Wargames” by Brig P Young and Lt Col J P Lawford, published in 1967, some 40 years ago at the time of writing.  For me the rules encapsulate a ‘golden age’[1] of wargaming where the focus was on fun, and historical accuracy came a very poor second.  


Suitably inspired I cast around for old-fashioned wargame figures to match the ‘toy-solder’ style.  I wanted to do the War of Austrian Succession (1740-48); ideally suited to the games described in 'CHARGE!'.  It is also a period when the British, more often than not, lost to the French so results either way 'feel right', which may be why this war is less favoured than other 18th century conflicts. 

I started with Spencer Smith Miniatures (SSMs), who also marketed the Willie and Tradition ranges, all of which feature in 'CHARGE!'.  The Willie figures are beautiful, being (IMO) better proportioned than many of the ‘chunkier’ ranges of figures that dominate the market today.  



While lovely, the Willie range was too limited to build a representative force and, more importantly, the detail on the figures demands a better paint job than I could manage.  Tradition figures didn't suit me, seeming too wooden, and the SSM figures, now cast in metal as opposed to the original plastic, while appealing didn’t capture the voluminous appearance of the cuffs and coattails that I associate with the period. 

Seeking more options, I bought some 42mm figures from Irregular Miniatures, both Seven Years War and Marlburian, but again found them not to my taste.  I toyed with switching period and bought some of the Deutsche-Homage' 42mm Franco-Prussian War (FPW) figures just because they captured a delightful old-fashioned tin soldier look (and were easy to paint).  


Unfortunately, the bigger scale, together with the improved FPW weapons, made the firing ranges in the rules look very wrong; and the limited size of my wargames table wouldn’t accommodate an increase in firing ranges.  Frustrated I returned to the Spencer Smith figures, and tried some Green-Stuff to bulk out their hats and coats, which seemed to match the 'toy' look I was after.


Clearly, modifying every figure in this way was impractical, so I asked Peter Johnstone of SSM if he would cast figures using these as masters.  Peter was more than helpful and the initial results gave me the confidence to press on with what became the SSM WAS range. 

Now, having started a project, comes, for me, the difficult bit, painting the figures.  For once I avoided the usual pitfall of buying a mass of castings that never seems to shrink no matter how many are painted and only bought enough figures to replay the first example game in 'CHARGE!', namely the Battle of Blasthof Heath.

Having got the 'armies', the next step was to build some simple terrain.  I wanted the terrain to match the look of the original but without going so far as to use a Tradition catalogue to represent a hill!  The buildings and bridge were free to download paper models from the Internet printed out and pasted onto foamboard.  The hill was a slab of polystyrene coated with newspaper and PVA glue, while the river was cut from old cereal packets with the banks carved from self-adhesive cork tiles.  With all now in place, I invited my friend Steve to come round and put the project to the acid test of battle.

The Battle

The Battle of Blasthof Heath is used to illustrate the mechanisms in the basic rules which I used in the game (the book also includes an advanced set of rules with another larger game to illustrate their workings, but that's another story).  The basic rules are a genuine “back of a postcard” set, with players taking alternate turns to freely move and fire their figures without any command and control restraints, the game being won as soon as one side loses more than half its figures.  Figures are moved individually, infantry and guns up to 6” and cavalry 12”, and firing and combat is decided by fairly simple dice throwing mechanisms. 

The scenario is a fictional contest between the ‘Elector’ and the ‘Emperor’, in which the forces of the former having been defeated are seeking to prevent the advancing Imperial army from seizing a bridge over the River Blast.  The Electoral rearguard under General Soubise has to either destroy the bridge[2] or, hold it until nightfall[3] against the advance guard of the Imperial forces under Count von Kornberg.  The forces available to the two commanders (and their 50% defeat thresholds) are listed below (I/D/CR = infantry/dragoon/cuirassier regiment):

Electoral Rearguard
Soubise & ADC
Hohenzollern DR    1 officer & 12 troopers
Max Josef IR          3 officers & 40 soldiers
Field Artillery         2 guns, 1 officer & 10 gunners
TOTAL                69 figures (50% = 35 figures)

Imperial Advance Guard
von Kornberg & ADC
Birkenfeld CR                            2 officers & 16 troopers
Hoch und Deutschmeister IR      2 officers & 32 soldiers
Field Artillery                            2 guns, 1 officer & 10 gunners
TOTAL                                    65 figures (50% = 33 figures)

The armies were deployed as per the original game as shown in the map and photo of the armies in their starting positions below:


The Imperial forces starting 24” from the nearest point of the bridge.


The Electoral forces starting a little closer; 24” would take them to the far end of the bridge. 


From here on everything was left up to chance or the skill of the opposing commanders.  Soubise won the toss, as per the original encounter in the book which he had then gone on to win, an ominous omen for von Kornberg.

Turn 1

Soubise elected to move first, and the Electoral troops stepped out smartly towards the bridge appearing to reject any subtle manoeuvring in favour of the direct approach, with half of their infantry moving as if to cross the river.

In reply von Kornberg led all his cuirassiers across the river, determined not repeat the error from the published encounter where he divided his cavalry either side of the river and squandering his superiority in that arm.  Simultaneously the Imperial infantry and guns advanced towards the bridge, an impressive, and impassive, wall of white.


Turn 2

Soubise’s infantry left wing, reinforced from the right, pressed on to ford the river, a volunteer being sent ahead to confirm the feasibility of the ford[4]. 


The infantry right wing and the cannons continued their advance to the bridge but the Hohenzollern dragoons to their left slowed their pace, only inching forward; as if unwilling to go it alone without infantry support.

As Electoral right wing hesitated von Kornberg sent his cavalry out on a sweep designed to pass around the hill and seek out the enemy flank as the Imperial infantry and guns continued their inexorable advance.


Turn 3

The Electoral infantry forded the river, its slippery banks causing them to fall into some disorder as they did so[5].  The remaining infantry and artillery continued to close on the bridge.  The dragoons however, faltered at the sight of the Imperial cuirassiers and did not budge an inch.  ‘Aha’ cried von Kornberg, ‘I see your fellows have lost their appetite for a fight!’  ‘Oh no’, retorted Soubise, ‘I’d just forgotten to move them, thanks for reminding me.’  As von Kornberg cursed under his breath the Hohenzollern dragoons, somewhat unconvincingly, edged forward.

As the Imperial cavalry continued their sweep von Kornberg noticed his artillery had halted while his infantry marched on. 


Leaving his ADC to ensure the cavalry stuck to the plan, von Kornberg galloped back to determine why the artillery had deviated from it.  As he splashed across the river his artillery opened fire on the Electoral infantry but at long range achieved nothing[6]. 

Turn 4

On the Electoral right flank, the dragoons continued to dither as Soubise diverted the right wing of the Max Josef regiment to bolster his increasingly nervous cavalry.  On the left flank the remainder of the Max Josef regiment managed to regain some order on emerging from the river, albeit in an unconventional 3-deep formation.


In the centre the Electoral guns opened fire on the Imperial guns but missed, prompting von Kornberg to claim he had deliberately opened fire too early last turn in order to lure Soubise into doing likewise.

The Imperial cavalry continued their wide sweep around the Electoral flank finally bringing themselves within charging distance while, as intended, avoiding the Electoral infantry. 


The Imperial guns, now under von Kornberg’s direct supervision, limbered up and moved forward to catch up with the Deutschmeister regiment as it wheeled left to align its line of advance with the bridge.

Turn 5

The Electoral advance seemed to falter with the infantry on their left halting, while their dragoons edged backwards away from the Imperial cuirassiers.  This left only the right wing of the Max Josef regiment going forward as moved to support the Hohenzollern dragoons.  Despite this timidness, the fates smiled kindly on the Electoral forces; their guns managing two hits on the Imperial battery which killed a crewman and destroyed a cannon giving them the upper hand in the ongoing artillery duel.  (Losses, Empire:Electorate = 1:0)

Eager to press on, von Kornberg’s ADC, while swinging wide to avoid the enemy infantry, brought the cuirassiers, once more, into charge reach of the Electoral dragoons.


The remaining Imperial artillery piece returned fire against the Electoral guns but missed, much to von Kornberg’s annoyance, who, undaunted, continued to advance his infantry to bring the bridge within musket range.

Turn 6

Feeling confident that his cavalry flanking force would soon start to press its advantage, von Kornberg offered Soubise a chance to surrender, but was ignored.  Soubise inched forward the left wing of the Max Josef regiment seeking to avoid leaving their flanks uncovered, even when the Imperial cavalry was nowhere in sight. 


Similarly, the dragoons on the Electoral right fell back once again to line up alongside their advancing infantry who had formed line in anticipation of an Imperial attack.


In the centre the Electoral battery now confident in its numerical superiority switched targets to engage the Imperial infantry inflicting 2 casualties.  (3:0)

Seeing his infantry fired on by artillery and unable to reply, von Kornberg felt compelled to press his infantry forward to engage their opposite numbers before too many were lost to artillery fire.  The miserable performance of his remaining cannon, firing at and missing the enemy’s battery, only confirmed his decision to limit his troops exposure to the enemy guns.  Meanwhile, the ADC leading the cuirassiers, aware that pressure was building in the centre, gave up trying to engineer an engagement against the enemy’s cavalry while avoiding his infantry and charged in (to fight a mêlée in the opponent's bound next turn).   

Turn 7

As the advancing Imperial infantry advanced, the Electoral infantry at the bridge now added their fire to that of their artillery, both infantry and guns each killing three reducing the front rank of the Deutschmeister regiment to a bloody ruin.


On their right flank the Electoral infantry was equally successful shooting down two of the charging cuirassiers and holding the other three that charged home to a draw.  However, the dragoons, who managed to kill two cuirassiers, lost three of their own number.  (13:3)


The Imperial rejoinder saw the cuirassiers rebuffed by the infantry returning to the fray with their more successful comrades who had bested the dragoons.  Then the Imperial artillery succeeded in finding the range of the Electoral guns and killed two crewmen.


Finally, the Imperial infantry stationed between Blasthof farm and the river fired back killing four infantrymen while sending a detachment around the farm to flank the enemy.  (13:9)


Turn 8

The Electoral infantry wheeled a section to counter the Imperial flanking move while the reminder continued the fire fight against the infantry to their front inflicting three and half casualties.  These losses, added to another two and half casualties from the artillery, gave a total of six dead, which saw the remains of the Deutschmeister front rank swept away.


On the Electoral right flank things were going less well as the dragoons were once again engaged with the cuirassiers.  In contrast, the Max Josef infantry continued to shine, shooting down another two enemy cavalry, killing one in close combat, and holding off another for no loss.


The decision by the Imperial ADC to risk engaging both the infantry and the cavalry was beginning to look like a serious error.  Despite this, the cuirassiers maintained their ascendancy over the dragoons killing three, including their officer, while only losing one in return.  (23:12)

The Imperial cuirassiers sensing victory over the enemy dragoons charged in for the third time against the dragoons while seeking to avoid contact with the somewhat more lethal enemy infantry; only one being contacted.  Away from the cavalry combat the Imperial artillery reverted to its old habits and failed to register a hit, while the musketry from both elements of the Imperial infantry inflicted a total of five casualties on their Electoral opponents.  These successes, however, were starting to look like too little too late.  Von Kornberg sensed that his force could take many more casualties without breaking.  (23:17)

Turn 9

The cavalry combat was beginning to draw to a close as the dragoons clearly had enough with some of their unengaged figures not rejoining the fight.  The supporting infantry also disengaged and reformed to bring its muskets to bear on the cuirassiers, although in doing so they left behind the lone musketeer caught up in the cavalry mêlée.  This musketeer, a veteran of two rounds of combat with two cuirassiers already to his credit, was undaunted; when his shot failed bring down his opponent, he simply applied the bayonet to notch up his third kill[7].


The dragoons failed to follow his example losing three men to the cuirassiers for no return.


Meanwhile the Electoral artillery and infantry continued to take their toll on the Imperial infantry killing a further three each. (30:20)


The writing on the wall was now clear for all to see as the remains of the main body of the Imperial infantry were forced to seek cover behind Blasthof farm.  They were compelled to do this as, with their front rank annihilated, they had found their rear rank out of range and to advance further would have seen them gunned down whilst unable to reply[8].


Meanwhile, the flanking detachment, left to continue the fire fight alone, only managed to kill two while the remaining cannon, still firing at the enemy artillery, killed another crewman.  The cuirassiers, despite finally breaking through to threaten the Electoral artillery, also appeared to be running out of steam only eliminating a single dragon, albeit for no loss.  (30:23)


Turn 10

With no infantry left to engage, the Electoral guns were swung round to face the cuirassiers to their rear.  This proved an unnecessary precaution as this menace was swiftly eliminated by a crisp volley from the Max Josef regiment; sweeping two more cuirassiers into oblivion and bringing the regiments total for the action to eight cuirassiers without loss!


With the Imperial forces clearly having shot their bolt even the surviving dragoons showed some enterprise with one attempting to capture von Kornberg’s ADC.


As the Imperial flanking assault collapsed in disarray, the Max Josef infantry by the farm applied the coup de grâce killing another three Imperial infantry.


The Imperial losses now totalled 35 and exceeded the half the original force, at which point they broke and fled from the field.


Soubise congratulated himself on his win and turned to destroy the bridge before the main Imperial army arrived.  (35:23)

As a postscript to the action there was still an ongoing mêlée in progress between a solitary dragoon and von Kornberg’s ADC.  This action was rapidly resolved in the ADC’s favour and he galloped off as the dragon toppled to the ground, but the ADC may have escaped the frying pan only to fall into the fire, as the scapegoat for von Kornberg’s failure.  (35:24)

Post Mortem

With drinks in hand the outcome of the game was dissected, the primary cause of the Electoral victory being the astounding performance of the right wing of the Max Josef Infantry Regiment who repeatedly saw off all their opponents without losing so much as a single figure.  While it was agreed that von Kornberg had been unlucky, the vagaries of the dice simply added to the enjoyment and both parties agreed it had been great fun.  The true worth of the game is that it inspired me to keep painting with a view to trying out the advanced rules and possibly even setting up a simple campaign. 

I hope anyone who has read this far will have enjoyed the account as much as I enjoy reading those in 'CHARGE!' and is perhaps inspired to indulge in some 'Old-School' gaming. 

Endnotes:

[1] In reality I suspect that the games of my youth weren’t any better, but being young was!

[2] Requiring both ends to be held for 6 uninterrupted moves.

[3] Nightfall would arrive at the end of move 15.

[4] Actually, the figure was a marker for the front rank who refused to stand up on the edge of the riverbank.

[5] Again, caused by the tendency of individually based figures to topple on terrain features.

[6] It has been rumoured by some that the real reason the artillery opened fire was that von Kornberg had forgotten that artillery range in the basic rules is half that in the advanced rules but sought to save face by blaming his unfortunate artillery commander for opening fire too soon.

[7] This particular musketeer (figure) has been recognised for his outstanding combat performance (the final combat victory requiring a 6:1 score on the dice), with a field promotion to NCO.  As a result, his hat lace will be upgraded (re-painted) to silver lace. 

[8] In the basic rules infantry either move or fire, not both.

 

Guerrillas in the Mist

Well, I've finally walked the walk and put together a blog to capture some of the trials, tribulations, and triumphs(?) of my wargaming hobby.  As I now have more time, and my own dedicated wargaming space (my bijou cabin, or 'cabinette'), there was no excuse left for not returning the compliment to the wargaming blogosphere which has provided me with so much enjoyment over the years.

So this, my inaugural post, features my newly completed 20mm Napoleonic Spanish Guerrillas, a VERY generous gift from Stryker of the "Hinton Hunt Vintage Wargame Figures" blog. 


The figures are mainly Hinton Hunt recasts but include a few genuine castings and even an Alberken(?) among those converted into guerrilla leaders and a crew for 'THE GUN'.  The 'Hinton' guerrillas have been organised into four 6-figure skirmish units, with leaders converted from other figures, the one holding the musket being from a Hinton Hunt muleteer as was one of the gun crew.  I'm reasonably pleased with them but do wish I had used less blue, as with the red headscarves they look a bit garden 'Gnomish', but with muskets instead of fishing rods.  

The gun crew consisting of four modified figures, including two of the guerrillas, is for my Warhammer Great Cannon.  This is for some silliness based around the film 'The Pride and the Passion' starring Cary Grant, Sophia Loren and Frank Sinatra, which was based on CS Forrester's book 'The Gun', which in turn was based on real events during the Peninsular War.


So, to round off, a photo of the full force deploying under the watchful eye of 'El Gordo', my Guerrilla general - a heavily modified Minifig.  


Making a late appearance, just before the man shouts 'Action!', are Cary, Sophia and Frank, made, respectively, from a Newline naval officer, a Lamming female civilian (WW2) and a Newline naval rating.  The mules and oxen are by Jacklex Miniatures.


Finally, why 'Guerrillas (Gorillas) in the Mist'?  Well, I sprayed on the first coat of gloss varnish on a really damp day, indoors, with a brand-new spray can.  This resulted in a heavier coat than intended which promptly started to go cloudy.  Cue a mad panic to brush them down with white spirit (I paint with enamels) and much bad language as in my haste I knocked over the bottle of white spirit.  Luckily, my ever-patient wife came to the rescue to mop up the spillage, leaving me free to thin down the varnish quickly enough that no re-paint was required.