Showing posts with label Rebels and Patriots. Show all posts
Showing posts with label Rebels and Patriots. Show all posts

Sunday, 8 March 2020

Rebels and Patriots 1798 game: Capture the plans

This was a first outing for my part-painted 1798 Irish Rebellion forces. I improvised a variant of Scenario A: First Clash At Lament Ridge which I called Capture the Plans:

An informer has alerted Government forces that secret plans for a French invasion are buried under a cottage floor. Players gain 3 Honour if they are occupying the cottage with an infantry unit at game end. Game is at least 10 turns. Thereafter throw D6 at beginning of each turn. If D6 >= 4, that is the last turn. Use character traits for Captains. Deploy in 9" zones one unit at a time starting with the Defender. Attacker activates first in each game turn.

The scenery needed careful definition:
  • The road is aesthetic only.
  • The cottage is Hard Cover and cannot be targeted by long-range cannon fire. It is enterable only by the door and has a capacity of one foot unit. To enter a unit moves up to door with one move and takes another to go inside. Shooting only via long faces with a 45 degree arc of fire. Attacking only via the door side.
  • Stone walls are Hard Cover but do not obscure LoS.
  • Hedges are Cover and block LoS. Units next to them can see and be seen through them.
  • The Wood is Cover. Units can see into or out of them but units outside them cannot see through them, i.e. they block LOS to units outside them.
I positioned the cottage nearer to the Rebel start line because I feared they would be shot to pieces. Things turned out rather differently.

The Companies were as follows:

UNITED IRISHMEN
12 Pike/Shot Line Infantry Aggressive Poor Shots Green 3
12 Pike/Shot Line Infantry Aggressive Poor Shots Green 3
12 Pike/Shot Line Infantry Aggressive Poor Shots Green 3
12 Pike/Shot Line Infantry Aggressive Poor Shots Green 3
12 Pike/Shot Line Infantry Aggressive Poor Shots Green 3
12 Pike/Shot Line Infantry Aggressive Poor Shots Green 3
6 Shelmaliers Skirmishers Sharpshooters 6
24

CROWN FORCES
12 Militia Line Infantry Green 3
12 Militia Line Infantry Green 3
6 Light Infantry Small 5
6 Grenadiers Shock Infantry Small 5
6 Yeomanry Light Cavalry 4
1 6pdr +4 crew Light Gun 4
24

I commanded the Government forces while Bernard and Chris took control of the United Irishmen. Sometimes it’s an advantage not to have a collective command, but in the event my combined opponents played much better than I did. The Rebel Captain was with one of the pike units. I placed mine with the Yeomanry.


Crown Forces: Line, Lights, Grenadiers, Gun, Line and Yeomen Cavalry. The cannon had little potential for fields of fire that would not be blocked by my own advance so I placed it on the road. Rebels: Pike-and-shot units as shown. Shelmaliers initially on road.


Very early in the game I suffered a friendly fire incident (double 1 on Activation) when my left-hand Line unit fired on my Lights inflicting a casualty (above). My opponents found this very amusing! Worse was to come...


The Rebel Sharpshooters took up position behind the wall next to the cottage. With a 24" range, and hitting on 4-6 they began an intimidating fire on my Grenadiers and Lights. Cotton-wool denotes a unit that has had its First Fire.


Galled by the Rebel sharpshooters I decided to move around the other side of the cottage. It would be a long way round but seemed the best option. On my right the Line unit lining the hedge began to take its toll of the Rebel unit lining the hedge directly opposite it.


The Light Infantry and Grenadiers, both weakened, moved into the shelter of the dead ground provided by the end wall of the cottage.


The cannon proved completely ineffective though this was partly due to forgetting that artillery reduces Hard Cover to Cover.


On seeing a friendly unit rout, the Rebel General's unit, which was occupying the objective, retreated out of it! Result! This would give the Rebels a draw rather than a win.


View from the flank. I was bringing quite a lot of fire to bear but it was a bit of a sideshow. The Rebel sharpshooters had also moved round to the flank.


Aware of the Rebel unit crossing the field to my right, I moved the gun up to the hedge to get a crack at it but the pikes charged me causing a rout! We were unsure how to resolve this. We decided to move the crew away leaving the gun in place. I'm not sure that is correct and have not been able to find any further explanation in the rules.


While the Rebel General's unit remained exposed outside the cottage I decided to commit the Yeomanry but they declined to charge three times despite being accompanied by the Captain.


Even more significantly, the Rebel Captain's unit reoccupied the cottage at which point I gave up though the game was almost over anyway and a clear win for Bernard and Chris.

I didn’t play at all well. I think the mixture of infantry, cavalry and artillery confused my options, the large amount of cover shielded the Rebels and prevented me from bringing my superior firepower to bear, and the Rebel sharpshooters were particularly decisive.

I lost the game but I was pleased with how the 1798 project looked and played. It captured period flavour and made the game sufficiently different  from other R&P games (AWI and ACW) to make the project worthwhile. I had feared the Rebels would be shot to pieces before closing but this didn't happen so indications are that the game is reasonably balanced. I had always wanted to do this war. Rampant games sizes made it possible.

Painting Pledge

All of my current projects involve basing-before-painting and playing with unfinished figures, but I have pledged myself to do more painting before a given army puts in another public appearance. However, this is the first time these 1798 forces have been used so there is no additional painting to draw your attention to. I will be adding a 'Painting Pledge' note to all battle reports until figures are finished.

Friday, 7 February 2020

My 1798 Irish Rebellion companies for 'Rebels and Patriots'

These are my 28mm 1798 Irish Rebellion companies for Rebels and Patriots. I’ve been buying them from North Star using my monthly Wargames Illustrated discount. All the figures are Trent Miniatures. They have great character and required only minimal cleaning up.

United Irishmen. The units are a mixture of pikemen and gunmen. The skirmishers (bottom left) are Shelmaliers. The command figures (bottom centre) will be put into one of the pike units. The remaining figures (bottom right) are spares for different configurations.

There are no silly cast pikes but no open hands either, so the hands had to be drilled. I started with a pin vice but the metal was quite hard so I dug out my old modelling drill and upgraded the power unit from 9v to 12v.

It’s some time since I’ve used this so I had to decide on technique:

1. Start the hole with a pin vice hand drill which is more controllable than the electric drill. Once the hole is started you can get a purchase with the latter. If going through two hands, start each one with the pin vice.

2. Don’t just drill. It will jam. Keep pulling it out and pushing it back in again. This doesn't seem to happen with the pin vice.

3. Avoid letting the drill slip under a finger nail - it's uncomfortable and may cause delay.

The figures came with sharp wire pikes. I shortened these to 60mm to represent Irish half-pikes.

Irish Militia etc comprising two units of Line Infantry (centre row), Grenadiers (bottom left),  Light Infantry (bottom right), Yeoman Cavalry (at the back) and Artillery. The mounted Captain (next to the gun) replaces an ordinary figure in whichever unit he is put with.

The Crown troops required a lot less work. Many of the Militia (and Rebels) came with separate heads. This provides good variation for the Rebels but less so for the Militia. The Militia heads can be angled a little differently, but only up to a point.

Monday, 22 April 2019

Rebels and Patriots: Skirmish at Tumbledown Farm

Deployment: My Rebels on the near side.
Ian's British on the far side.
I concocted this Rebels and Patriots scenario as a variation on 'Scenario A: First Clash at Lament Ridge'. Instead of controlling a point on the hill for more turns than your opponent, 3 Honour points are awarded for occupying a centrally-placed farmhouse at the end of the final turn. It was also used as an opportunity to try out trees, Natives and use of more Sharpshooting Skirmishers.

BRITISH
Grenadiers Shock Infantry 6
Veteran Line Line Infantry (Veteran) 6
Light Infantry Light Infantry (Small) 5
Native Americans Natives 4
Native Americans Natives (Small) 3
24
REBELS
Continentals etc Line Infantry 4
Continentals etc Line Infantry 4
Continentals etc Line Infantry 4
Riflemen Skirmishers, Sharpshooters 6
Riflemen Skirmishers, Sharpshooters 6
24

I don't yet have any Native Americans, so I had to substitute some Natal Native Contingent Zulu War figures.

Ian commanded the British. He was the Attacker which also meant he was better placed to occupy the objective first. He used his larger unit of Natives as 'greyhounds'.

Natives move forward to occupy the farm house.
Although he grabbed the farmhouse, this unit was isolated and I was able to concentrate most of my line against it. The Natives were shot out of the farmhouse despite its rating as Hard Cover.

Natives suffer concentrated fire from five Rebel units.
Ian next occupied the building with his Grenadiers but they eventually suffered the same fate.

Grenadiers move in.
Grenadiers accumulate casualties and are Disordered.
My skirmishers (left) and my right-hand Line unit take casualties.
With the game drawing to a close I was in danger of snatching defeat from the jaws of victory, but I had just enough time to occupy the farmhouse myself and win the game.

The Grenadiers are on the run and my central Line unit is about to take the farmhouse.
I had some good dice, but this game is another example of what happens if you send a unit out on a limb, inadequately supported. If an opponent has a solid line they can concentrate their fire - indeed they are compelled to shoot at the nearest target.

Skirmishers were again good value for money.

Creating variations on existing scenarios seems a good way forward.

Thursday, 11 April 2019

Classifying Irish pikes in Rebels and Patriots

Battle of Vinegar Hall
My 1798 Irish Rebellion project may not reach the table before next year, but I’ve been doing some research on Irish pikemen which has led me to think again about how they should be classified for Rebels and Patriots.

The Irish pikes of 1798 were typically 8-12 feet including the head, and while sometimes referred to as "half-pikes" because they were shorter than the lengths that had been used during the Civil War and earlier, they were nevertheless pikes and used in the same way. (My model pikes will be 60mm, i.e. about double the height of the foot figures.)

Rampant rules typically have an infantry type equivalent to Lion Rampant's Fierce Foot. In Dragon Rampant it's Bellicose Foot and in The Pikeman's Lament it's Clansmen. In RAP there are Natives, but these are more like skirmishers.

This suggested that I might have to invent a new unit type to accommodate charging pikemen, but putting aside the question of firearms for the moment, contemporary sources (see below) have convinced me that the closest unit definition is in fact Line Infantry.

While it might be assumed that Irish pikemen were a wild mob of uncoordinated warriors fighting as individuals, and while they may have been poorly trained and disciplined, they were drilled to manoeuvre and fight as close order infantry and could and did see off cavalry.

The Irish leader Joseph Holt left memoirs in which he wrote: "My pikemen were the most difficult to manage. I had to teach them to step in time, to face about, countermarch, wheel about, but particularly to disperse and form rapidly, and to march in quick or double quick time."

Contemporary illustrations depict Rebels
with mixed weapons.
Now to the question of firearms. They were scarce but preferred to pikes if they could be obtained. Civilian blunderbusses were supplemented with stolen civilian pieces and captured muskets.

It makes good military sense to organise differently-armed soldiers into separate units, and there were separately organised firearm skirmishers such as the famous Shelmaliers with their long-barreled fowling guns and sharpshooter reputation.

However, it also seems likely that Rebel bands would randomly accumulate a proportion of firearms without being reorganised on a rational basis, and this is how they are depicted in contemporary illustrations.

The memoirs of the Irish Rebel, Myles Byrne, specifically refer to small mixed units. Byrne says that they had nothing to fear from the Yeomen, "for twenty pikemen that kept together, with two or three with fire-arms, was quite sufficient to keep the best of those corps at a respectful distance."

All in all, the references to close order drill and the concept of pike units with mixed weaponry would, I believe, justify the definition of Irish pikemen as:

Line Infantry, Aggressive, Poor Shooters, Green @ 3.

This keeps them within the standard rules and distinguishes them from their Militia opponents who I would define as:

Line Infantry, Green @ 3.

If you wanted to discount firing altogether, then you could define a new unit type with no firing and, maybe, a cost of 2, but I personally prefer to avoid house rules if at all possible.

REFERENCES

The Irish Pike

G. A. Hayes-McCoy
Journal of the Galway Archaeological and Historical Society
Vol. 20, No. 3/4 (1943), pp. 99-128

https://www.jstor.org/stable/25535242

Methods of Using the Pike in Ireland: 1798-1921

https://outofthiscentury.wordpress.com/2017/10/19/methods-of-using-the-pike-in-ireland-1798-1921/

Saturday, 6 April 2019

My Salute 2019

I went to Salute this year with a more positive attitude and came home with some 28mm Otherworld fantasy figures for Dragon Rampant, some Blood and Plunder Buccaneers/Spanish for The Pikeman's Lament and a few bottles of paint.

I also said hello to Dan Mersey and Michael Leck whose Rampant games are currently my favourite wargaming activity.

I took only a few photos but here they are:

Michael Leck's spectacular Rebels and Patriots game featuring the last stand for the Swedes in Swedish Pomerania as the French land to attack a fort outside Stralsund.
.
Battle of Aughrim using Maurice presented by the Crewe and Nantwich Wargaming Club.

A Batman-themed game presented by Thor's Hammer Gaming Club. I took this shot of the scenery for future inspiration.

Wednesday, 3 April 2019

Rebels and Patriots - same scenario, different war


My second game of Rebels and Patriots was against my most frequent sparring partner, Ian. It was the same scenario as in my first game, 'First Clash at Lament Ridge', but set in the American Civil War.

Ian is a strong believer that rules covering an extended time period should nevertheless deliver a satisfying degree of period specificity. In his words:

"Do these rules really work in letting you believe that one week you're playing AWI and the next ACW? For me, not having played twice, the answer was "yes" because I realised, as a result of what you said, that the key lay in army creation and that's the important point. If you remember, we talked about the possibility of creating silly armies which would still be legal under the rules, but serious players like you and I can create period specific armies which would look and play quite differently from each other."

I couldn't express it better myself so I won't.

Once again I've got limited figures so I drew up the Company lists in advance.

Rebs

Veteran Line Infantry, Aggressive, Poor Shooters 6
Veteran Line Infantry, Aggressive, Poor Shooters 6
Veteran Line Infantry, Aggressive, Poor Shooters 6
Skirmishers 2
Skirmishers 2
Skirmishers 2
24
   
Yankees

Green Line Infantry 3
Green Line Infantry 3
Green Line Infantry 3
Green Line Infantry 3
Medium Artillery 6
Light Cavalry 6
24


Ian's Officer got Fortuna Belli giving a reroll of any set of dice once per game. I got Army Engineer which allows you to put one unit in breast-works if Defending.


Ian explained his strategy:

"I chose tactics that I would use in any game - the bulk of my forces looking to seize the objective, cavalry watching one flank, artillery in the best place I could find for covering as much of the battlefield as possible, leader in the centre to maximise coverage."


My strategy was to press forward behind a protective screen of Skirmishers and, as far as possible, to avoid the enemy artillery. Ideally I would Attack to close quarters as my Confederates were Aggressive but Poor Shooters.


It was a close-fought game that could have gone either way. Ian's Officer's unit was routed and Ian hit 50% casualties, but he controlled the objective for two turns to my one, so Ian was judged to have won. However, this game was a little rushed in some respects and we missed certain tests and factors owing to lack of familiarity with the rules. Had we properly played by the book I think the outcome of the game would have altered to the detriment of the Union side, so there's probably not much point in tracing the course of the battle in detail. The pictures show the general flow.


A number of observations might be made. In no particular order:
  • In comparison with my first game, this one involved much more use of Close Order
  • I began to appreciate the fundamental importance of Disorder and Rallying.
  • Green affects Activation etc but not the actual Firing/Fighting factors. So as long as they obey orders, Green troops can be pretty deadly.
  • I didn't make a determined effort to charge home, but I wonder if I would ever have made it. Perhaps the target needs to be Disordered first. This could be quite a challenge for Poor Shooters.
  • Officers are vulnerable. You really don't want to lose a unit, lose your Officer and lose 50% of your Company at the same time.
 
Prior to starting and given the use of so many Skirmishers,  we spent some time at the beginning wondering whether my Line Infantry could charge through my Skirmishers, a common tactic in other rules. First of all there would need to be a gap that allowed the formed unit to see the target, but what happens if the charge falls short?


Tuesday, 12 March 2019

Rebels and Patriots - first game



I have lots of Rampant AARs to post, but I will start with the latest - my first game of Rebels and Patriots - as this new set of rules is the most topical.

I chose the 'First Clash At Lament Ridge' scenario for my first game of RAP using my recently acquired American War of Independence companies. We diced for choice of sides. I won and chose the British. My opponent Chris took the Continentals.

I had already drawn up two army lists optimising use of the figures I have. The British had a small elite force of mostly Veteran units, while the Revolutionaries had a lot of ordinary Line Infantry and a unit of Skirmishers. The companies totaled 27 points each rather than the default 24 but as this increase was only marginal we stuck to the 4' square battle area.

Lobsters
Veteran Shock Infantry (Grenadiers) 8
Veteran Line Infantry 6
Veteran Light Infantry, Small 7
Medium Artillery 6
TOTAL 27

Yankee Doodles
Line Infantry 4
Line Infantry 4
Line Infantry 4
Line Infantry 4
Line Infantry, Large 5
Skirmishers, Sharpshooters (Riflemen) 6
TOTAL 27

It was a classic match-up of quality vs quantity. In most wargames I put my money on quality, but after reading another RAP AAR I had an inkling that quality came at a price that might not be rewarded.

We threw for Officer Traits. Mine was Wheezy while Chris got Musketry. There was no rough ground so I wasn't affected. Chris used his re-roll in due course to inflict yet more casualties on me.

In comparison with other Rampant games, RAP is the same but different. Activation is simpler, but I got confused between the factors affecting the score to hit and the factors increasing the hits needed to cause a casualty. I've since brought these factors into my homemade QRS.


First turn and the British are racing for the hill, Grenadiers on the left and Line Infantry with Officer on the right. My gun plays on the third American unit from the left.


My Grenadiers manfully marched to within 3" of the objective, and then halted in the shelter of the hill in true Wellingtonian fashion. Although this protected them it was probably a mistake.

The large American unit veers away from my gun so I shoot up Chris' Rifleman, his most valuable unit, instead.


Disaster! My Line Infantry unit is decimated by fire from multiple opponents and my Officer is wounded and forced to withdraw from the field. More anon. Quality indeed proves no match for quantity.


The Line Infantry are almost wiped out. Although my Grenadiers were doing their job, they were not contributing to the demands of linear warfare. By keeping them out of the conflict, I had effectively reduced my army.


With the Line Infantry routed and the Grenadiers isolated and with threatened flanks, I took them out of Close Order and occupied the objective more directly. This was also a mistake. By this stage it was unlikely that the Revolutionaries could have held the objective longer than me before the scenario ended.

My Light Infantry do some damage to the unit opposite them which keeps that unit at bay. At least somebody knows what they are doing.


The Grenadiers were also decimated and forced to retreat. But they are still under fire from American units to their right and rout.


I committed the Light Infantry, again a waste of time, but the scenario ended so they were saved from destruction. It was now time to count the Honour points.

I got +3 Honour for controlling the objective for the most turns. Chris got +1 Honour for causing 33% casualties and +2 Honour for taking less than 33% casualties. To that extent the game was a draw. However, I got +1 Honour for the Honourable wound which made me the winner!

The question is...why did victory look and feel so much like defeat?

Saturday, 16 February 2019

Homemade QRS for Rebels and Patriots

Osprey will be publishing a downloadable Quick Reference Sheet (QRS) for Rebels and Patriots here, but currently there isn't one. As I have my first game planned for Monday week I decided to knock one up for temporary use. This has been a good learning exercise.

It's correct AFAIK but may not reflect exact Osprey/Rampant style and is totally unofficial. I've added references to page numbers which I find helpful.

REBELS AND PATRIOTS - UNOFFICIAL QUICK REFERENCE SHEET

GAME SEQUENCE (37)
• Choose Scenario
• Determine armies
• Set up tabletop and define terrain (38)
• Dice for Officer’s Trait (9-10)
• Dice for who will attack/defend (38)
• Muster Companies (7)
• Deploy
• Battle

GAME TURN SEQUENCE (21)
• Attacker always goes first (38)
• Select a unit to activate
• Declare Action (optional)
• Action Test
• Repeat for other units
• Other player’s turn
• Check victory conditions

ACTIVATING YOUR UNITS (21)
• Move (any unit) (23)
• Attack (any unit except Artillery) (24)
• Fire (any unit that has a firing value except Natives and Light Cavalry) (28)
• Skirmish (Light Infantry, Skirmishers, Natives, and Light Cavalry only) (31)
• Form Close Order (Line Infantry, Light Infantry, Shock Infantry and Shock Cavalry only) (31)
• Volley Fire (Infantry units in Close Order only) (33)
• Rally (any unit) (33)

TESTING TO TAKE ACTIONS (22)
Roll two dice and add the total, modified by:
• For each Disorder Marker -1
• Unit’s Discipline
• Close Order +1
• Officer’s unit within 12” +1
Result must be 6+ to pass
Note Double 1s and Double 6s

THE MORALE TEST (35)
Roll two dice, add the total, modified by:
• For each casualty that the unit has taken in the Action causing the test -1
• Each Disorder Marker -1
• Unit's Discipline
• Close Order +1
• Officer’s unit within 12” +1
Result must be 6+ to pass
Resolve the outcome immediately:
• If passed, the unit does not add any additional Disorder Markers, but retains any markers it already has.
• If failed but above 2 add one Disorder Marker. If already disordered become broken and Retreat half move (36). Must attempt to Rally on next Activation. If already Broken, Routs.
• If failed and 2 or less, add two additional Disorder Markers. Retreat half move (36). Must attempt to Rally on next Activation. If already Disordered or Broken, Routs.

THE RALLY TEST (33)
Roll two dice, add the total, modified by:
• Each Disorder Marker -1
• Unit's Discipline
• Close Order +1
• Officer’s unit within 12” +1
Result must be 6+ to pass
Resolve the outcome immediately:
• If passed, the unit is no longer Disordered or Broken.
• If failed but above 2, remain Disordered or Broken and retreat half move (36).
• If failed and 2 or less, add one additional Disorder Marker and retreat half move (36). If 3 Disorder Markers, Rout.
Note Permanent Disorder Markers (34)

I suggest copying and pasting this into Word. It will fit neatly on an A4 sheet in two columns.

Sunday, 27 January 2019

Rebels and Patriots arrives

Taking stock - some samples from my collection
of American War of Independence figures. The
Continentals (left) are Warlord, the British (right)
are Perry. I'm not entirely sure how well they
match up in terms of historical uniform
development but probably as well as the
average Hollywood film!
My copy of Rebels and Patriots arrived last Thursday. It was highly anticipated and I'm genuinely excited!

The biggest innovation is probably variable-length charge moves,  which should add an additional touch of drama. Otherwise they generally follow the usual tried and trusted Rampant game mechanisms. Those chasing more detail should read David Sullivan's excellent review on the I Live With Cats blog.

I've already accumulated a couple of ready-made 28mm armies for it, and my first step was to look at the army lists and check to see if I have enough stuff for a standard-sized game (24 points a side).

The armies in question are American War of Independence British and Continentals.

The AWI British list suggests 3 Line Infantry, 1 Light Infantry and 1 Shock Infantry (e.g. Grenadiers). The Continental Army list suggests 3 Line Infantry, 1 Timid Line Infantry (Riflemen) 1 Skirmishers and 1 Aggressive Light Cavalry. The lists are useful indicators of appropriate troop types but by no means mandatory.

Infantry units are basically 12 figures but for +/- 1 point they can grow to 18 or shrink to 6. If I was designing an army list competitively I’d regard small units as risky and large units as extremely good value, but I’m not in that situation and I welcome this flexibility as it will allow me to optimise use of the figures I happen to have. Indeed, I think this is an extremely cunning design move to accommodate gamers with existing armies.

For the British I have:

3 Line Infantry @ 4
1 Shock Infantry @ 6
1 Light Infantry Small @ 5
1 Light Artillery @ 4

For the Continentals I have:

1 Line Infantry Large @ 5
2 Line Infantry @ 4
1 Line Infantry Small @ 3 (less 1 figure)
2 Skirmishers @ 2

I’m thus short on Continentals and will have to borrow some other figures (or upgrade them to Veterans) until I can get some more recruits. I need to add my usual 2p coin bases to the figures and prepare two or three boxes for storage/transport but otherwise I'm good to go.

I also have some 28mm American Civil War armies on order, but I'll have to wait till they arrive to see what I can make from them.

The 28mm 1798 armies continue to accumulate but won't necessarily be complete until next year.

Wednesday, 2 January 2019

2019 Interests

GAMES
I didn't actually get to play many games last year, so this year I need to be more proactive. Games I'm keen to play are:
  • The Men Who Would Be Kings using my Pathans and Egyptians.
  • Lion Rampant using my Late Medievals. 
  • Dragon Rampant.
  • Dux Bellorum using my 25mm Vikings and Anglo-Danes. 
  • Hammerin' Iron.
  • L'Art de la Guerre.
PROJECTS
I've learnt not to over-face myself with too long a to-do list, so while I have a lot of unfinished and potential projects, I'm only going to list (1) major projects which are (2) currently underway and (3) which I seriously intend to progress during the year:

     Timeline Miniatures Border Reivers from Hoka
    Hey Wargaming (not my painting!).
  • 28mm Border Reivers for The Pikeman's Lament. This is my main painting project for 2019. As soon as they have a basic coat of paint I intend to start using them and will then finish painting them over time.
  • 28mm 1798 Irish Rebellion for Rebels and Patriots. I'll continue gradually to collect these. If I complete my Border Reiver project, acquisition might speed up.
  • 28mm American War of Indepenence for Rebels and Patriots. I recently bought an ideal collection of well-painted Perry plastic British and am now looking out for a matching force of Continentals. This project will either be realised suddenly or not at all.
  • 15mm armies for L'Art de La Guerre. I'm currently reorganising, rebasing and supplementing some of my old 15mm Ancient and Mediaeval armies in order to create paired opponents for ADLG. My areas of interest are the Late Roman period, the Dark Ages and Europe 1250-1300. Rebasing figures and buying painted ones doesn't involve too much time or effort.
So there you have it: a modest range of rules systems (mostly closely related) and a firm committment to working on only one major painting project.

Tuesday, 11 December 2018

'Rebels and Patriots' for 1798?

The latest and last set of Rampant rules - Rebels and Patriots - is due out in January 2019 and will fill the gap in the Rampant range between The Pikeman’s Lament and The Men Who Would Be Kings. The rules have been written by Michael Leck and Daniel Mersey.

Osprey wanted the rules to be focused on North America for commercial reasons, but they should be perfectly applicable beyond. One possibility amongst many hundreds is the Irish Rebellion of 1798 in which I have had a long-standing interest, especially since watching the TV mini-series The Year of the French which was shown in the 80s. I go back a long way!

At one point I started collecting 15mm figures for this conflict with the intention of using the Maurice rules, but it would have meant doing another mass army and the rules weren't really suited to pitching a predominantly pike army against musketmen.

So I was quite excited by the prospect of a Rampant set for the horse-and-musket period which would once again allow me to satisfy an historical interest with a relatively small game. I had assumed/hoped that R&P would have some type of 'charging infantry' that would accomodate Irish pikemen but from what I can tell the 'Natives' type in R&P is essentially a shooting type.

At first this put me off and I was wondering about creating a custom unit type or maybe using The Pikeman's Lament instead. However, it is possible to increase Aggression and make Natives Poor Shooters. This would represent a small number of firearms mixed in with the pike in addition to the firearms otherwise fielded by skirmishers, so I think I should be OK after all.

Trent Miniatures (currently available from North Star) do a good range of 28mm figures specifically for this conflict, so I've already begun to use my £5-a-month Wargames Illustrated credit to (slowly) accumulate forces.
Croppy Boys: Trent Miniatures 28mm Irish insurgent pikemen.