Wednesday, 22 May 2019

TMWWBK - ‘Get off my land’ replay

I posted a game report of this scenario before. We decided to run it again but changed ends, as it were. I took the Mahdists - three Irregulars and three Tribals - whilst Ian had the British - three Regular Infantry and a Machine-Gun.

The scenaro makes the Attackers deploy their range away from any edge, but as my range was an upgraded 24" there was nowhere to deploy them on a 6' x 4' table! So we changed this to 18", the same as in our first game.

By choosing to deploy on the edge he did, Ian was almost on top of three of the objectives right from the start, but as luck would have it the centre of this edge was also the zone I had nominated for two of my Tribal units to pop up in.

This allowed me to place them at 8” from the British. This is almost as good as it gets, but would have been better if I could have placed them in cover. If they survived Ian's next turn and if I could activate them, I could charge home without the risk of failing to double adequately.

Beginning of Turn 2. My Irregulars are the three grey units in the centre (C, A and B) flanked by two of my Tribal units (F and E). The Tribals have been placed so as to be able to charge either of two opposing units. British unit H has been pinned by fire. Mahdist unit E loses four casualties and becomes pinned during this turn, neutralising half of my attacking force. This is a decisive moment.
Beginning of Turn 3: Mahdist unit E recovers from pinning but can only sit there. Mahdist unit F fails to activate and cannot charge. This is the other decisive moment of the game.
Beginning of Turn 4: Mahdist unit A takes the hill, but Mahdist unit E loses more casualties and is pinned again.
Beginning of Turn 5: Mahdist unit E is effectively no more. Unit C manages to charge but is beaten off.
Beginning of Turn 6: All the Mahdist units are now too depleted to be effective.
End of Turn 6: a technical win for the Mahdists at this premature end to the game but their fate is sealed.
Had I made contact I might have overcome one or two of the British units. Failure to do so left me exposed to the cycle of being pinned, attempting to rally and gradual or not so gradual extermination.

Our club AGM curtailed our gaming time. At the point we decided to stop I was technically the winner as the British had by that time taken only two of the objectives. But had the game continued I think I would have been wiped out, so I take no satisfaction in this 'victory'.

We are still trying to work out how best to use Tribals - how to survive and how to make them more than a one shot, one tim e weapon. Perhaps it's too early to admit defeat but I'm inclining to Ian's view they should be reduced in price to 2 points.

We also had some dreaded Line of Sight issues but I'll gloss over that until we've had more time to think about it.

Sunday, 12 May 2019

Of Trolls, Orcs and Goblins

Hobgoblin: Coincidentally one of my favourite
bottled beers. In the wargaming world Hobgoblins
are usually regarded as larger and stronger
than ordinary Goblins.
I've been collecting figures for my Elf, Troll (Orc) and other armies for Dragon Rampant, so this is a good time to share some more ideas.

As I outlined before  my inspiration comes more from Poul Anderson's The Broken Sword than it does from Tolkein. Having said that, the Fantasy market has long been engulfed by the Tolkein tsunami, so it is not easy (or necessarily advantageous) to escape the influence that has had.

Tolkien originally used Goblin as an alternative name for Orc, while Anderson has Goblins as a separate ‘race’. Even if you reach behind their depiction in modern literature to the folkloric origins of Giants, Trolls, Orcs, Goblins and Ogres, these concepts are overlapping and confused.

I like to think of Goblins as halflings and separate from, if allied to, Orcs/Trolls, and this view seems to be generally favoured by other gamers and figure manufacturers.

Doom Goblins from Knightmare Miniatures (not my painting - though I wish it was).
In the interests of variation - a key element of Fantasy armies - I was surfing the web for Goblins with the intention of adding a unit or two to my Troll army when I came across some relatively new  greens sculpted by the prolific Goblin sculptor Kev Adams. I found these particularly appealing and an enquiry on the Lead Adventure Forum pointed me to Knightmare Miniatures, a company based in Spain.

Anyway, I was so entranced, specifically by the 'Doom Goblins' that I ordered enough figures for a whole Goblin Warband. I even included Goblin wolf-riders. Although I think that is purely a Tolkein invention, I liked the idea of having a DA force with some Riders in it.

I was thinking of reinforcing these with other makes - Midlam, Otherworld, Weyland and Artizan, all of which I like, but I now have all the Goblins I need without having to bother about compatibility.

Wednesday, 8 May 2019

Two games of 'The Men Who Would Be Kings'

Continuing this year's focus on Rampant games, my friend Ian and I played two games of The Men Who Would Be Kings.

North-West Frontier

Our first game featured the 'Run to the Hills!' scenario using my British and Afghan forces. The Brits (me) had to reach the far end of the table while running the gauntlet of the Pathans (Ian) who were on their first tabletop outing.



We used random Leader Values and Leader Traits, but found the latter hard to remember. I wanted to minimise on-table clutter so abandoned the unit cards used in earlier games in favour of off-table rosters but we soon realised it was still necessary to ID the units on-table which we did with temporary pieces of paper. I've since utilised some lettered Scrabble-style tablets.




We initially made a mistake in the Pin Tests, subtracting for casualties in the game rather than casualties just inflicted. The minor differences between different Rampant games are easy to confuse, and I am currently working on a spreadsheet to compare them.




The photos show the course of the game. Owing to the Pinning Test error, the British appear a lot more battered than they should be. Allowing for this rule error, this game was or should have been a British victory.




Sudan

For our second game Ian brought his newly acquired Sudan forces, and we did the 'Get Off My Land' scenario with the British vs Mahdists.



Ian laid out the table with a scattering of hills, some small clumps of vegetation and an area of soft ground. Six markers were distributed as per the scenario rules. The British had to search these by  Standing To when in contact with them.

The Mahdists had three upgraded Irregular Infantry units (@ 5 each) deployed centrally and three Tribal units (@ 3 each) which could pop up in nominated sectors during the game.

The British had three Regular Infantry units and a well-drilled Gardner Gun (all @ 6 each).


We agreed to drop the Leader Traits. Once again we adopted paper IDs to identufy the units. I also added the LV values to mine as this was the only difference between my infantry units.


My plan was to destroy the Mahdists piecemeal while searching at least some but not necessarily all the objectives, so I deployed on the edge furthest away from the main enemy concentration. It was the Falklands strategy.

My progress was entirely systematic. I moved towards the objectives, shot up any Mahdists encountered and only Stood To over the objectives if all the closest Mahdists had been neutralised by pinning or elimination.

Basically it all went like clockwork and a point came when it was a virtual impossibility for the Mahdists to win.


Ian's chances weren't helped by forgetting to bring on one of his hidden units when it might have made a difference. He did bring it on but late in the day and unsupported, so it just got chewed up in its turn.


IMO it's hard to fight Regulars with Tribals. Tribals will tend to have twice as many units as Regulars and need to attack in that 2:1 ratio, i.e. sending at least a pair of units against each single Regular unit. The latter can, of course, only shoot at one unit at a time.


In this scenario the Tribals also need to 'Go to Ground' to optimise their chance of survival. Even this is tricky. If Gone to Ground the Tribals can't be targeted beyond short range so the Regulars will be obliged to advance to within 12" of them. At that point the Tribals can try to Activate (with a 58%, 72% or 83% chance of success depending on the LV) followed by a 50% chance of Doubling into contact (4+ on 1D6).


If you attack with two units your odds of getting one of them into contact is better than evens and then you will have 16 to 12 dice in the melee. If, however, they are caught in the open they will be subjected to a cycle of being shot at and then having to rally which will have only one outcome.

Ian currently believes that Tribals are overpriced at 3 points. I'm reserving judgement.

All figures are Perry plastics, undercoated but not yet painted.

Friday, 26 April 2019

Border Reiver Project 5: Levelling the bases

The horse aren't actually on coins but I did them as well.
With individually-based figures, I would normally leave all aspects of base texturing to the end, but it has always been my intention to start using these figures before they are finished and I think the coin bases look particularly unsightly. I therefore decided to level off the bases as a priority.

It amazes me that some people who are much better painters than me don't bother to do this, but will go staight to flocking and thus leave a very obvious, unrealistic and ugly ridge at the edge of the cast figure base.

I have used cheap, Pound Shop, filler for levelling, but I fear it is rather powdery and brittle so I returned to using Tetrion, a robust filler with a proven record.

I apply the filler with a thin coffee stirrer, scraping it off around the rim of the coin and then prodding it towards the edge of the cast base of the figure. For this job I use the filler neat or with a tiny drop of water.

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, 18 April 2019

In search of the Shelmalier guns of 1798

What's the news, what's the news, oh my bold Shelmalier,
With your long barrelled gun of the sea?


Eighteenth Century Irish fouling piece (from contemporary auction listing).
Shelmalier or Shelmaliere is an area in County Wexford, and the farmers of east Shelmalier were accustomed to shooting wild fowl. In the 1798 Rebellion the Shelmalier men were renowned for their marksmanship, but what exactly were their "long guns" so celebrated in prose and song?

Somebody has probably written a history of the Shelmaliers, but if so I haven't so far been able to find it. Rather more information is available on hunting pieces in America. These were widely spread amongst civilians and could be used to shoot solid shot (for deer or to fend off Native Americans) or bird shot (for the general hunting of small game).

Superficially they resembled muskets or, more particularly, Kentucky Long Rifles and they were manufactured from the same components. But they weren't rifled. They were essentially long-barrelled smoothbore shotguns. They were not as robust as military muskets and they were not designed to support bayonets.

I don't know if any of the 28mm Trent Miniatures have long guns. It's not essential as there would have been a lot of variation and maybe not all fouling pieces were actually longer than muskets. I was just interested to track this down.

Monday, 15 April 2019

Border Reiver Project 4: First wash

The next step was to apply an overall light wash - light in colour and light in thickness. Washes are easy to apply and gentle on brushes. I use a GW Wash Brush. In this case the wash is a light yellow-brown (Coat d'arms 228 Buff ) appropriate to the predominant 'uniform' colour which in this case are the jacks with which most of these figures are kitted.

Coincidentally, brown is also the best colour for leaving in the shadows although most of that will be contributed by the final stain. Brown is also the main colour of clothing, hair, and weapons, though I will probably be using additional, different browns to pick those out. Humble Border clothing was typically a dark 'hodden grey', but that was actually more brown than grey.

Now, I could have mixed brown into the gesso undercoat, replacing two jobs with one. The brown wash, however, brings the figures into relief and gives them more definition and this will make the detail easier to see. That's the theory. I'm not entirely convinced it's very significant. The initial wash is very light in colour because I want to be able to add other washes over the top of it.

As with the white undercoat, I go through the figures again to touch up the wash. I don't want to discover any white patches or specs at a later date. This is a good time to review the forces.

Reivers. Front row: Reiver Household (two units as Forlorn Hope). Dog handler with bloodhounds (personality figure). Mounted Reivers. Back row: Reiver Retainers (two units as Clansmen). March Warden (who should really be with the forces of law and order in the next photo).
Garrison and Militia. Front row: two units of Bows (as Shot). Second row: light gun and two units of Shot.  Back row: three units of pike.
Animals, Civilians and 'Tudor Rebellion' figures. Front row: sheep and shepherd, cattle and cowherd, assorted and pitiable Border civilians. Second row: Gentlemen Adventurers (including a Lady Adventurer), Rabble.

Some of the figures weren't quite dressed for the Borders so the project has grown into the area of 'Tudor Rebellion' - Protestant against Queen Mary or Catholic (or unprincipled opportunist) against Good Queen Bess. When playing Tudor Rebellion rather than Border conflicts, the Garrison troops will be split between a Royalist force and defecting militia throwing in their lot with the Rebels.

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.