Showing posts from 2010

Loving Black Powder

I dug out some 6mm Napoleonics last night and took them to the club for a Black Powder game.They are based for "Warmaster" on 40x20mm stands. We used them in 3 stand units (about 30-36 Infantry, 9-12 cavalry, single gun) with 4 stands for large Austrian units and 2 stands for small units (rifles and Austrian grenadiers). We converted distances to centimetres and played with 4-5 brigades/side (20-25 units) on a 6x4 foot table.

All worked perfectly and I am planning to paint and base the mass of 6mm Adler figures that I have had in a box for years so that we can play bigger games.

I am really getting into these rules now. I must say that as written they work very well for Napoleonics and the measurements were the only thing that we changed in last night's game. It looked right, played as I would expect a napoleonic battle to play out and was fast enough to for a club night.

We are even bringing around a couple of sceptics who initially didn't like the order system.

Having …

Conquest Normans - Pictures

I have finished two boxes of these. Here are some pictures.

These have spurred (pun intended) me on to get some Norman foot (Gripping Beast) and turn this lot into an army. I think that about 40-50 cavalry, 50 or so close order infantry and a couple of 12-16 figure missile/skirmish units should be OK for WAB or the forthcoming "Hail Caesar" from Warlord (or one of the other new sets planned for 2011).

Conquest Games Normans

I am currently painting up three boxes of Conquest Games Plastic Norman Knights.

They are brilliant. The Horses look better than any 28mm horses I have painted before. Well proportioned, nice poses.

The riders fit perfectly and have a good range of options.

The horses need something to eliminate the seam between the head and body. My usual glue for plastics is Revell Contacta with a paint brush. This is accurate and fast, but it doesn't fill gaps. After a few attempts with fillers I went back to the way I used to construct airfix kits 35 years ago. I bought some old-fashioned polystyrene cement in a tube. I used this to cover the surface on the body where the head is attached and then squashed the head on, letting the glue ooze out of the gap. I then left this to try for 24 hours. I then chipped off the excess glue with a modelling blade. The gap no longer existed.

I have painted the figures using a mix of techniques. All were sprayed with black primer.

The "brown" horses …

Rank and File C2 Playtest

We tried out some command and control rules with Rank and File last Monday evening.

The scenario had 9 regiments of Rebs attacking 6 of federals in a hasty defensive position.

The nature of the game meant that units did not need to make many order changes. When they did the system worked as we expected it to. The range of order types got a good response from the players.

In our game a very strong rebel left slammed into the federal line in successive wave attacks. These drove the defenders back and this flank belonged to johnny reb. In the centre the attacking waves were held by the union troops. On the rebel right it was a different story. Some great shooting from the federal artillery had removed two rebel batteries and a charge by two union regiments drove off a unit of confederate cavalry and was about to slam into the flank of the rebel right centre regiments when we had to call time.

The game was finely balanced when we had to stop. It looked likely that the Rebs would have been abl…

Rank and File Command and Control Ideas

I have written up some ideas for Command and Control in Rank and File. Primarily for ACW.

Here is a link to a document on Google Docs. Download here.

The ideas are borrwoed from the Forlorn Hope ECW rules, with some adaptations of my own.

I would welcome comments

ACW Rules Comparison

Our group played the Battle of Kernstown" Scenario (posted on this blog ) with Black Powder and with Rank and File. Here are our findings.

The scenario pits a small, veteran Confederate force against a larger, but inexperienced, Union force. The Confederates have better leaders and more artillery, although some of the artillery is very light.

Our first game was with Black Powder. Both sides deployed on-table as per the scenario map. Black Powder has an I-go-U-go turn sequence. Each brigade dices to see how much (if any) movement they get. Throughout the game the Union army found it difficult to move. Their best chance for success was to assault the weaker Confederate centre. Unfortunately their green and unreliable troops would not get moving and could not make contact with the Confederates.

Union forces did manage to destroy a tiny Confederate brigade on their extreme right but this proved costly and they were unable to follow up their success. Eventually the Confederates silence…

ACW Rules

My wargame buddies and me have been looking for a set of horse and musket rules with which to play regimental level ACW games. Ideally we would like to use the same system for Napoleonics later on.

We have amassed reasonable forces (around 200-240 infantry per side) with cavalry and guns in 28mm. Now we need a great set of rules. The rules need to be fast and inclusive as we play with 3-4 players per side. Any rules that leave a player sitting idle for 20 minutes are unacceptable. We want a commercial set with minimal house rules.

The rules that we have looked at are; Black Powder (BP), Rank and File ACW (R&F), Regimental Fire and Fury (RFF), and They Couldn't Hit an Elephant (TCHAE).

For now we have put TCHAE to one side. There are members of our group who don't really get on with card driven systems and not having a go during a turn. In TCHAE units are activated by cards, the "Coffee" card terminates the current move.

So that leaves us with BP, R&F and the new …