Sunday, 9 July 2017

Palestine 1917

Yes, not all World War One battles must be in the mud and cold of the Western Front but can be in the dust and heat of the Middle East.  My "Palestine 1917" collection is one which I really have forgotten how/when/why I have the figures.  But as they are 1:72 (20mm) plastics, I changed my usual method of painting to a white primer, basic colours without much worry about "keeping inside the lines" and finished with a wash/dip. One of my very quick doings.  Not good by any measure but fine for this minor diversion.
Australian Mounted Infantry in the desert

In keeping with my current interest in Dan Mercey's series of "Rampant" rules, I thought to use his "The Men Who Would Be Kings" colonial rules for this campaign.  Not historical for sure, but it should give a reasonable game and is malleable enough.  I want to use airplanes (and tanks?) but I think even that is conceivable within the framework.

The organization of the units was the most difficult point, trying to decide, based on the numbers I had, and the suggested sizes of the rules; what would 'feel' best for the scale of game I wish to portray.  To be honest it is more the former than the latter which dictated the result.

An infantry unit (company?) will have 12 bases (of two figures each), an artillery unit (section or battery?) of four guns equating to the 4 crew in the rules and 4 machine guns again matching the number of crew within the TMWWBK rules. A gun is removed rather than any figures. The doctrine of the day had machine guns generally operating in whole units than independently as part of an infantry command; so the use of groups of machine guns is not strange and fits with their effect within the rules.
Ottoman Turk Infantry
Turkish machine gun unit
Turkish artillery.  Not well served in this game through rather poor dice rolling for them.
Turkish cavalry. Did give them the lance advantage in combat but were destroyed before able to use them!

The Australian mounted infantry would have been a challenge but surprisingly the HaT box contains 12 mounted versions, 9 on foot (in nice kneeling and firing poses, rather than some of the silly poses one often gets from the manufacturers in this scale of plastics) and 3 horse holders (actually looking the part!).  As the rules do not make a distinction between mounted and dismounted and suggests a mix of ‘operations’ a benefit, the box nicely fits within the scheme. Therefore each unit has a mix of poses.  One certainly could divide up the poses as so to replace the mounted version on the tabletop with the dismounted version should the unit dismount on the tabletop but the mix allows a doubling of the number of units.
Sample of the mounted infantry basing
my two units of mounted infantry. 

The morning before club night I made a spur of the moment decision to probably put on the game and thus a day of frantic cutting of bases, gluing of figures, quickly painting of bases, and making terrain occurred. Newly purchased hills at the last convention B&B made their debut as did some rocks I picked up along the way!

Still don’t know about the final terrain on the bases; whether I leave them as is , sort of old school,  or try to match with the mat better.  Simple is good sometimes.

During lunch I was quick reading the rules as this would be my first go at them. (lots of page flipping during the game unfortunately)

While the rules are certainly designed for the Hollywood version of colonial warfare, they adapt easily for this era.  However I did not give gone-to-ground or close order, etc. as these are not applicable to this era.

With modern warfare is less ‘personable’ , I did not use any leadership traits and leaders and simply gave all the Aussies 6+ and the Turks 7+ leadership - a historical reflection I consider (the rules range from superior 5+ or abysmal 9+)  Both have modern rifles but the Turks are downgraded in most categories.  Just means more of them on the tabletop!

 As the game was ad hoc, I gave the players (FrancisM as the Australians and DennisC as the Turks) a brief scenario and even briefer descriptions of their troops.    The Australian Mounted Infantry, as befitting their excellent war record, were significantly upgraded, while the poor Turks historically were seconded in this campaign and so downgraded with the result they have more units on the table including large numbers of machine guns and cannon.  The points were approximately the same for this game but much of the Turkish units could not redeploy against the Aussie attack on the flank of their hasty defence.
Start of the game. The Turkish wide deployment result of not sure the direction of the Australian attack as theirs was a desperate rear guard action.

I do have Australian infantry painted but they did not participate in this campaign, having been sent to the Western Front after Gallipoli.
FrancisM ever the comedian offered that:  “You know how the Aussies are. After a night of heavy drinking, they forgot the horses!”  So mounted infantry but without the mounts?, I reply.  “Exactly!”, he beamed.   Yeah, OK, I guess that works for me, I concluded.  I rated them as infantry nonetheless.

A significant action in the battle happened as I gave the beleaguered Turks a unit of horse; but as they came into the battle, the fortunate die rolling of Aussie firepower destroyed them.
The Turkish cavalry (bottom) already at half strength and pinned, would not make it through another turn unfortunately.
The rules have infantry and cavalry units with 360 degree arc of fire.

The effectiveness of the mounted infantry was certainly evident.  With future additions of heavy weapons they will be a potent force. But I think with a more historical use of defensive positions, well placed machine gun and artillery, should allow the Turks a better go of it.  

Monday, 3 July 2017

a Tercey Campaign battle - St Sullivan's Church

We enter our second season of fictional campaigning along the Tercey during the times of the English Civil War.  I am using my very old collection of Foundry figures painted almost 30 years ago rebased and now using the new The Pikemen’s Lament rule  This is a record of my solo play.

Battle of St. Sullivan’s

Nathaniel (with eyeglass) and Archibald Wiser, the latest 'Tawney' commander (mounted),  in conversation


“So, Nathaniel, they cometh? You see them in your eyeglass?”

“Afraid so, Archibald. Looks to be Hampden’s Regiment.  They look good in their green tunics and red breeches”

“Yes, yes leave you sartorial comments til late! Who else? “

“Commanded by the mystery man himself. I see his sedan chair “

“ The Earl?“

“Sir Howard Hewes himself it would appear.  There is a unit of horse moving into the field yon. And a unit of dragoons I think.  Nerne’s poor lads? “

“Probably.  Hopefully their martial abilities have not yet improved for our sake. “

“They still outnumber us.“

“Unless our own Browne’s dragoons got the call “

“There is that; but Ballard’s lads both Shoote and Pike have proven worthy and Blare’s troopers are up to a good fight. “

“Yes, but the damned gun!  With its current…injuries…we cannot afford to be forced to retreat! “

“Ah, poor ‘Sister Margaret’.  She is old and here axle is worn out.  The gunners are trying to repair her mind you.

“Can she be fired? “

“Oh, I doubt it.  It would take a miracle I would think.  Divine dice from above “

“Well, I shall warn Ballard of the danger of the approaching enemy.  I shall have his shotte, who currently reside in the woods to move to its western edge and give fire to the Earl’s horse.  His pike will move up to protect the gun from assault and I rather think Blare would enjoy doing injury to the enemy. From whereth would Browne and his dragoons cometh? “

“ From the north I would think but when is only God’s knowledge“

“Well have the gunners make haste upon the repairs “

Still looking through his eyeglass, Sir Nathaniel Drake muttered to himself: “I would think they would have liked another few hours…. “

The Narrative so far

After their victory at Armoury Hill (previous post) the ‘Tawny’ army moved with “Sister Margaret”  the only cannon large enough to be effective in the siege towards the Earl’s Manor;  but it had broken down near “the old Saxon graveyard” at St. Sullivan’s Church (itself dating from the Anglo-Saxon era).

The Earl of Rockforth, Howard Hewes, not to be trapped in his manor, now leads a small contingent to try again to gain possession of the important artillery piece.
His ‘army’ of 16 points for The Pikeman’s Lament rules advances upon Archibald Wiser’s ‘Tawny’forces
The Earl's advance.  St Sullivan's church in the distance

The Battle

Hampden’s Pike rapidly moved up the road and formed close order upon seeing Ballard’s pikemen deployed on the crossroad.  Hampden’s Shotte moved to their right into the open field of haystacks, followed by Narne’s Dragoons (who surprisingly had yet to fail activation!)
Hampden's Pike

Nerne's Dragoons (lower) and Hampden's Shotte ( middle) move through the hay stacks while Hamden's pike move on the road (upper) 

This was not the case for poor Wingate whose order to move through the wheat field protecting the left flank was met with many activation failures no doubt due to, in large part, by his horses up to their fetlocks in mud which made his transit lengthy. 
[ the Earl…well OK me, as this IS a solo game…obviously failed to remember that rough ground of the wheat field filled with clawing mud from the recent days of rain, caused half movement ]

With six failed activations and counting, Browne’s Dragoons have yet to make an appearance leaving Wiser’s ‘Tawnys’ with only 12 points.  The gun could not be counted upon.
Ballard's Pike at the crossroads.  Their rout will change the battle.
In the middle, with both pike units formed in close order for the inevitable clash and Hampden’s
Shoote and Nerne’s Dragoons moving to the graveyard to flank Ballard’s grey clad pikemen, it came to their shock as Blare’s wild charging horse burst around the corner of the church and galloped against Nerne’s startled mounted infantrymen. Half of Nerne’s lads were casualties in the first round of fighting. The follow up charge had the rest of Nerne’s dragoons fall.  Two of Blare’s troopers were casualties.  Nerne did fight back however causing two casualties on Blare.
Blare's charge against Nerne's dragoons

On the Earl’s turn, the shock of Blare’s attack seemed evident as Hampden’s Shotte failed their activation which did not allow fire upon the close by enemy horse but any response to the attack. It looked grim for the Earl’s army.

However….Blare also held up any attacks as his troopers regrouped. [ They also failed their activation! ]  The stalemate continued for many minutes — as my die rolling again failed both sides for two turns! 

Hampden’s men finally shot upon Blare’s horse causing no hits however!. As they fumbled with their muskets, their regimental counterparts fell upon Ballard’s in a furious push of pike. 
Push of Pike

Casualties were even and so , as the attacker, Hampden fell back but was shocked to observe his enemy stuck with sudden shock and bolt from the field!  [ I rolled double ones for their morale!  Can I NOT roll such dice at critical times in this campaign?! ]

Ballard’s frightened pikemen shoved through the busy artillery men repairing the gun who did not seem the notice the pikemen engrossed in their task  {No doubt as I then rolled 10 for their morale so they ignored the rout through them.  Rather than the 3" rule, if a unit crashes into another, it must take a morale test as usual with the results applied.}

Blare’s horse now charged into Hampden’s Shotte causing 7 casualties after the obligatory pursuit. While battered, the shotte held together, Temporarily.  Obviously the Earl’s reproachful voice from inside the sedan had them feel as they failed their rally roll in ‘dramatic form’ (my poor dice once again!)

Well, Browne’s Dragoons finally arrive on the battlefield but hearing the gunfire halt to take stock of the situation. [ my famous double ones again (!) preventing activation ]. 

Wingate relieved to be finally clear of the muddy field was startled as musket fire fire erupted from the woods on the other side of the road before him. Only one of his troopers fell but the morale of his tired troopers barely passed the test (one less pip and ….)
Wingate's Horse facing Browne's Dragoons (left) and Ballard's musketeers (centre back) just before Ballard's desultory fire.

 With this Wingate was faced with Browne’s unit now rapidly upon his left, Ballard’s musketeers ensconced along the edge of the rough ground of the woods, but looking around calmly (no wild charge rule for him!)  he observed Blare’s depleted horse approaching the rear of Hampden’s pike.  He must try to block their way allowing the pikemen to take the gun. Ordering the charge (passing the Attack activation) he advances and wins the melee and so defeating the last chance for the Tawny to save their gun.

While the Earl of Rockforth’s fled with remnants of Hampden’s shotte , Wingate’s quick action to defeat Blare’s final charge did not save the gun for the Earl.
In a bid to disrupt the Earl’s plans, a brave artilleryman wields an axe and breaks the axle and destroys the touch hole rendering the old cannon dead. In addition the gunpowder went up in a huge explosion.
[ I rolled a 9 passing ‘activation’ of 9+ to have the artillery not repair but destroy the old gun.  The act of blowing up the gunpowder stores also succeeded in might blast of double fives! ]
the axeman destroying "Sister Margaret"
preparing for the explosion

So damaged and without ammunition, the Earl’s confidant and new military commander, Sir Stanley Primrose, remarked,  “Sister Margaret is no more”

The Earl and Primrose

Saturday, 1 July 2017

an Italian late Medieval/ Early Renaissance retinue

This contingent has been one of my 'bus projects' being painted recently within the confines of a school bus while I wait for my passengers to complete their field trip.  While not very comfortable, I have gotten the 'logistics' of having paints, brushes, water, lap tray and the figures packed for transport in a small carry bag, to a well organized degree helps the process.
The six 2-crew unit of gunners
Depending upon the type of figures, I will paint only the "basics", that is to say, the pants, tunic, pack etc.; or more should the detailing be less sophisticated, such as these figures, I can do more details as I did with these including much of the basing.
The head-swaps and different paint schemes and figure-positions give more variety than would normally be the case.
While this retinue is created from many different manufacturers, the handgonne units were composed of very old Citadel fantasy types which certainly show a less fantasy and more historical if not entirely accurate look.  These were picked up very cheaply years ago and finally have a home in this collection. While only two sets of two crew each, with some head swaps and different paint jobs, I can create enough variety to not make them too boring. A few of the heads I have modelled early Renaissance headdresses for more variety and era identification.
The separate stand allows for casualties to be removed for each unit.

The color scheme is very basic with a red/white livery placed on tunic or leggings and the other clothing in various shades of green. (to mimic the modern Italian flag!).  A late medieval mix of clothing but at the same time, an appealing consistency.

Tuesday, 27 June 2017

WW1 Balloons

The game "Canvas Eagles" is very popular at the local wargames club - The Trumpeter Tabletop Gaming Society - in Burnaby/Vancouver BC Canada, using 1:72 scale plastic model WW1 planes.

For one of the organizers of the gaming, DaveMc., I have made some 'ground' terrain for him in the past - to make the game a little more attractive you see - and while I think the games fun but always lacking a bit of variety.

So when I saw the the remnants of the nephew's birthday candy pinnate left on the ground, I offered to help clean up, pocketing a couple of the plastic egg shaped containers that once had held candy but now were garbage..... but to a wargamer such as I and what I saw as a clever modelling scheme.....

Balloon busting fun!   The balloons are on temporary stands for the photo shoot but you can see my 3D terrain for my plane's base. 

I cutout prices of card to match the curve of the egg as the fins, glued pieces of thin cord around the model to hide the seam and to give the model some "texture".  The fins were then given cords of 'green stuff' modelling epoxy; after which, the whole was painted a metallic color.
awaiting the paint....

The two plastic eggs were attached to telescoping antennas from an old defective Ikea lamp to give the ability for the balloons to be a different altitudes.
Green painters tape, easily removed, covered the metal antennas from misplaced primer and paint.

These will certainly not win any modelling awards of course but it would be fun
to see DaveMc get them into the action someday.

As a aside the illustrator/writer of Canvas Eagles, Eric Hotz, (of HotzMats) is a member and often participates.  Don't know if balloon attacks are in the rules but many of the players have used the rules for years and I am sure they will come up with some method.

Thursday, 15 June 2017

Been a while...

While I blog only to keep a record of my wargaming activities, I am aware that, to my utter astonishment to be honest, that people follow said activities.  OK, I do try to make the entries somewhat interesting and write in a style, I hope, which are entertaining to read - if only for myself.
The long span in between has been a result of a computer problem, now fixed, and a dearth of anything to write about.  Personally I find this distressing as my hobby is an important part of my activities regardless of its priorities in life.  Or in other words, I rather paint than mow the lawn.  However, being also a rational man (I think so?) I must do the latter before the former.  That being the case, work and life has prevented me from much in the way of hobby activity.  Thus the dearth of posts.
However, last night, I participated in a "Dragon Rampant" game.  Regular readers will no doubt be aware of my current love of the Dan Mersey series of "Rampant" rules having resurrected many of my dormant collections to feasible "armies" of the tabletop.  While I know the basics of the game, the fantasy troop types are beyond my comprehension and so I had a tough time trying to decide "is it better to attack that unit or this one?" or "how tough are those things?"
But the system is fun, if not frustrating if you can't activate, or in my case often, throw my 12 die to get only one hit etc.(the majority of rolls being of the 1 or 2 category!)  But quick and entertaining.  Which is the point.

As I did not bring a camera ( I am that out of practice!) I had the GM forward a couple of shots
ChrisO's figures.  Very well painted I might add.

Wednesday, 17 May 2017

Chocolate tents

Well, OK, perhaps more accurately stated,....tents created from packaging of chocolate.
 In this case, Toblerone Chocolate as it comes in quite the handy triangular box.  Great for easy-to-make card tents!
With some paint and a terrain work on the base they should look fine on the tabletop.
I am thinking for my 20mm WW1 Palestine project.  The sizing should be about right.

Sunday, 7 May 2017

Wurttemberg Light Infantry

The big game at this year's Enfilade Convention this month is the Battle of Eggmuhl 1809 in which Wurttemberg  provided a division of troops including light infantry.
While having this information in the back of my brain having recently looked upon the OOB for the game, I came across my stash of Prussian Jagers collected from the many plastic Perry Prussian Napoleonic infantry boxes I purchased.
While not perfect for the Wurttemberg uniform and equipment, I am a not precise "rivet counter" so I could employ them with the following changes:
- scrape off the cuff flaps
- added fur backpacks [differing from the Prussian types]
- used Austrian shakos after scraping off all the Austrian details and painting on the gold bits
- of course applying the appropriate uniform colours.
I used a different arm - modified French in this case - to have an NCO pointing as a focal point for variation rather than the whole unit in a rather unique, and rather unalterable pose .

The advantage of plastics is the "scape-off or glue-on" ease.

Monday, 1 May 2017

"Nagashino Fences"

I wanted some fences as a terrain feature for my Samurai games and thought the pole fencing represented as per the famous battle will look good.
 Rather than a bamboo skewer construction, I thought styrene rods would glue together strong enough to allow me to wind sewing thread around each of the cross beams.  I found some likely coloured thread within the household sewing kit so I would not need to colour it.  By gluing on the upturned leftover sprues (from all of my other 'plastics' ) ,  I could achieve a regular spacing with the upright poles firmly attached to the base with the length of the sprue and not individual poles, thus ensuring a stronger bond when glued to the base cardboard.
The white portion is yet unpainted as it will form part of the basing.

Sunday, 30 April 2017

Two boats in one....

How to inadvertantly create two boats from one....

Having set about destroying/providing a waterline for a new plastic ship of the line,  I was left with the bottom of the hull.  I stared at this item which was relatively intact. Looks like a ‘long boat’ or ship’s tender does it not, I think to myself.
I tend to get distracted by these little projects, fun that they are.

With strips of styrene to make the rowing benches and rods for the oars glued on and a quick paint job, it looks the part.
Here can be seen the original model and the resultant efforts with some of my 19th Century 15mm Marines for scale comparison.

While it appears to be an optical illusion, the row boat was formerly the keel of the sail ship 

Tuesday, 18 April 2017

Battle of Armoury Hill - a Tercey Campaign game

The continuing story of the Second Campaign in the Valley of the Tercey …

Rockforth having arrived at his ancestoral home, immediately ordered Hastings to take the units of Urry and Nerne to the Shire Armoury and gain possession of the artillery stored within. Wingate’s Horse joined Hastings shortly thereafter.

Meanwhile, word of Rockforth’s return gave new vigour to the Shire for armed conflict. An unlikely pair decided that the Armoury would be a likely target of the “Imposer”.  Ballard was the officer in charge of its defence. His church preacher and dominate citizen was a zealous and forceful man, Artemus Twill. He cajoled the local citizens and indeed Ballard’s men to haul the large cannon, oddly named “ Sister Margaret”,  to the nearby hill.  Ballard placed his pikemen at the bottom of the hill to protect the gun while his musketeers were hidden in ambush within the nearby woods across the road down which Rockforth’s troops were expected to travel.
Artemus Twill berates inspires Ballard's pikemen

for the “Tawny”
a large gun (6 points)
Ballard’s Shotte and his Pike units (4 points each with a +1 officer or “agitator” with each )

 for the “Red” (Rockforth’s forces)
Urry’s Horse, Wingate’s Horse, Nerne’s dragoons (all 4 points each), Hasting’s Cuirassiers (half strength)(3 pts)

(Ed. note: while nominally Parliamentarian and Royalist respectively, personal and familial connection within the shire had the local participants go by the tawny (an orange shade) and red designations based on the colour of the officer’s sashes)

“Oh for God’s sake!” Hastings swore out loud. Urry in the lead troop seemed determined to reach the Armoury without delay and did not seem to consider any opposition along the way! Hastings was about to have an aide sent, when a cloud of smoke and shortly thereafter a report of a cannon shot had him look up in alarm.
“The gun is no longer IN the Armoury” was his muttered response.
"Sister Margaret" is being readied to fire. My activation for 'her' was quite successful this battle.


The cannon fire fired at long range did but few casualties on Urry’s lead unit which seemed unaffected at this (passed morale) and continued their trot up the road.  Obviously Wingate’s troopers following saw the few mangled bodies in the wake of the cannonball as they balked at further advance (failed activation)
Wingate's horse move against the gun
Some of Ballard’s shotte in ambush too excited by the cannon fire, let off their arquebuses too early exposing their position ( I deemed a failed activation to fire to have revealed their ambush.  A successful activation would demand a morale check on the target regardless of casualties…a good idea I think for any games which might have hidden units)
Ballard's shotte in ambush
On the ‘Red’ side, Wingate now advanced but chided away from the shotte in the woods and allowed the dragoons of Nerne to move from the fields to the left to deal with Ballard’s shotte in the woods on the right side of the road. Urry continued his advance on the hill and cannon.  Hastings, wary of committing his small troop (at half casualties from the previous battle), held back.

Ballard’s shotte once again failed activation ( ordering a reload?) However Nerne’s Dragoons spent time kicking off the mud from the fields as they too failed a move activation.

While it could have been a tactical mistake as it was not ordered, but Ballard’s pike had indeed gained a semblance of close order as they crowded around to hear preacher Twill’s words. They now moved into contact with Urry’s troopers.  The pike won the clash and Urry fell back in good morale until “Sister Margaret” boomed once again, with the remaining lone trooper losing heart and falling back out of the action.
Urry pushing aside Ballard's pike to continue up the hill to the gun.
Under Nerne’s dubious leadership (indeed this unit has very much under-performed!) the dragoons don’t advance, don’t shoot, nor even return fire from their exposed position. (4 times they failed to activate to do anything!)

Meanwhile near the hill, Wingate following Urry, charged the Pike pushing them away and opening up the way to the gun when that beast shot again (surprisingly owing to the high activation factor of the artillery) and killing many of the horsemen with “the greatest of slaughter” (all but one of the dice were hits ! ) and the few remaining willingly gave up the attempt to capture the ordinance and rode off.
This ended the battle and Twill and Ballard gave praise for their victory.  Rockforth was denied his gun. What will his next move be?

A popular local tune, sung to an ancient drinking song, contains the battle’s history:

Urry came up, all in a hurry

Wingate came up, in a short gait

Hastings wasn’t hasty, at all

Ballard’s men fired

b’ they want to retire

Twill chided and preached

t’ pike couldn’t be breached

But when hence Sister Margaret doth fire

Rockforth men did hastily retire

to ask ‘im “what now sire?”!

Apparently it sounds much better accompanied with local county music and many a good beer.......

Wednesday, 12 April 2017

Katana Rampant reprise

Katana Rampant - Lion Rampant with hand gun addition

Whoa, after three days of a wargaming convention I host another game with FrancisM’s boys the next day on Monday to make it four games in four days.

The scenario is a simple one with the Takeda having captured the personal standard of Okudaira Sadamasa who wants it back. (I didn't want to repack so simply used the same as I did on Friday!)

I use the stand of musicians and the standard bearer which I painted but which have no real use within the rules, into the scenario along with the new raw bamboo mantles which gave the protectors of the captured flag some defences.

The game was an introduction of Lion Rampant to the group who were ‘amused’ by the activation - or lack thereof - of the many units and the dice luck - or not - by others.

In particular was the continual activation of his teppo by FrancisM - usually a difficult proposition by the slow firing hand-gunners - yet his total inability to hit with them!  In five straight rolls with six dice each,  he was unable to roll a 6 and thus unable to gain a single hit with 30 dice!  His target was another arquebus unit but in this case ChrisO was unable to actually activate his unit to fire at all!

But, yes, some fighting did occur.  Including when I bravely (foolishly) ran out some peasants out of a house where they were hiding. This was to give them the idea how bad troops play against good troops within the rules.
 The Takeda commander of the nearest unit assumed they were hostile and immediately ordered bowshot into them.  I asked if he knew if the peasants were hostile or friendly as indeed I did not say one way or another as I simply moved it from the building. Somewhat taken aback “CokeDave” fired nevertheless.  The peasants charged in, and then ran away…..
the Japanese peasants "come out to play"

Saturday, 8 April 2017

Hosted games at Trumpeter Salute 2017

Chided into hosting 4 games during the convention, I decided on three completely different eras so that I may organize the transport into separate “shipments”  thus without much need to remember to move items from one pile into another each bleary-eyed morning…

With that in mind, I hosted a semi-skirmish Japanese samurai game on Friday, two distinct sessions of grand-tactical Napoleonic battle on Saturday, and a low key French and Indian War game on Sunday.  Surprisingly it all went well.

Trumpeter Salute Convention My games: Friday afternoon

Sengoku Era Japan - Samurai Game using “Katana Rampant” (Lion Rampant rules with addition for handguns)
Okudaira tempo ready to fire upon the walls 

The scenario has a surprise attack by the Takeda upon the Okudaira besiegers of their castle.  To keep it a surprise, I told all the players of the procedures to take the wall of the castle.  This included activation to climb the walls, and defensive fire from them.  While I kept the defensive fire rules for the game, the intent was not to have a siege game but a straight up fight with a surprise flank attack.  To that, I was successful.

 (besides…. the walls were built only to give a backdrop for photos!)

I gave the flank attack player the option of either using his normal troops to lead the attack but through the muddy fields (rough ground) or if he leads with the peasants they know a drier faster way.  But of course, then,  you are leading your attack with peasants who are not the exactly the best choice as a military unit to lead any attack!
The Takeda (with black back-flags) emerge in the muddy fields for their flank attack!

In any event, he lead with his samurai who while fighting well in the muck (‘ferocious’ rule) still are slow to get through it and impossible with his poor activation rolls! The (were) attacking the walls (now) defending from the flank attack players managed to recover from the surprise and a good game was the result.
the Okudaira reinforcements rush into the fight

 Game Two!

With a small game and fast action we had the time to have a second action. The scenario was a simple one with the Takeda having captured the personal standard of Okudaira Sadamasa who wants it back.

Trumpeter Salute Convention My games: Saturday afternoon

I would do two games of the historical Napoleonic Battle of Vyazma, each in a separate session.
a view from the east showing the French and Allies strung out along the road, with the town of Vyazma, represented by the church in the distance their goal to survival.  The villages of Gorontka (near centre) and Fedorskoie (near right) are represented with the French rearguard under Davout holding Fedorskoie.  The Russians of Ostermann-Tolstoy and Eugene of Wurttemburg (left) under Miloradovich are attacking from the south to cut off the retreat.

  This first one had six players participating with three French and three Russian players.
The Battle of Vyazma occurred during Napoleon’s retreat from Moscow and only days before the snows began.  Miloradovich, the Russian commander, pressed his attacks on the French rearguard of Davout’s corps centred around the villages of Fedorskoie and Gorontka, with Eugene’s (with some Italians), Poniatowski’s Poles , and Ney’s corps strung out along the road of retreat towards the town of Vyazma.
Wurttemburg's Russian Corp attacking the French and take Gorontka

For the French, their objective was to get as many units, including supply wagons, safely off the table and continue the retreat through Vyazma.  If they did so with more than those destroyed or captured (any left on the table should the Russians take that town), they win the game.  Thus, the French had the task of moving AND fighting to survive.
Davout must simultaneously transfer troops along the road and support the defence against the Russian attack. He does a good job

The Russian objective was simpler.  They were to destroy the French.  Casualties were not a concern.
The height of the Russian attack. The near marsh deemed impassible, as indeed it was historically, restricted direct Russian moves against Vyazma (off camera to the left) and served to constrict the Russian reserves.
We can see Platov's cossacks and Paskevich's small infantry division in the far distance trying to move against the French in a flanking move.

For this task, I placed the Russian commands in their historical locations allowing each player to deploy as they wished.  From east to west, Platov’s cossacks, combined with the small infantry division of Paskevich,  attacked from the end of the long table against Davout’s rearguard.  Wurttemburg’s corps with Korff’s cavalry came from the south, while Tolstoy’s corps with Siever’s cavalry moved toward Vyazma itself to potentially cut of the French/Allies retreat.
The Russians were historically estimated at 22,000 to 24,000 in strength.  The French total is unknown but would be at comparable numbers.
With a very large strength ratio and using 28mm figures, a village can only be represented by one building.   

The French players had the unenviable task of choosing when to run and when to fight all the while moving toward their goal of the exit point.  To be honest, seeing the deployments in full, I did not think the French had much of a chance, but to their credit, they managed to get more than 50% off the table successfully for the victory.  Notably on the French side was the decision by “Ney” who was closest to Vyazma, to quickly file his units off the table leaving only his artillery to hold off the Russians and keep the road open for the others;  and the unfortunate die roll by “Tolstoy” failing his corps morale roll and having to fall back thus losing the opportunity to close the door on the French.  It turned out to be a good scenario.

The Russian advance continues!

Trumpeter Salute Convention My games: Saturday evening

In this second game of the Battle of Vyazma, I reset the scenario to the original starting points.  I did move the road on which the French moved from the centre of the table slightly further away from the Russian southern attack which gave everyone a bit more maneuver space and the French a tad more time to have units retreat toward the town.
Deployment of the French (centre) along the road.  The Russians (left bottom) attacking from the south. 

In this game, we only had one player commanding each side.  It had the usual effect of having a much more ‘ordered’ game in action and in the even look of the elements on the table!
With only one player per side controlling all elements, the game tends to have a more "ordered" appearance!

Surprisingly the result again was a French “victory” with very slightly more elements having got off the table than were destroyed or captured.

Uvarov's Cuirassiers, historically sent into action very late in the day,  finally make an appearance. But as in the first battle, make little impact as they are late and too far in the rear to make an effect.  They are pretty however!

Trumpeter Salute Convention My games: Sunday

French and Indian Wars action - 'Manage-a-troi'

A good group of wargamers who are there to gleefully move around pieces on the table in good humour certainly make for delightfully entertaining game and none more so than the group who signed up for my French and Indian War game on Sunday.
Without knowledge of how many players I would have ( Sunday gaming is always less populous but numbers can be unpredictable) I needed to very much come up with a scenario on the fly.  In this case, the whiskey wagon (it would seem ALL my FIW games involve the whiskey wagon as everyone, natives included, would love to capture it!) .  The British were tasked to escorting it to the fort.  They could take the longer, but more open route, or the shorter but forest choked shorter route.  They chose the latter after the French and Native players had deployed.
The respective Native players (both the English and French having native allies) were given blanks but did not know if they were real or mere shadows in the darkness of the woods.  As the terrified Europeans could fire at perceived shadows and the chieftains having no control of the actions of their war bands, the unknown nature of the blanks to all players seemed to work to good effect.  Well, OK, a bit frustrating for the Native player to carefully move his blanks into an excellent firing position only to find not one but three of his elements were false but then again the European player halting only to find himself once again firing at shadows is an equally disappointing yet realistic event.  And it does add to the suspense.  I do assure the players that half of the blanks are real (even numbered are there, odds are not) so as more are revealed more is known of the remaining.  — although I might want to mess with that ratio in a future game! ;)

Again I will let the pictures tell the story but the game ended with most of the French elements eliminated and the wagon free to deliver the fire-water to the fort.
view of the action
the infamous 'Whiskey Wagon"
British regulars in campaign lead the British lights also in campaign dress. The British commander suggested to himself that he should have, in hindsight, reversed that deployment! ;)
Natives cross a stream.  I heavily 'terrain' my bases.  A very inexpensive by simply looking outside and nearby parks for the natural items. 
'the Fort' is designed to fit into a small corner of the table