Friday, 11 November 2022

Ruined Temple of ???

the Hellenistic pike next to "the temple".  I didn't realize I also photographed my markers for those units which have "legged it".  The chopped off legs are remnants of my plastic constructions and might make these as useful indicators for other rules.....

 Having done a "Roman Temple" and a Celtic Roundhouse for those respective armies, I thought I might need to make a corresponding Ancient Hellenistic something.  So a while back now - having just found these photos deep within the memory card - I put together a temple based on a small photo within a travel promotional pamphlet.  It is constructed out of a piece of foam core, pieces of styrofoam and card with columns made from very old cardboard tampon applicators.... Needless to say, my wife, now well past that stage of womanhood was surprised, firstly, she had given or that I had asked for such items, and, secondly, I had kept them for these many years!  

after a quick primer, colour of the styrofoam and card still visible.

Certainly no prize winning example, but it was a very quick build - no more than an hour and a half from first cut to finished painting, having primered it shortly after gluing and then painting it immediately after that.  

Added some terrain basing which helps the look of it.  Interestingly, the paint color of the "stone" has not changed from the first photo to this, however the camera certainly has noticed a difference! 


  

Tuesday, 1 November 2022

War of 1812 Fictional affair

Having concluded one of the interesting Campaign battles between Craig and KevinA using PeterM's campaign rules, the troops and terrained tabletop had me bring out my bigger battalions for a long-neglected War of 1812 solo-battle. 

Canadian Militia (in early war green tunics) deploying within the village. The regulars of the 89th Foot can be seen in the distance.

I can quickly describe the action: the Americans with two units of Kentucky militia (poor) and the 28th Infantry (also recruited in Kentucky and also poorly trained....) came up against two units of Canadian militia and the 89th Foot. The mounted Kentucky Rifles leading the American advance were in scout mode which covered the American advance but when ordered into formation decided their duty was done a sulked in the rear for the remainder of the engagement - rather unfortunate dice rolls for them were made!  

While the Canadian militia are rated poor, the 89th Foot is good.  Not having played the rules for awhile, and that they are based on random dice for unit control, nevertheless the outcome was what might be predicted.  The Americans marched up (mostly in column so to actually move!) only to be frozen in place and decimated by musket fire. The Canadians even had the gumption to move against the rattled militia, routing them and their friends with them.  The American regulars of the 28th, not having much resolve, so followed as the British 89th, having poured several volleys into them, rolled high enough to advance and have these Americans follow their fellow Kentuckians back across the bridge so confidently crossed only a short time before. 

The Americans marching on the road from the bridge crossing. The American horsemen seen behind the trees would soon call it a day and leave the infantry to do the fighting.... The simple terrain was left over from the campaign I have been hosting.

The lead Canadian militia unit, upper left, is advancing upon the shaken Kentucky militia in their hunting  jacket attire. The other Kentucky militia is aggressively advancing but needing to be in march column which will soon face fire from the 89th Foot ( at right ).  The buildings are my old home-built models.

The 89th Foot.  These have been around for awhile as the flags are hand-painted a requirement before all the nice printed flags became available.  I have the 21st Fusiliers yet to paint because I have the regiment's hand-painted flag done and ready to be used for many years now!



Sunday, 30 October 2022

1956 Sinai Tank Battles on the Tabletop

 Of course i am all-over the map with my painting, including doing a What a Tanker!  rendition of the Egyptian-Israeli conflict of 1956 (Suez Crisis) as had picked up cheaply some 15mm plastic kits T-34/85s and Shermans.  They did not fight against each other in WW2 but DID in the Sinai thus this joining my growing and rather eclectic collection of wargaming subjects. Only 4 tanks a side but still needed to be built and painted (and a whole lot of internet research as having very little knowledge of the conflict or the weapons!)

In the right background of the photo is my attempt at mocking up an Israeli M50 “SuperSherman” with the up gunned French 76mm high velocity  I use the Firefly or Panther fire rating for this gun. They had only a few during this war. 
M-50 Israeli Sherman
 Later the Sherman it would be up gunned yet again to a 105mm as the M51 but with the M4A1 hull not the presented M4A4. All the other ratings per the rules.  However I have the Egyptians always buttoned-up due to Soviet training doctrine and their crews 'poor' ignoring all Wild Dice but one and having extra to make hits.  This game had the Egyptians victorious over the Israelis nevertheless.  The T-34/85s are much more powerful than the Shermans within "What a Tanker" rules. 

The ‘on fire’ Sherman at left, is a result of me messing up on the two-part treads and, whilst tearing apart - after the glue had almost set - had it damaged too much…so I REALLY tore it apart!  It now becomes an obstacle on the rather featureless desert.


Thursday, 27 October 2022

Chasseurs d'Afrique 1834

 




My small unit of 28mm Chasseurs d'Afrique during the French occupation of Algeria in the 1830’s.  This is much earlier than the Beau Geste era so the uniforms are more Napoleonic than ‘colonial’. 
I based the army as my original infantry I made (converted from Napoleonics in overcoats but with the distinctive tall red cap -see below) are the French Foreign Legion who would be sent to Spain in 1836 for the Carlist War.  The uniform in Algeria would be changed in the meantime. Thus the early time frame. Still flintlock muskets at this time.
Obvious not based up yet.  Made from Perry plastic ACW cavalry horses, 3 of the riders are also ACW but the others kitbashed from various Napoleonic bits - French and Austrian. A bit of scraping and different colour of paint hides the American-ish of them <grin> 
French Infantry in the common overcoats worn in Algeria (it can have quite miserable weather).
These are my earlier edition. I have subsequently have removed the tent roll and changed their epaulettes to red fringe and green to represent the Foreign Legion during this era. 

French Zouaves in green turbans (2nd Batt.) in 1834

Still haven't an opposition however. Sigh.  Might wait for the company "1898" to develop their Berber range or still have them as 'hidden' marksmen in hill and scrub....

Thursday, 13 October 2022

Samurai Clash

 Hosted a Samurai game using Lion Rampant at the local mini-con.  

While the new 2nd Edition of the rules has the rule's author Dan Mersey argue for the one-failed-activation-and-you-are-done rule to be continued, I and many others have not done so as the players have felt dejected from not having any involvement for turns - or for the entire game in one famous event! However, as this game was essentially a four-way fight and each player only had 2 or 3 units, I made this original rule in effect.  Of course, there were many failures but this had the turns fly by and kept everyone very much engaged.  "What? My turn again? Excellent"





One event of the game stands out.  The banner of Okudaira Sadamasa was "stalled" lacking the activation to move with the army by PeterM's usual rolling.  However my also usual poor activation dicing had this prime target for the villagers to gain victory points out of reach.  This sorry state would last for much of the game, turn after turn.  Meanwhile the other players had a time with great slaughter.... 

The camera must have been on one of those funky settings.  The villagers are massed behind the building ready to come out of the gate...if i could only roll high enough dice.....


latest ancients/skeleton units

 Did some points counting of my Ancients armies with Dragon Rampant and came up with, if I purchased yet another box of the boney ones, I could even my three armies all at a nice large 32 points. 

The Romans got an additional "legio" 

A merge of Wargame Atlantic skeleton and Warlord Veteran Roman plastics

The textured marker is to indicate they have a 'pila' bonus to use adding to their attack. This is a small additional rule add by myself.  In typical Rampant style (along with evading and skirmishing at 7+) it must be activated and successful - or not - they are used up.

The Successor/Seleucids received a third pike unit making a nice pike block and a "mercenary Greek hoplite" sword unit.

Three units of pike combined.  If together, they move under only one activation (making movement all together).  Attacks and defence is increased and casualties are spread out making individual unit courage less difficult to pass.  

a Greek mercenary losing one's head for the upcoming battle......      The expediency of creating another figure to fill in the ranks of the unit, but not having enough legs(i.e. figures) to do so - as the Legio has 10, the pike unit has 11 and this unit with only 11 for the total of 32 plastic figures in the box - had me glue on arms backwards on a spare torso and squish out the hands to feet-like proportions so the miniature would appear to be gathering up himself after losing his head temporarily.


Yes, an all-together silly 'project' but serves my 'needs' all the while keeping the time consuming part shorter for an ancient collection - and I suppose also fantasy if I require.....



Monday, 19 September 2022

The Cavaliers down the High Street


 My solo "Tersey River" fictional ECW campaign has made an appearance on the table.  Memorable for the effectiveness of the cannon fire from "Little Maggie" which discouraged the Tawney attack across the bridge of the Tam and the headlong charge by Lord Blare down the highstreet of Carweal village being met with the veteran cavalry of the Murrey faction charging down the street from the opposite direction!


Blare's troopers took the brunt of the force and were forced to halt causing a traffic jam of milling horses within the town and were soon forced to flight.  


Wednesday, 7 September 2022

Somewhere south of Battleford....


The ‘birth’ of my new unit of NWMP newly painted last night.

 The North-West Mounted Police, were the Canadian Constabulary of the later 19th Century used in modern-day Alberta, Saskatchewan and Manitoba “the Prairie Provinces”.  This is a vast area, some 1,780,000 km2.  For comparison, the UK is 243,000 km2.  The southern area of Saskatchewan, the primary theatre of operations during the North-West Rebellion is approximately the size of modern Germany.  For all this area of patrol, only some 500 officers were employed and so thus the very small contingent for my force made from conversations of the Perry American Civil War plastic cavalrymen.  The dismounted trooper happens to be a Brigade Games Boer with a new plastic Home Service head to represent the mounted infantrymen status of the contingent. 


While the historical relationship of the NWMP and the native aboriginal population was generally good, some of the Cree joined the Metis of Louis Riel in conflict with the Canadian government.  Under this guise, I created a very small scenario to use my newly painted NWMP contingent for that campaign and that of the native teepees built during the summer.


Not sure about the accuracy of this work but certainly presents an interesting portrait of the NWMP 


NWMP on parade at Fort Calgary. Note helmet and white gloves from which I took my inspiration. Actually doubtful that the patrolling troopers would continue to wear such gear but this IS wargaming and we all do the full-dress appearance of our miniatures, don't we?


The scenario has the NWMP to determine the belligerent status of the native encampment.  The camp was large with a woods to the south and unknown to the policemen, a slight escarpment in front of the camp.

 Cree tipi/teepee.  My tipis are from old conical drinking paper cups held in storage for many years!

The Canadians trotted toward the camp with careful view to the small copse of trees to their right. A high-pitched voice was followed by firing, wounding one of the troopers. In the commotion the NWMP were unaware of the firing from the escarpment (no hits from this direction at all, so presumably no effect or reaction from the otherwise involved troopers).  

The log marker represents a 'pinned' status, the blackened cotton ball (those often stuffed in oversized pill bottles are wonderful for this purpose) represents a shot from the Cree hidden in the trees. The troopers are converted from Perry plastic American Civil War cavalrymen. While the mounted fellows have retained their heavy gloves (which I have given them from 'green stuff') their dismounted companion has placed his under his belt on the back - also green stuff.

Recovering their motivation (making the pinning test) they moved away from the fire and toward the camp.  More firing came from the woods but to no effect. However the troopers were now startled from the close range fire from the hidden position in front of them, and the same trooper was again hit ( I diced to see which of the three would be hit)  Pinned once again, they waited the Cree reaction but none was forthcoming.  Unbeknown, the Cree were short of ammunition and arrows thus equally unable to continue the fight. (I rolled very low for the amount of shots the Cree could deliver)

But the policemen had their answer about the Cree attitude and decided to quickly retire to report. ( I rolled maximum on the dice for their morale/activation!)


Wednesday, 24 August 2022

A small affair in Saskatchewan

 Wanting to entertain the boys having traveled many hours, I took the time late night to set up another small game for the morning after breakfast before we set off for the local hobby store (opening late at noon) 

(for other games played during "Dougfest" see previous posts)

I picked a recent personal favourite in the Canadian Northwest Rebellion of 1885.  The scenario was simple. Each player had two units of infantry to approach and protect a wagon abandoned previously from opposite directions.  The enemy Metis had predetermined ambush points.  We played with the "Men Who Would Be Kings" rules.  

Fun little affair.  I played the Metis who were given ammuntion restrictions, the single threat to James's contingent fired their one shot and then departed! He was slightly delayed with one unit who had to deal with them....

the other Metis group had more shots and forced one of Seth's green/black-clad Rifle units to continually fail their morale and fall back.  But the wagon was saved and the newspapers back home rejoiced in the "great victory"

The Canadian Militia of 1885 and part of JamesC's command. In the background the second group is approaching the hill from which they took fire (the smoke cotton ball in the far distance indicates Metis fire)

SethT's Canadian Rifles in action. The 'log' marker indicates they are currently "Pinned". His other unit is assaulting the Metis position indicated by the 'smoke balls'.  
The figures are Perry plastic American Civil War Union types with new glengarry headdresses added by me with Green Stuff.


Tuesday, 23 August 2022

Chattanooga - Napoleonic style

 Having the guys commit to a full weekend, I set up a secondary game should we need in addition to the larger affair earlier (see post: the big game  ).  I set up a 'bathtub' version of the American Civil War version of Chattanooga.  

In this scenario, the Union would have the advantage of not only the numbers historically but with the rules, multiple commands giving much better tactical maneuver.  The Confederate commander would, regardless of the position of his General, have most of his spread out troops out of command radius and thus less likely to be allowed tactical positioning.  He would be always be forced to only command those troops most needing and leaving the others to the tender mercies of the opposition. 

The scenario roughly follows that of the historical battle.  The Confederates had the Missionary Ridge position in the centre with slightly forward positions of Lookout Mountain on the left and Tunnel Hill on the right held by, in our game by the Brunswickers and Highlanders respectively. While the Dutch-Belgians held the centre ridge. To represent the unexpected rapid collapse of the Confederates on the ridge, I had their combat rating undetermined until contact so even their commander would not know how much they could be relied upon. 

The Union were in three commands: Hooker with his Westphalians would attack Lookout Mountain; Sherman and his Napoleonic Minor States contingent would attack the Highlanders representing the steady troops of Cleburne.  In the middle under the fortifications of Chattanooga was Thomas and the artillery.  In the actual battle a portion of the troops would make a demonstration on the lower slopes of ridge, get shot at and as a un-commanded response charge up the hill and rout the Confederates! I had Thomas' troops ability to do the same (but in future games restrict him even further as this push made all Confederate resistance futile)

We ended up playing two games of this. One Friday night and the other Saturday.  Both followed the historical narrative.  The boys seemed to have quite a bit of fun with these smaller 'fast' games.

part of "Hooker's" Westphalians 

Westhphalians vs Bruswickers defending Lookout Mountain (my command...and my favourite Napoleonic army..love the somber black. Converted plastics)

a mid-battle overview with Thomas's troops in the centre having left their entrenchments and attacking the Ridge (right of photo), and 'Sherman's' troops slowly marching to assault the British Highlanders on Tunnel Hill (upper right).  Lookout Mountain is off-camera lower left.

You can view DavidB's blog at  David's narrative  for more on this scenario

Blenhiem - Napoleonic style

 Hosted after the two year hiatus, my big summer game of Napoleonics.  I use the opportunity to do a scenario outside the era, and have in the past conducted Gettysburg and Antietam among others. This year using the War of Spanish Succession battle of Blenheim fought in 1705.  A 'nice' linear battle with large commands enough for the five commands expected. The boys came from four different cities, indeed states, and would travel over 1200 kms to play. My thanks.

So on the Allied side was JamesC coming up from Oregon who was Eugene (using my Prussians), PeterM  from Burnaby, who had Cutts' contingent facing Blenheim using my Saxons, and in the middle using Russians, I was a (poor) Marlborough.  On the French side was SethT from Seattle as Tallard commanding, well, French; and DavidB from Vancouver Island as the Elector using my Italians and every green-clad cavalry unit.

I will add comments to the photos as expose' to the game. 

A couple of early comments.  As it was a battle from the Age of Marlborough, it contained much more horse than the usual Napoleonic affair.  It brought an interest dynamic to the tactics which everyone enjoyed.  Once could use combined arms much more effectively.  The horse elements force the infantry into square, the artillery effectively pounds the squares, the infantry now roll over the weakened and out of formation enemy infantry. Attacking becomes more problematic and takes more thought and time. I did neither and so my grand attack, the attack which won Marlborough his fame and naming of a military era, did not occur.  However, everyone else fought well.  

looking from the south (the usual view of the Blenhiem maps) show Oberglau upper left and Blenhiem lower right. The French on the left, Allies on the right across the Nebel River.



part of my contingent starting to cross the waterway

My Saxons under PeterM's careful command.  The wagon is that from my Dutch-Belgian contingent and represents his LOC if forced to retreat.  The Saxons represent Cutts' mainly British formation of the actual battle going up against the village of Blenheim.


For the Napoleonic Russian fan.  The sticks are our measuring devices.

View showing the early deployments. Each infantry stand represents ~2000 infantry, ~1000 horse. We still manage to put the large battle onto a 8 by 6 foot table with room for maneuver. 

Seth's dispositions very much replicated the actual deployment by Tallard in 1705.  To have some semblance like that of the real battle, the French Victory Conditions were to maintain the villages. Thus they committed a large potion of their infantry to that task as did the French in the historical battle. 

A Marlborough, I ain't...... (The Perry representation of the Napoleonic commander Kutusov actually giving an order!) I used my Russians for my command.

I leave you with a delightful AAR written by JamesC who had to suffer through a two-hour border wait but used the time to compose this wonderful narrative:

"The initial Prussian deployment was based on the feeling that the Franco-Italians would deploy as close as possible. (ed. note: I used a blind to keep the opposition deployments secret for the first time) The four Prussian infantry bases were tasked with crossing the muddy Nebel to capture Oberglau. The cavalry, all 8(!) bases, would swing to the right to hit their flank and also have some Light Horse run deep into the enemy’s rear to capture their LOC. In-between them would sit the paltry Prussian artillery consisting of one foot and one horse artillery bases. 

That plan was undone when the screen was removed and Zeithen saw across the stream, in front of the town, was a mass of Italian Heavy Horse. The foot artillery immediately opened up on the enemy horse, causing a hit but also breaking their guns in the process, cutting the units effectiveness in half. The infantry (wisely?) decided that crossing the Nebel and being disordered within charge distance of some angry Italians on large horses would be unglücklich (Ed. unlucky) and held their place. The cavalry started their glorious advance, supported by the Horse Artillery. 

The cavalry continued their advance over the next two turns while the foot artillery  tried their best to make an impact on the pasta-loving horde. They reduced a base of HC to one pip and promptly decided they had done enough and packed it up for the day. The infantry crossed the stream and immediately found out that was, indeed, a bad idea as the lead left element was charged and pushed back across the river. The other lead element decided to block an HA from going into the Prussian center by moving in and (illegally as it turned out) going into square. The Italians sent a cheeky infantry base in and charged the Horse Artillery making them scramble to the rear. 

On the right, the cavalry continued their pursuit of glory, sending some Italian light horse running and making short work of the cheeky infantry base. 

Things settled into a bit of a stalemate as the Prussian cavalry was stymied by a screen of infantry in square. The infantry was content not to challenge the Italian HA in front of the town. The Horse Artillery moved up to start blasting the squares and soften them up for a glorious charge. A base of light cavalry was sent around Lutzingen for the Italian LOC.

By turn 10, the Heavies had had enough sitting around and two units hit one square and sent it packing. The same artillery softening followed by a cavalry charge was then done in subsequent turns to the remaining infantry base in square between the two towns. 

Some smartly dressed Neopolitans swung around Oberglau to try and hit the Prussian squares. However, they did not count on the infantry across the Nebel doing the very un-Prussian like move of a disorganized charge into their flank. Even though it was an even fight, the sight of a horde of muddy, wet Germanic manhood was enough to make the Neopolitans long for the sight of Vesuvius again and they left the field. 

Everything was going Prussia’s way. That was when a unit of Heavies pursued and destroyed some Italian Lights, but exposed themselves to artillery fire and were destroyed. The ensuing morale check on Turn 15 resulted in a Prussian withdrawal to think things over. This ended up being decisive as it meant the Prussian Light Horse was unable to reach the Italian LOC before night fell and hostilities ceased. 

While, yes, the Italians did technically hold both towns, they were surrounded by vengeful Prussian horse and a largely intact infantry. Of course, the Prussian morale victory was in a tactical defeat for the Allied Prussian-Russo-Saxon side. As the sun set, all Zeithen  could do was throw up his hands and let out an exasperated “Wir haben es versucht.”  (Ed. We tried!)"

Again I would like to thank the efforts of everyone to attend.

    

Monday, 1 August 2022

"Fine Day's" Battle of the Broken Wagon

 Fine Day, the Cree Warrior Leader stared upon the Canadian soldiers with much confusion as they slowly walked in unison, a slow walk, their legs moving as a centipede. “Why do this?”  he asked Small Bear. But his companion shook his head.  “Starlings?”, Small Bear offered as the red-coated soldiers did walk as those birds flew,  seemingly as one following unknown commands. But perhaps it is so we are confused as we are and will not attack? If that is their plan, it is working well thought Fine Day. Do we?, the warrior contemplated. 

Stepford's contingent in full dress, practicing their formation drill on the open prairie.

Across the meadow and for several hours now the rest of the convoy had moved north leaving a small contingent of the York and Simcoe Regiment to stand guard over the broken wagon, empty of its cargo, and guarding the artillery piece left here so it’s limber horses could provide the extra power to move the other overloaded wagons 

Sgt. Simmons, commanding the gun crew, was resting looking up at the circling birds when his loader made the comment , “The gun just moved!” Getting up from his supine position, the sergeant witness the gun slowly but methodically gaining speed, muzzle first, toward a small gully. “Get up you buggers!”,  he shouted to no one in particular. 

Simmons, Dobkins and crew working to upright the cannon and get it into action.

Two companies of the York and Simcoe Battalion were equally lounging in the midday sun, lifted their heads to see the artillery crew run after their cannon.  Interestingly none got up to help as they remembered the afore mentioned artillery Sergeant suggest to the column’s commander that they could provide the horsepower to move the gun along. “We are not bleeping mules!” was the general consensus and the matter was dropped. Let the artilleryman now become their own mules to drag the damn gun from the bush. Heads returned to the reclining positions as their ears still could hear the sounds of frustrated artillerymen and the shouts of particularly ambitious colour sergeant who was parading his charges in full uniform up and down the grasslands.

This would continue for several minutes when a lone person walking with a limp, came into camp asking for the commander. “ I am one of Bolton‘s Scouts. I encountered a group of Cree moving this way.  They shot my horse and I landed with a slight slight sprain. Got here as quick as God allowed but I must warn that you may be attacked”

Then the shots rang out from the clump of trees to the north-west…..

My simple terrain try of birch trees.  the Cree are hidden somewhere amongst. [spoiler alert: I have no Cree.  But in my defence, historically, the Canadian soldiers would not see any either!] 

So begins the solo scenario set up during the Canadian Northwest Rebellion using the ever unpredictable rules “The Men Who Would Be Kings”. The game begins with the cannon overturned in some scrub, an exposed Canadian militia unit in close order in the middle of a featureless prairie, two other companies unprepared for battle, and a number of natives firing away.

I had rolled for the Scout to give advance warning and my extremely low rolls for his movement speed suggests he was on foot only and hobbling at best. 

Smith consults with the wounded Bolton Scout and his contingent faces the tree-line.

For entertainment I rolled for the traits of each of the Canadian Leaders per the rules. The artillery has Simmons “a weakling” so no melee bonus [well, that makes sense for an artilleryman].   The marching unit under Stepford has a weak leadership of 7+ but with the trait as a “Musketry Buff” if activation orders for fire or volley he increases to 5+. [and this on the unit already in close formation, the volley fire bonus could be advantageous. Unfortunately it could not be used during the game] 

The forward unit has a steady officer under Smith with the leader ship of 6+ and the rear unit under Gallant has [surprisingly I rolled box cars] hero status activation at 4+ 

The Cree shooting immediately gave Stepford’s marchers almost 50% casualties but they would not break and retired to the road as Smith’s Company poured steady but ineffective long range fire against the tree-line. To the south, Gallant’s company led by the “hero”, steadily moved to the flank of the Cree position and, yes, the artillery crew continued to upright the cannon and prolong it into a firing position 

At this point the Cree fire ceased.  The Canadians pondered whether the Cree had abandoned the attack or not [actually the Canadians were all out of affect of a long range fire, so I ceased to roll for firing!]

The artillery finally moved into position but… “Dobkins, you bloody idiot! Go back and get the ammunition!” …the artillery it fails it’s firing activation.

Dobkin at left. Does he finally have the correct ammunition? ( or more to the point, can I roll enough to activate the artillery firing?!)

Meanwhile Gallant leads his company to flank the tree line when the tree-line explodes with gunfire, frightening in the militiamen and pinning them despite their fine leader.

The Canadian militiamen ready to charge into the woods. Smith's in the foreground, Gallant's depleted group in the distance.  The smoke-balls are an indication of the Cree fire expenditure. Historically they were quite low on ammunition so I roll for the amount they have to fire, and lose d6 pip per activation attempt.  Thus often they are forced to retire due to lack of ammo. 

“Dobkins! Bring the correct ammunition, damn you!”  I read the rules with the artillery ignoring cover.  Well, this should cause some Cree casualties.   Wrong. I rolled no hits on 4+!   But a turn later, finally the gun got into action regularly hitting the southern Cree unit and repeatedly pinning them.  This allowed Gallant’s militiamen to approach closer without oncoming fire.   Smith finally giving up on his long distance fire, double-timed it towards the tree line. He was rewarded by no further casualties.  My Cree fire was rolling poor. The Canadian militiamen were surviving the weakening Cree fire; and for the most part the Cree were not willing to engage in hand to hand combat so with only a few rounds of ammunition left, they got on their horses and retired from the “Battle of Broken Wagon” 

------------------------------------------

Game Notes:

-I needed a back-story to why one of my units is in march order but not the others; so the “centipede” narrative. This unit may only have convoy duties henceforth.

-no warning explanation in the story is for my very low movement rolls

-I only remove 1 figure regardless of hits, but account for the total hits for the important Pinning Tests. This serves to make the overall miniature removal a little more realistic but the rule’s pinning numbers remain intact.

-historically, the Canadian militiamen were enthusiastic but had very little training.

-the miniatures are with a metal artillery crew having new headdress modelled, and the infantry converted Perry plastic ACW Union types.  Not perfect but with a wargamer’s squint….. 

-I added the Perry Home Service helmets because I was given them, they did indeed wear them (!), and I did not thus need to model more glengarries!