Wednesday, March 31

"Game 1" - Move 4

Union Movement Phase:

OK – with three full descriptive moves behind us I think I owe you a break so I’ll cut down on the full description of all the modifiers going forward..

Union commander throws 7 for his brigade dice when deciding move distance.. which, with modifiers comes out as 9 – both units are disordered so check on the “Disordered Troops” part of the manoeuvre table.. they get “Rally” results, so they remove the disorder condition and can then move half..
  • 14th Indiana: unit moves up on the 8th’s flank – mostly behind the wall.
  • 8th Ohio: decides to stand behind the wall – no move.

Union Firing Phase:

Confederate Defensive fire:
  • 2nd Virginia 4 bases – all firing at 8th Ohio
  • 4th Virginia 5 bases – 1 base firing at 8th Ohio, the other four bases will fire at the 14th.
Casualties:

8th Ohio: 5bases/9 stands @ 3”- 6” (1FP) range = 9FP’s = +2 Modifier; -2 for the fact that the 8th Ohio are behind the wall plus a dice throw of 9 (!) means they score a 9 – “Galling fire” first Union casualties and also disordered.

14th Indiana: 4bases/8 stands @ 3” - 6” range = 8 x 1FP = 8FP’s = +1 Modifier; -2 for the fact that they are (mostly) behind the wall plus a dice throw of 5 means they score 4 – no effect…

Union Offensive fire:
  • 14th Indiana – all 4 bases will fire at 4th Virg.
  • 8th Ohio 5 bases – 3 bases at 2nd Virg., the other 2 bases will fire at the 4th Virg.

Casualties:

2nd Virg.: 3 bases/5 stands @ 3”- 6” (1FP) range = 5FP’s but unit is disordered so half FP’s = -1 modifer; D10 of 10 means they score 9 which results in a “Galling Fire” – second blood of the engagement – they lose 1 stand & are disordered (yellow pin). The score of 10 on the dice means that there is a chance the unit will be “low on ammunition” – but a dice against the chart shows “no effect”… because this is the second stand lost one whole base is removed..

4th Virg.: 6 bases/12 stands @ 3”- 6” (1FP) range = 12FP’s but four of the stands are disordered which ends up in a modifier of +2; D10 = 8 means they score 10 which results in a “Galling Fire” – further disorder, and another Confederate stand lost!

Some quite outstanding shooting by the Union troops and thereby hangs one of the issues with these rules - I'm no historical simulationist when it comes to my wargames - I know they're just games - but I do like to be able to rationalise the results I see when a dice is thrown; these single D10's introduce a massive range of possible results. DG and I have done away with it for the movement phase by using 2D10/2 but at the time I said I didn't want to do that for musketry, it's clear however that the dice is a massive part of the calculation - I may want to change my mind! Based on what we've seen in this game so far, for example, we see the Union troops firing a good volley, a bad volley, and then an excellent volley - but what would cause this variation in "real life"? They've been under fire throughout, disordered for most of it, the only change is the variation of the dice and what is that modelling?

Union Charging Phase:

None..

Move 4 - Confederate Movement Phase:

Again, the Brigade Commander within 9” of both so they share the move dice

D10 = 6, which gives a modified result of 8. Both units are disordered so they both get a “rally” result – disorder removed and half move. The rebel yell rings out across the table as they both surge forward towards the enemy held wall …

Confederate Firing Phase:

Union Defensive fire:

7 bases at the 4th, 2 bases at the 2nd…

2nd Virg.: 2 bases/3 stands @ 0 - 3”(1FP) range = 3FP’s but unit is disordered so half FP’s = -2 modifier, no other modifier, D10 = 7, so result is 5 – just enough to disorder them, but not enough to stop them closing!

4th Virg.: 7 bases/14 stands @ 0 - 3” (1FP) = 14FP’s = +3 modifer, no other modifier, D10 =8, so result is 11! A “galling fire” – disordered, one stand removed, but still not enough to stop them…


Ouch!!

Confederate Offensive fire:

None – I reserve my fire for a “cold steel” bonus in the melee

Confederate Charging Phase:

In we go…

First combat was against 8th Ohio

Confederate modifiers:
+2 for fresh troops; -1 for trained troops;+1 for “cold steel”; -1 disordered; D10 = 2 – overall result of 3 (gulp….)

Union modifiers
+2 for fresh troops; -1 for trained troops; -1 disordered; +1 for the wall; D10 = 8 – overall result of 9..

A difference of 6 – the worst possible result! 2nd Virg. lose a stand and retreat a full move disordered… 8th OH hold.


Second combat against the 14th Indiana

Confederate modifiers:
+2 for fresh troops; -1 for trained troops;+1 for “cold steel”;-1 for a lost stand in the firing phase; -1 disordered; D10 = 3 – overall result of 3 (gulp….)

Union modifiers
+2 for fresh troops; -1 for trained troops; +1 for the wall; D10 = 2 – overall result of 4..

A difference of 1 – the attack falters, 4th Virg. move back a half move and end up disordered – no casualties

Definitely not what was wanted - looks like the Rebs left it too late to launch the attack, the concern now is that casualties are significant and the 2nd Virg. is now "worn" (due to the casualties)...

Position at end of move:


Monday, March 29

"Game 1" - Move 3

Onwards and upwards with move 3...

Union Movement Phase:

Decide move distance - as per last move, the Brigade Commander is still within 9” of both so they share the move dice.

D10 = 8 (NB. 2D10/2...and that's the last reminder, honest.. )

Modifiers remain the same:

+1 for an Able Commander (Kimball)
+2 for fresh troops
-1 trained troops


Modified dice = Dice +2 = 10 (whoo hoo!)
• 14th Indiana: “Quick Time” – unit moves move and a half – they move by the flank (sideways) for half move, and then use the rest to move up on the 8th’s flank..
• 8th Ohio: “Rally with Elan” – the unit recovers from disorder and can move a whole move.. it closes up on the wall.

Union Firing Phase:

Confederate Defensive fire:

• 2nd Virginia 4 bases – Will fire at 8th Ohio
• 4th Virginia 5 bases – 1 base at 8th Ohio, the other four bases will fire at the 14th.

8th Ohio: 4bases/8 stands @ 3”- 6” (1FP) range & 1 base/2 stands @ 6”- 9” (0.5FP) 8 x 1FP + 2 x 0.5FP = 9FP’s = +2 Modifier.
Other modifiers:
-2 for the fact that the 8th Ohio are behind the wall
D10 =6
The modified dice score = Dice + 0 = 6 which results in a “Harassing Fire” - no casualties but the 8th Ohio end up disordered again (yellow pin).


14th Indiana: 4bases/8 stands @ 6” - 12” range = 8 x 0.5FP = 4FP’s = 0 Modifier.
Other modifiers:
None..
D10 = 7
The modified dice score = Dice + 0 = 7 which results in a “Harassing Fire” - no casualties but the 14th Indiana end up disordered (yellow pin).


Union Offensive fire:

• 14th Indiana – all 4 bases will fire at 4th Virg.
• 8th Ohio 5 bases – 3 bases at 2nd Virg., the other 2 bases will fire at the 4th Virg.

2nd Virg.: 3 bases/6 stands @ 3”- 6” (1FP) range = 6FP’s but unit is disordered so half FP’s = 0 modifer
Other modifiers:
None..
D10 = 9 (blimey!)
The modified dice score = Dice + 0 = 9 which results in a “Galling Fire” – first blood of the engagement – 2nd Virg. lose 1 stand & are disordered (yellow pin).


4th Virg.: 6 bases/12 stands @ 6” – 12” (0.5FP) = 6FP’s but both units are disordered so half FP’s = 0 modifer
Other modifiers:
None..
D10 = 4
The modified dice score = Dice + 0 = 4 which results in a “Desultory Fire” – no effect.


Union Charging Phase:

None..

Move 3 - Confederate Movement Phase:

Brigade Commander within 9” of both so they share the move dice

D10 = 3
+1 for an Able Commander (Garnett)
+2 for fresh troops
-1 trained troops

Modified dice = Dice + 2 = 5 = “Tardy”

This result is applied in two different ways as one regiment is disordered:
• 2nd Virg. are disordered – so they get a “stand fast” order ie. they reform, and the disorder is removed, but they can’t move.
• 4th Virg. are not disordered – they get a “tardy” order from the same dice result – this is a half move… which they use to move by the flank (sideways) at half move rate.

Confederate Firing Phase:

Union Defensive fire:

Basically the same as the last time they fired..
• 8th Ohio 5 bases – 3 bases at 2nd Virg., the other 2 bases will fire at the 4th Virg
• 14th Indiana – all 4 bases will fire at 4th Virg.

2nd Virg.: 3 bases/6 stands @ 3”- 6” (1FP) range = 6FP’s but unit is disordered so half FP’s = 0 modifier
Other modifiers:
+1 Target Disordered
D10 = 3 (not so good this time!)
The modified dice score = Dice + 1 = 4 which results in a “Desultory Fire” – no effect..


4th Virg.: 6 bases/12 stands @ 6” – 12” (0.5FP) = 6FP’s but both units are disordered so half FP’s = 0 modifier
Other modifiers:
None..
D10 = 4
The modified dice score = Dice + 0 = 4 which results in a “Desultory Fire” – no effect.


Pitiful!!

Confederate Offensive fire:

• 2nd Virginia 4 bases – Will fire at 8th Ohio
• 4th Virginia 5 bases – 3 bases at 8th Ohio, the other two bases will fire at the 14th.

8th Ohio: 4bases/7 stands (NB. 2nd Virginia had lost a stand) @ 3”- 6” (1FP) range & 3 bases/6 stands @ 6”- 9” (0.5FP) = 7 x 1FP + 6 x 0.5FP = 10FP’s = +2 Modifier.
Other modifiers:
-2 for the fact that the 8th Ohio are behind the wall
+1 for the fact target are disordered
D10 =5
The modified dice score = Dice + 1 = 6 which results in a “Harassing Fire” - no casualties but target disordered – as they are already, no effect.


14th Indiana: 2bases/4 stands @ 6” - 12” range = 4 x 0.5FP = 2FP’s = -1 Modifier.
Other modifiers:
+1 for the fact target are disordered
D10 =7
The modified dice score = Dice + 0 = 7 which results in a “Harassing Fire” - no casualties but target disordered – as they are already, no effect.


Confederate Charging Phase:

None.. which brings the move to an end..

Position at end of move:

Stay with me for move 4, a report on the WWII desert game DG and I recently played... oh, and the boat has been launched!

Friday, March 26

"Game 1" - Move 2

As usual - current orbat - no change from last turn... click on this or any other graphics for a bigger view...



Move 2:

Union Movement Phase:


Decide move distance as per last move - Brigade Commander is still within 9” of both so they share the move dice

D10 = 5 (NB. 2D10/2 rather than a single D10)

Modifiers remain the same:
+1 for an Able Commander (Kimball)
+2 for fresh troops
-1 trained troops

Modified dice = Dice +2 = 7 Brigade is ‘well handled’ and moves its full rate… 12” in line

The 8th Ohio ends up a little more than an inch from the wall with the 14th Indiana in echelon about 6” behind and to their left..

Union Firing Phase:

One of the things I like about these rules is that both players are involved in each turn – and this is the first example as in Fire and Fury Regimental (F&FR hereafter) the firing phase in each move consists of a round of defensive fire combat (from the other player) followed by a round of offensive fire combat (your guys).

Defensive fire:

The Union infantry is now in range of the Confederate rifled muskets (maximum range 18”) so they’re going to have a pop…

Arc of fire is 15’ either side of straight ahead so I run the little guide I have along the front of the Confederate regiments firing to find out who’s in arc – my target is the 8th Ohio; both Confederate regiments will fire at it so it’s a single firing procedure. I use the centre of each stand to measure angle from, and as long as any of the enemy unit is within the arc they can fire (feel free to tell me if this is wrong anyone!) Having done this I can see that 4 stands can fire – three from the 2nd Virg. and one from the 4th Virg.

Range is between 6” and 12” – four stands equates to 8 bases (remember I have double base stands) & fire points at this range, according to my charts, are 0.5pt so 8 bases x 0.5 = a total of 4 firing points, which a quick check tells me is a 0 modifier

Other modifiers:

+1 for the first volley (so a bit of a waste for the 4th Virginia as only one stand is firing!)
-2 for the fact that the 8th Ohio are behind the wall (they aren’t but they’re very close to it so I'm going to count it)

D10 = 6

The modified dice score therefore = Dice - 1 = 5 which when the target is “trained” (ie. different quality of troops react differently to fire) results in a “Harassing Fire” - no casualties but the 8th Ohio end up disordered (yellow pin).

Offensive fire:

The Union regiment has an opportunity to fire back – they spilt the fire (because of the arc rules); 3 stands will fire at the 2nd Virg and 2 stands at the 4th Virg.

1st Fire @ 2nd Virg:

Same range, so we know that's a 0.5 FP. 6 bases x 0.5 = 3 FP’s, but because they are disordered we halve these => 1.5 FP’s, or 1FP as fractions are rounded down which is a -2 modifier (uh-oh!)

Other modifiers:

+1 first volley
Modified Dice = Dice – 1 = 3 (bugger!) which is “Desultory Fire” ie. no effect

2nd Fire @ 4th Virg:

All mods are the same so an overall -1
Dice was 8
Overall result of 7 which with a trained target results in a “Harassing Fire” result – no casualties, but 4th Virg are disordered.

Union Charging Phase:

None..

Move 2 - Confederate Movement Phase:

Brigade Commander within 9” of both so they share the move dice

D10 = 2 (oops!)
+1 for an Able Commander (Garnett)
+2 for fresh troops
-1 trained troops

Modified dice = Dice + 2 = 4

This result is applied in two different ways as one regiment is disordered:

  • 4th Virg. are disordered – so they get a “stand fast” order ie. they reform, and the disorder is removed, but they can’t move.
  • 2nd Virg. are not – they get a “tardy” order from the same dice result – this is a half move… which they use to wheel and close on the wall.


Confederate Firing Phase:

Defensive fire:

The Union regiment (8th Ohio) has another opportunity to fire back – they split the fire as per the previous move - 3 stands will fire at the 2nd Virg and 2 stands at the 4th Virg.

1st Fire:

2nd Virg are closer so range modifiers have improved we now have 2 stands at 1 FP and 1 stand at 0.5FP = 4 bases x 1 + 2 x 0.5 = 5 FP’s but because they are disordered we halve these => 2.5 FP’s or 2FP as fractions are rounded down which is a -1 modifier

No other modifiers

Modified Dice = Dice – 1 = 3 which is “Desultory Fire” ie. no effect

2nd Fire:

All mods are the same as the last time they fired so an overall -1; dice was 4; an overall result of 3 another “Desultory Fire” result.

Pitiful!

Offensive fire:

Both regiments are going to fire at the 8th Ohio

  • 2nd Virg. have now manoeuvred such that all their stands are within arc, and they are also closer.. 3 stands (6 bases) are under 6" away so get 1FP, plus the end stand (of two bases) who are just over 6” and on 0.5FP = 7FP’s in total
  • 4th Virg. Haven’t moved so just one stand for them (2 bases) at beween 6” and 12” range band which is 0.5Fp = 1FP’s


A total of 8FP’s which gives a dice modifier of + 1

Other modifiers:

+1 as the 8th Ohio (the target) are disordered
-2 for the fact that the 8th Ohio are behind the wall

Modified dice = Dice + 0 = 6 a “Harassing Fire” result – no casualties, but target is disordered – given they are already, no effect.

Confederate Charging Phase:

None..

Position at end of move:


The Union player (me) needs to get the 14th Indiana up and into the firing line soonest, otherwise the Confederate player (also me!) is going to defeat the Union troops in sequence..

Stay tuned for move 3 some time next week

Thursday, March 25

"Game 1" - Move 1

...and we're off...

Here's the orbat I've knocked up - I'll be modifying this as we move through the game - status codes are pure Fire & Fury, they signify at what stages troops drop down the fatigue scale, so as an example, when the 2nd Virginia lose 3 bases they'll be classed as "worn" as opposed to fresh (it may say 4 but remember my bases are double ones)...


On to the game - first off, I needed to decide who'd move first, so in time honoured fashion a D6 was thrown - Union win and move first.

Move 1:

In Fire and Fury Regimental, each sides move is in 3 phases - move/fire/melee

First off then the Union move phase and we need to decide the move distance which is dice and modifier driven.

Union Move:

The Brigade Commander is within 9” (command range) of both regiments so they share the move dice - increased level of control if all units are moving same possible distance..

D10 = 7 (DG and I use 2D10/2 rather than a single D10 as we found that with the single dice the possible range of results gave unrealistic results – a unit could be moving at the double one turn and in the very next turn stood halted just because of the dice throw)

Mods:
+1 for an Able Commander (Kimball)
+2 for fresh troops
-1 trained troops

Modified dice = Dice +2 = 9 Checking the chart this means the Brigade is ‘well handled’ and will move it’s full rate… (which is 12” in line)

Regiments in line can only move in straight lines backwards of forwards – moving obliquely therefore requires two wheels with a straight bit in the middle.. character smileys

Union Firing phase:

No firing as they are out of range (rifled musket has range of 18”)

Union Charges/melees etc.:

None... same reason.

Confederate Move:

Brigade Commander within 9” of both so they share the move dice

D10 = 5
+1 for an Able Commander (Garnett)
+2 for fresh troops
-1 trained troops
Modified dice = Dice +2 = 7 Brigade is ‘well handled’ (just – one less and we would have had a “tardy” result) and move it’s full rate… 12” in line

Confederate Firing phase:

No firing (as per Union move)

Confederate Charges/melees etc.:

None...

End Move Positions:



So that's the end of move 1 - as we go through further moves I'll start dropping all of the above detail so it should be quicker to write, and read... it's fairly clear that the wall is the major defensive position on the table - looks like the Confederacy should get there first (who knows though?! character smileys)

Wednesday, March 24

Fire and Fury Regimental Playtest - "Game 1" - Setup

Which then translates to this - that's all my ACW infantry - you can see why I needed the brigadiers quickly.. war smileys

Obligatory closeups now follow - next post, on to the game!! Oh, and DG (or should I say "granddad"!) is popping around Friday - stay tuned for some Blitzkrieg Commander (v2) action...



Monday, March 22

The search for perfect set of acw rules #4... "Regimental Fire and Fury"

So here's a little teaser - where does this come from???

OK..there's a little bit of a clue here...

..and an even bigger one in the next picture..!

Yep, it's time for a game, and I've always fancied having a go at the very simple game Don described for his introductory battle in "Battles for Model Soldiers". For the first game, the orders of battle in the book were just a couple of regiments of foot aside, with cavalry and guns being added during the second and third games - and as it happens that's exactly what the project currently has available!

For rules though, I'm going to use the set DG and I are currently play testing as part of the ongoing search for the perfect set of ACW rules... aha you say, I was wondering what had happened to the search! Well for those of you who may have been wondering it has continued, and in fact DG and I have been playing a game using the "Regimental Fire and Fury" rules ever since we finished the "Mr Lincoln's War" trial game just before Christmas [click here]

Two woods, a road and a wall - doesn't get any simpler than that!

The scenario we are using for our rule test #4 is the same one we've used throughout the search, which is the Kernstown scenario (or a flavour of it) from the "They Couldn't Hit an Elelphant" by the Too Fat Lardies [reviewed here]. Unlike previous games however, I suspect this game is going to the end because both DG and I are having a lot of fun with these rules.. so with further ado, here's the usual review....

Price: free! These rules are a play test version and are available to download from here:

http://www.fireandfury.com/aw/aw.html

Eventually the authors will release these in a pukka printed format, and at that time I will beat their door down for a copy...

Format: A4 sized, Adobe file, comprising 36 pages, of which all 36 pages are rules. No extraneous fluff as these are a playtest set pure and simple. You can also download separately a set of the charts that appear within the body of the rules..

No drawings, no diagrams, typed, black and white..

The Rules:

Brigade/regimental level

No figure scale is recommended - you can use whichever scale you particularly prefer...

Base sizes are not documented, neither are the numbers of figures per base - suffice to say that I looked at normal Fire and Fury and in the end decided on 30mm square bases for the infantry (artillery slightly bigger).

In these rules, bases are single figure depth and can then be organised in two or more ranks depending on formation - again I took the unilateral decision to base my infantry in two ranks - I dislike single ranked units intensely!

The rules state:

One infantry or cavalry stand = 40 men
One gun stand = a section of two guns

..one of my double bases therefore represents 80 men.

Movement is alternate.. IGOUGO but each side gets to fire in the other sides turn.

There are four main movement formations:

  • Line. Maximizes the regiment’s fire-power. All stands in a double line. This formation is used by infantry regiments and mounted cavalry regiments.
  • Extended Line. Disperses its troops in order to reduce the effects of
    enemy fire. All stands in a single rank. This formation may be used by infantry regiments (represents skirmishers) and dismounted cavalry regiments.
  • Field Column. Form a field column by placing two stands side by side and
    the rest of the stands one behind the other. Gives manoeuvre bonuses.
  • March Column. Stands one behind the other. Allows a regiment to utilize the road movement bonus.
These rules focus on the unit orders being given by brigade commanders who have a command radius - you then throw a dice, and add some modifiers to see what movement/action the unit takes. You use the same table whether the unit is in good order, or disordered - so same dice throw can be used for both - which I think is quite clever.. the better the end end result you get, the more the unit can do - throw low and the unit may not move at all, even with various modifiers...

Eminently sensible and I think the order system works quite well.

Each side gets to fire every turn irrespective of whether it's your move. Firing is by base, fairly straight forward and based on modifiers derived from weapon, range, unit effectiveness etc.

Melee occurs at the end of the move and is also an opposed dice roll - so basically both players never need sit back during a turn except during the moving players manoeuvre phase..

Both firing and melee can have morale effects on a unit.

Stay tuned for a quick play test of the above game...


========================================


On the sailing front a huge amount of work has been done over the last couple of weeks; this weekend just gone the anti-fouling went on the bottom... by way of a glimpse at just how much, here's a before and after shot..

Before:



After:

The Rubbing strakes (thats the wooden strip along the side to the uninitiated - and to be honest I still call them that!) have been wood treated (no I didn't do 18 coats!), tiller the same, standing rigging replaced, outboard is being serviced this week...
Classy or what, eh??

One final push this weekend should have us all set for the launch date which is....... next Monday!!! smilies

Monday, March 15

Brigadiers...

If my fledgling American Civil war armies are going to make it to the table top any time in the near future, then it's clear that they'll need some commanding officers.
Now as it happens, with the dearth of spare time in my life at the moment such a requirement fits very nicely with the limited time I can devote to the painting table at the moment - so last night with my wife safely ensconced at work (on an evening shift) and the spuds watching some hideous MTV program that seems to comprise mostly scantily clad young ladies gyrating to some hideous, bass laden, dirge (me, old????! ) I took myself off to said table and ended up after a few hours with the following...

Now given that the OOB I'm painting units for is historically based, then properly these guys represent Garnett (Confederate) and Kimball (Union) but I suspect the resemblance isn't too close - better they be considered "general" Brigadier officers...

In Fire and Fury Regimental these guys would command 3 or 4 units, and would have a command radius of 9"... tricky - you want to keep your units close!

Garnett:

Garnett was unlucky at Kernstown (and it was Napoleon who was supposed to have famously asked "... but is he lucky?" - the Emperor understood the value..).

During the battle he commanded the famous Stonewall Brigade but his brigade was forced back in the face of overwhelming Union numbers, and low on ammunition. Their position was untenable from the beginning as a result of uncharacteristic tactical mistakes by "Stonewall" Jackson...

After the battle, unfairly I think, Jackson laid most of the blame for his defeat on Garnett and had him sacked... a scapegoat if ever there was one. To all accounts it was not a very popular move with the army, as to a man, they believed Garnett was a good, aggressive, fighting soldier.. Confederate high command agreed with the army, but Jackson wouldn't detract the order. Garnett did eventually get another brigade command, but died leading it as part of Pickets charge at Gettysburg (funnily enough just a few weeks after being a pall bearer at Jackson's funeral; he obviously didn't hold a grudge!)

Colonel Eppa Hunton, who was to succeed Garnett, said of him: “He was one of the noblest and bravest men I ever knew.”

Check this excellent site for much more detail: http://stonewall.hut.ru/leaders/garnett.htm

Kimball:

I touched on Kimball in my post on the 14th Indiana (here) but in summary Kimball had fought in the Mexican-American war [edit - thanks Austin!], and volunteered when war broke out.

At Kernstown, Kimball actually assumed command of the entire Union force on the second day of the battle, as the C-in-C had been wounded. Kimball had a "good" battle and at one point successfully counter attacked and pushed back Jackson - he was promoted to brigadier general on April 16, 1862.

There you go then - he was as lucky as Garnett was unlucky... stark contrast.

Figures are Newline Design - 20mm - painted with various (mostly Vallejo) acrylics, on a black undercoat damp-brushed with white.

Monday, March 8

Painting painting painting - but not a troop to be seen...

My apologies for the dearth of posts recently, but with the launch day for "Papillon" just three weeks away things have been a little busy in Steve-the-Wargamer's life....

Last weekend was spent sanding and varnishing, a fairly useful enterprise should you wish to ensure that your pride and joy doesn't fall apart under your feet..! Despite the fact that she's almost entirely made of plastic, there is a surprising amount of wood (teak, I think) on my little boat... and it all requires quite astonishing numbers of coats of whatever product is used... whilst browsing in the local chandlers the other weekend for example (and by the by these are easily as fascinating as war games shops if you have a mind that leans that way), I spotted some yacht varnish that, not a word of a lie, spoke of 18 coats! Imagine if our little metal men required such coverage...

Either way, that tin was soon put down in preference for something from the local DIY super-emporium that promises to do "exactly what it says on the tin" (other irritating adverts for wood preservative products are available) - time will tell...


Other good (brilliant!) news received via the Microsoft jungle drums program yesterday evening, indicates that DG is a proud grandfather as of this weekend just gone!! I have congratulated him already, and look forward to feeding him some beer next time he's here - he tells me that he and the current Mrs. DG are hot footing it down to lavish attention on offspring, and grand-offspring; is it my wargamer's mind that leads me to think - "ah, I wonder if we will have time for a game"??!

Tuesday, March 2

Raid on St. Michel - Game 3 - "The Battle of St Michel" - the butchers bill..

DG regards the loss of his cavalry with
some equanimity..
As I mentioned to DG earlier today “nothing except a battle lost can be half as melancholy as a battle won” (ascribed to the Duke of Wellington but just as apt to the last battle!)

Being a campaign I rolled saving throws for the casualties in the last game this lunchtime (well the alternative was the rather limp cheese and onion sandwiches in the canteen - no contest!).

I’m working on the tried and trusted campaign casualty rule of 33% killed outright/33% heavily wounded/33% light or no wounds – what is different to normal is that for this campaign given the short time span of the campaign, heavily wounded are also removed from play. So in other words anything on, or under, 33% was a save.

DG and I should really have played to the point where he got his men off the but we chose to end it where we did (we'd run out of time!) so I only rolled for casualties inflicted during the battle. Given my cavalry were chasing his gunners so hard that bystanders were heard to ask whether there was an engagement in the offing we did at least agree that he had lost that gun…

Herewith the butchers bill:

British:

DG had lost a total of 28 SP's in the battle - after saving throws he had lost 22SP’s – a saving of 6… In many ways this battle was the death march of the British cavalry – he lost 3 complete squadrons - very unlucky on saving throws and heavy casualties during the game… there'll be some consolidation of infantry before game 4!

French:

I on the other hand got away with quite astonishingly low casualties - only 11 which I then had the great good luck of saving 6 of! So a total loss of 5SP’s after the saving throws were rolled – I also saved 6…

Roll on game 4!