....this idea of mine (see previous post on bright shining lights) of blogging about anything that goes through my pea sized brain has definitely lifted the mental shackles so here we go again...
...first off, it's February already so let's get the numbers stuff out of the way - blogs first:
..thanks for the hits to this page, guys. Nice to also see the Teasers are doing well - please leave a comment if you do play any of them, always good to see how other people do when playing these games!
Painting totals are average - I seemed to have spent most of the first half of January in shell shock, so numbers to date are just the Sudanese stuff I shared with you a few posts ago:
...going to have to do better than that if I want to beat my 2008 total!
...next, as promised a couple of posts ago, here's the latest instalment of the virtual game ("Skirmish at Carnine") DG and I are playing...
...are you sitting comfortably, children?? Then I'll begin... (happy days for a certain generation of British adult who have just gone misty eyed at thoughts of the Woodentops, Spotty Dog, Louby-Lou, Andy Pandy etc... )
You may remember that in the last move I posted on (move 4) my dragoons had failed their morale test, elsewhere on the field however, things had been going considerably better after that very shaky start...
Of my two Militia regiments - the smaller one, somewhat blown and amazed at their earlier exploits (which you can read in the extended report on the campaign page) had retired back over the fence they'd just charged so successfully over. The larger, fresher unit, had in the meanwhile gone after the rapidly retreating Ranger unit that they had so summarily dismissed earlier. Despite a hurried volley from the British they had charged home on them and sent them back in rout again (they can be seen routing on the right - marked by red pin - in the next picture. Click on it as usual for a bigger view)...
We now rejoin the game as the British prepare to test morale and move..
In the morale tests the routing Ranger unit pass and halt shaken (the McNally AWI rules use a three stage morale status - good, shaken and rout). The other Ranger unit now began their advanced upon the (still recovering) smaller of my two Militia regiments - it's clear they have mischief in mind, and I have to say that with my Militia unit being as weak as it was, I quite expecting a sorry outcome.
Steadying their muskets on the top rail of the fence the militia took careful aim, fired, and hit absolutely nothing - obviously they're still a little excited...!
On to move 5 - the Dragoons tested their morale and again failed, this time though I decided that campaign strength was the better part of valour and allowed them to leave the table (rather than stay on it, and try to recover them)
The following shows current status - this was one of the tactical pictures that I sent DG as it shows distances on it...
Moves were beginning to move quicker now in our own "kleine krieg" - these were all Light units and were worn down to the point of little effect. British firing was ineffective so DG & I pushed on to the second part of the move, and the British do their moral checks on the routing Ranger unit who passed (amazingly!) and halt shaken.. the other Ranger unit continues it's ominous advance and finally halts within charge reach... Despite my throwing 8 (on 2D6), with the penalties the American firing was not sufficient to deter them from charging, so with a heavy heart I prepared to throw the dice to see if they would stand the charge.
Second miracle of the day - they stand! Oh, happy day....
The Rangers come pouring over the fence in a green tide, roaring, shouting and pulling out knives and tomahawks as they rush forward. The Militia brace themselves, ready their weapons, but the protection of the fence is just enough to save them and (third miracle of the day) they stop the Rangers in their tracks and send them back in rout!
On to Move 6 - and the last move of the hour before we have to do a campaign turn.. focus now shifted to the the south of the battlefield, where the Americans pushed forward both Militia and Lauzun's horse within charge reach of the halted Rangers. American fire was ineffective, and in the face of the overwhelming odds the Rangers broke and ran - this was to prove the end for the unit as all remaining strength points were then lost (DG then threw the dice for any recovery of the unit)....
With one final throw of the dice to check morale for the other Ranger unit - in which they halt shaken - that brings the move and the end of the hour to a close....
More anon...
...first off, it's February already so let's get the numbers stuff out of the way - blogs first:
..thanks for the hits to this page, guys. Nice to also see the Teasers are doing well - please leave a comment if you do play any of them, always good to see how other people do when playing these games!
Painting totals are average - I seemed to have spent most of the first half of January in shell shock, so numbers to date are just the Sudanese stuff I shared with you a few posts ago:
...going to have to do better than that if I want to beat my 2008 total!
...next, as promised a couple of posts ago, here's the latest instalment of the virtual game ("Skirmish at Carnine") DG and I are playing...
...are you sitting comfortably, children?? Then I'll begin... (happy days for a certain generation of British adult who have just gone misty eyed at thoughts of the Woodentops, Spotty Dog, Louby-Lou, Andy Pandy etc... )
You may remember that in the last move I posted on (move 4) my dragoons had failed their morale test, elsewhere on the field however, things had been going considerably better after that very shaky start...
Of my two Militia regiments - the smaller one, somewhat blown and amazed at their earlier exploits (which you can read in the extended report on the campaign page) had retired back over the fence they'd just charged so successfully over. The larger, fresher unit, had in the meanwhile gone after the rapidly retreating Ranger unit that they had so summarily dismissed earlier. Despite a hurried volley from the British they had charged home on them and sent them back in rout again (they can be seen routing on the right - marked by red pin - in the next picture. Click on it as usual for a bigger view)...
We now rejoin the game as the British prepare to test morale and move..
In the morale tests the routing Ranger unit pass and halt shaken (the McNally AWI rules use a three stage morale status - good, shaken and rout). The other Ranger unit now began their advanced upon the (still recovering) smaller of my two Militia regiments - it's clear they have mischief in mind, and I have to say that with my Militia unit being as weak as it was, I quite expecting a sorry outcome.
Steadying their muskets on the top rail of the fence the militia took careful aim, fired, and hit absolutely nothing - obviously they're still a little excited...!
On to move 5 - the Dragoons tested their morale and again failed, this time though I decided that campaign strength was the better part of valour and allowed them to leave the table (rather than stay on it, and try to recover them)
The following shows current status - this was one of the tactical pictures that I sent DG as it shows distances on it...
Moves were beginning to move quicker now in our own "kleine krieg" - these were all Light units and were worn down to the point of little effect. British firing was ineffective so DG & I pushed on to the second part of the move, and the British do their moral checks on the routing Ranger unit who passed (amazingly!) and halt shaken.. the other Ranger unit continues it's ominous advance and finally halts within charge reach... Despite my throwing 8 (on 2D6), with the penalties the American firing was not sufficient to deter them from charging, so with a heavy heart I prepared to throw the dice to see if they would stand the charge.
Second miracle of the day - they stand! Oh, happy day....
The Rangers come pouring over the fence in a green tide, roaring, shouting and pulling out knives and tomahawks as they rush forward. The Militia brace themselves, ready their weapons, but the protection of the fence is just enough to save them and (third miracle of the day) they stop the Rangers in their tracks and send them back in rout!
On to Move 6 - and the last move of the hour before we have to do a campaign turn.. focus now shifted to the the south of the battlefield, where the Americans pushed forward both Militia and Lauzun's horse within charge reach of the halted Rangers. American fire was ineffective, and in the face of the overwhelming odds the Rangers broke and ran - this was to prove the end for the unit as all remaining strength points were then lost (DG then threw the dice for any recovery of the unit)....
With one final throw of the dice to check morale for the other Ranger unit - in which they halt shaken - that brings the move and the end of the hour to a close....
More anon...
Steve - nothing to do with this but there is a Triang Countryside rubber church on e-bay uk at the moment.I'm bidding on the inn!
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Clive
Thanks for the heads up! Added it to my watch list... good luck with the Inn..
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