Monday, 5 September 2011

Warhammer Dwarfs receive reinforcements

At the weekend I based up a few second hand Dwarfs I've recently acquired and moved them on up towards the top of the paint queue. I had to make up a 50 x 75 mm base for the Flame Cannon and a 40 x 80 mm base for the Grudge Pony. The Anvil is on a standard 50 mm base.




Everything that's painted is getting a repaint except for the Rune Lord who only needs rebasing.

New Spanish Civil War Project

Back in the 90's I had an urge to wargame the Spanish Civil War and so a lot of 15mm Peter Pig SCW figures were duly purchased. I based the few that I managed to paint for use with GDW's 'Command Decision', played a couple of games and put them away. A few years later I bought Peter Pig's 'Bayonets and Ideology' as well as the extra figures for two legal lists. I didn't paint any and put them away again.

A few years later still I purchased SMP's 'Blitzkrieg Commander' and though I noticed the SCW lists I only dabbled in 1/300 World War 2. Now that I've moved on to 2nd edition, it seems I'm finally geared up for a return to 1930's Spain.

Last Thursday I based up two Popular Army battalions for the Republicans. The 4 figure Infantry stands are on 50 x 25 mm bases, HQ's on 40 x 40 mm and the CO is on a 50 x 50 mm base.

Organisation:

CO
2 Battalions, each;
HQ
9 Infantry Stands
2 HMG Stands

I painted one of the battalions on Friday and textured the bases on Saturday and that's pretty much it so far except that I couldn't resist the urge to finish just one base to see how it would look. So I am able to present the HQ fron the 1st Battalion...

Tuesday, 30 August 2011

Caer Cadarn

An Arthurian Battle from Bernard Cornwell's 'Winter King'.
A 'Hordes of the Things' scenario.

 

Introduction

A HotT game for two or three players. The Silurian player must read no further. If there are three players then two will be Dumnonian; one initially acting as Umpire/organiser.

Background

Silurian forces under the command of their King, Gundleus, have moved across the border to attack neighbouring Dumnonia. Gundleus hopes to kill the infant King Mordred and seize the throne of Dumnonia for himself.
Earlier today Gundleus destroyed the settlement of Ynys Wydryn and is now in pursuit of around 30 fleeing refugees, one of whom carries Mordred. Gundleus must kill Mordred before he reaches the safety of Caer Cadarn.

Terrain/Deployment

For 15mm games the table should be 3' square. The Northern and Western edges are forested and bad-going. Caer Cadarn should be in the centre of the Eastern edge; only the walls and gate need be represented. The rest of the table should be clear/pasture and good going.
Owain's forces enter at point B in column on turn 1, apart from the 2 Horde elements which are set up at A, facing East. Owain has first move.
Arthur's presence is a secret at first. His forces are not initially deployed.
The Silurians set up in the western forest and move second.

 

The Forces

Dumnonia

Dumnonian Defenders - Base camp Caer Cadarn- 24pts - Breakpoint 12


1 Hero General @4 (Owain)
4
6 Spears @2 (Shieldwall)
12
2 Shooters @2 (OK, so the book doesn't mention any...)
4
2 Riders @2 (Light horsemen with javelin/shield)
4
2 Hordes @1 (One of these includes the infant King Mordred)
2


The defenders are defeated by reaching breakpoint, or the loss of Caer Cadarn, or the death of either Owain or Mordred. NB. The hordes cannot be regenerated.

Dumnonian Ambushers - No base camp - 24pts - Breakpoint 12


1 Hero General @4 (Arthur, who should be depicted mounted)
4
4 Knights @2 (Heavy horsemen with spear/shield)
8
6 Riders @2 (Light horsemen with javelin/shield)
12

The ambushers are defeated by reaching breakpoint or the death of either Arthur or Mordred.

Siluria

Silurian Attackers - No base camp - 42pts - Army Breakpoint 21

Silurian Riders - 14pts - Breakpoint 7

1 'Hero' General @4 (Gundleus, who should be depicted mounted with Ladwys)
4
1 Magician @4 (Tanaburs the Druid, also Mounted)
4
3 Riders @2 (Light horsemen with javelin/shield)
6

The riders are defeated by reaching breakpoint or the death of Gundleus.

Silurian Foot - 28pts - Breakpoint 14

1 Shooter General @2 (Drunken Ligessac)
2
12 Spears @2 (Shieldwall)
24
1 Warband @2 (Naked fanatics/berserks)
2

The foot are defeated by reaching breakpoint or the death of either Gundleus or Ligessac.

Silurian breakpoint: Special Rule
If either command is defeated and Gundleus still lives then the two commands merge to form one command with one die for PIPS. This new command is defeated by the death of Gundleus or by reaching Army breakpoint (21).

Gameplay

Victory conditions (or at least conditions for the each side's defeat) are explained above. They're slightly unusual and have a subtle effect on gameplay. If Mordred and Gundleus die in the same turn then it is not a draw, both sides have lost! (Looks like Arthur can be King after all!)
The following points are also relevant:
  • The Hordes move for free, no PIPS required.
  • Gundleus doesn't know which Horde element hides Mordred. Write it under the base.
  • Arthur deploys whenever Owain (the player) chooses.

Monday, 29 August 2011

Viva Firenza!

(A tribute to 70's Vauxhall motoring?)

Introduction

A fictitious scenario set somewhere in Spain, sometime in 1936. Statistics and OOB's were originally given for 'Command Decision' but the table format doesn't seem to suit Blogger. (They were taken from Command Post Quarterly, No.7. Back issues are available from GDW. Anyone who games the SCW must get No.'s 7 and 8, they're the bee’s knees). The game works with just two people but one of them, (you?) will have to take the role of Umpire/Game Master. The other player should read no further.

Background

A body of rag-tag Rebublican Militia are preparing to defend their village against an advancing Nationalist column containing troops from the Army of Africa. Deploying on the Southern outskirts of the village the Militia watch the Nationalists advance in seemingly overwhelming numbers but then there is an unexpected arrival...
A motorised battalion of Regular Army types have arrived just in time. The Colonel in command insists that the Militia allow his men to deploy in the Fortified Villa cum Mansion, otherwise he'll be on his way again. Colonel Gros Punto has a secret agenda. As soon as the last Militia troops are out of the Villa his men will start to empty it of the many art treasures within. It will take 5 turns to load the wagons and then he will be on his way, leaving Dorado and his Militia to their fate.

Republican Briefing and Forces

You are Fernando Dorado, son of the former Mayor of what is now the Collective of Firenza. Over the last month you have organised the formation of a column of local Militia (the Dorado Column) and you were about ready to march to lend a hand in the Battle of Madrid. However, events have overtaken you and now you and your Militia will gain their first experience of war defending their own village.

You command the following forces;

Headquarters, with;
1 command infantry stand
6 Centuries, each with;
3 infantry stands
1 MG company, with;
1 MMG stand

Republican Reinforcements - Umpire controlled


Colonel Frederigo Gros Punto commands the following forces;

Headquarters Company, with;
1 command infantry stand
1 truck
3 wagons (empty) (M)
1 support stand
4 Infantry Companies, each with;
2 infantry stands
1 truck
1 MG company, with;
2 MMG stands

When the Republican reinforcements arrive the Militia player should be handed a card on which is written;
"A motorised Regular Army battalion under the command of a Colonel has arrived to support you. He has no jurisdiction over your Militia so you will fight as two separate commands. He insists that if he is to stay then his men alone should defend the Villa; you must redeploy your Militia or he will leave."

Nationalist Briefing and Forces - Umpire controlled

You are Brigadier General Juan San Martin, commander of the El Gato column of the Army of Africa. Your objectives are simple - roll North as fast as you can, destroy all resistance. More immediately, you are to capture the village of Firenza.

You command the following forces;

Column Headquarters, with;
1 command stand
1 car

Foreign Legion Bandera, with;
Headquarters Company, with;
1 command stand
1 recon infantry stand
3 Infantry Companies, each with;
1 command infantry stand
2 infantry stands
1 MG Company, with;
3 MMG stands.

Moroccan Tabor, with;
Headquarters Company, with;
1 command infantry stand
1 MMG stand
2 Infantry Companies, each with;
1 command infantry stand
1 recon infantry stand
1 infantry stand

Game Play and Map

  1. The Militia deploy first (N of C-D), then the Nationalists (S of A-B). The Villa counts as 3 stone buildings for deployment purposes.
  2. Game commences.
  3. On Turn 1 the Republican reinforcements arrive. The Militia player should be handed a card as detailed above.
  4. 5 turns after entering the Villa, the reinforcements pull out again as fast as they can.
  5. The Militia take what's coming...


Victory

Obviously the Umpire can't win or lose in the traditional sense. The Militia could be massacred and still be said to have done well.
After the game there should be a form of debriefing where the Umpire comments on the other player's performance. Particular attention should be given to how well the player handled having to redeploy twice in the face of the enemy.

6mm Sikh Wars

 Organising the armies using Irregular Miniatures 6mm strips.

 

The Idea

I'm constantly looking for cheap ways to get into other periods so using 6mm figures fits the bill nicely. So what follows is how I organised my 6mm Sikh Wars armies for the 'Principles of War' rules. Extra unit types not found in the lists are covered here as well.
Regulars are not stuck all on one base, the elements are left single to allow depiction of formed/unformed status. Irregular infantry units are stuck all on one base, (2x2). Irregular cavalry are also stuck on one base, (3 abreast). Further irregularity is gained by snapping off odd figures here and there.

The British

Infantry
  1. British battalions - 2xCWB5 + 1xCWB6
  2. Sepoy battalions - 2xIND23 + 1xIND24
  3. Ghurka battalions - 2xIND34 + 1xIND35
Cavalry
  1. British Light Dragoons - 3xCWB9
  2. British Lancers - 3xCWB10
  3. Native Regulars (crested helmet) - 3xIND26
  4. Native Regulars (alternative) - 3xIND50
Additionally cavalry standards are available from the Napoleonic Miscellany range - MN1

Artillery
  1. British Field Battery - CWB13 (Crimean)
  2. Native Field Battery - IND 32
  3. British/Native Battery (Mutiny Period) - IND52
  4. British Horse Battery - CWB14 (Crimean again!)
  5. Native Horse Battery (crested helmet) - IND33
  6. British/Native Horse Battery (Mutiny period) - IND53
  7. Siege Artillery - IND59
Miscellany
  1. C-in-C - CWB15
  2. Brigadiers - IND30
  3. Baggage - IND6

The Sikhs

Regulars
  1. Infantry - 2xIND40 + 1xIND41
  2. Ghurka battalions - 2xIND34 + 1xIND35
  3. Cavalry - 3xIND42 (cut MN1 standards to shape)
  4. Artillery - IND43
  5. Horse Artillery (crested helmet) - IND33
  6. Siege Artillery - IND59
Irregulars
  1. Infantry - 3xIND37/38 + 1xIND39
  2. Akalis - 4xIND44
  3. Cavalry (Ghorchuras) - 3xIND14
  4. Artillery - IND31
  5. Zambruks - XT51 (Maratha camelry!)
Miscellany
  1. C-in-C - IND5 (Doolie)
  2. Brigadiers/Leaders - IND45
Additionally Irregular Miniatures can supply an Indian Village in white metal

Dust on the Horizon

Background

Goth and Roman forces limp slowly towards each other in the stifling Summer heat. Supplies are low but the area is fertile and there is plenty of forage to be had. Both armies have sent contingents west across the River Plonk to "tax"/raid the local farms. As the armies come face to face these troops have still not returned.

Roman briefing

You are Solar Plexus, Governor of Tibia Province and further from Rome than you ever wanted to be. News has recently been received of a rampaging body of Goths fast approaching your borders and you have set out to meet them with the forces at your disposal. You had hoped to hold the Goths at the border river but your troops are tired and lethargic in the summer heat and have moved too slowly. A number of light troops have been sent foraging to the west and the Goths who are closer than you thought are now upon you.

Battle map

Goth briefing

You are Turmeric the Goth, leader of a small raiding party. You have decided to lay waste to the local Roman province, Tibia, (though if you like it you may settle). Things have gone well and you have managed to cross the border river unopposed and only now have you come across some resistance from local Roman forces. To your embarrassment the Romans have caught you on the hop while many of your men are foraging off to the west. Oh well!

Roman forces and set-up

Deploy in indicated area. One element must be nominated as the general.
3 x 3Cv, 1 x 2LH, 4 x 4Bd.
The Auxilia and Psiloi are off table, foraging.

Goth forces and set-up

Deploy anywhere in indicated area of map. One element must be nominated as the general.
2 x 3Kn, 6 x 4Wb.
Other forces are off table, foraging.

Game play

  1. Players deploy as indicated above.
  2. Both sides have an initial breakpoint of any 3 elements.
  3. Each turn roll 1d6 (not 1d6 each). If the roll is less than the turn number roll on the table below.

Reinforcement table

Both generals will be looking to the west, where there is dust on the horizon, but who is approaching? Reinforcements enter in column where indicated. Roll a further 1d6.
  1. The Roman forces give their Goth counterparts the slip. Breakpoint rises to 4. The Romans recieve 3 x 4Aux, 1 x 2Ps.
  2. After a brief struggle Roman forces arrive from the west. No change to breakpoint. The Romans receive 2 x 4Aux.
  3. No arrivals, roll again on this table next turn.
  4. No arrivals, now or ever. Finish the battle with what you have.
  5. After a brief struggle Goth forces arrive from the west. No change to breakpoint. The Goths receive 2 x 2Ps.
  6. The Goth forces give their Roman counterparts the slip. Breakpoint rises to 4. The Goths recieve 1 x 2LH, 3 x 2Ps.
 

Pipped to the Post!

Background

A Hun raiding force intent on pillaging the soft interior of the nearest Roman province cross the border river and encounter a minimal Roman defence. Local Roman forces are on the scene and must hold out until the mobile reserve arrives.

Roman briefing

You are Solar Plexus, Governor of Tibia Province and further from Rome than you ever wanted to be. News has recently been received of a rampaging body of Huns fast approaching your borders and you have set out to meet them with the local forces at your disposal. You had hoped to hold the Huns at the border river but to your dismay you have been pipped to the post and they are already across. What's more you are considerably outnumbered and there is no sign of your reinforcements. Your mother said it would be like this.

Battle map

Hunnic briefing

You are Horrid the Hun, leader of the Horrid Horde and cousin (twice removed) of Attilla himself. To get in a little practice now that the new campaign season is underway you have decided to lay waste to the local Roman province, Tibia. Things have gone well and you have managed to cross the border river unopposed and only now have you come across some resistance from local Roman forces. You have odds of 2:1 however and plan on moving in to the soft interior shortly.

Roman forces and set-up

Local forces - Enter on road in column on turn 1.
4 x 4Bd (Border legions), 1 x 3Cv (Old style Ala), 1 x 2LH (Local levy?).
Mobile forces - Enter on road in column on a roll of 6 on turn 2; 5-6 on turn 3, etc.
3 x 4Aux (Auxilia Palatina), 1 x 2Ps (Lanciarii?), 2 x 3Cv (Vexillationes).

Hunnic forces and set-up

Deploy anywhere in indicated area of map.
1 x 3Cv (Nobles), 5 x 2LH (Huns), 1 x 4Wb + 2 x 3Kn + 2 x 2Ps (Germans).

Game play

  1. Troops deploy as indicated in set-up above.
  2. The Roman General must be within the local forces.
  3. Break point for Huns is any 4 elements.
  4. Break point for the Roman local forces is 2 elements, rising to 4 elements when the mobile forces arrive.
  5. If the local forces break before the reinforcements arrive then break point for the mobile force is also 2 elements.
  6. Once they have arrived on table the mobile force requires no movement points to move so long as it is still moving in column towards the General. Once within 1,200p of the General it pays points as usual.
The river is difficult (elements must roll 2 or more to cross) and the hill is bad going.

Options

To give the Romans a better chance how about giving the Germans -1 in all combat rolls for lack of enthusiasm?
To swing things back again, give the local forces -1 to reflect their lower status.

Indian Territory

Scenarios for Long Knives and Injuns using Fire and Steel skirmish rules

Introduction

Presented below are the first two of a number of Wild West scenarios I've played in the past. Inspiration for them came mostly from a series of articles in Miniature Wargames. The ideas might have come from there but I can't claim that either of the following scenarios are based on historic events.
I wargame the American Civil War at scale and have carried that through. I know it sounds daft but this works quite well. With a company represented by just one figure and using Fire and Steel skirmish rules, the few historical actions that I have tried were very successful. You need to be prepared to let figures split up and go off on their own to carry out specific tasks, like scouting, etc., not keep all your figures in one body. Historical actions seem to be all about lone companies shooting off in all directions and getting cut up by the Hostiles before help arrives.
These scenarios work best with a player-umpire taking the part of the Indians. It's best that the U.S. player doesn't know the Victory Points system or the Indians' Objectives, just his own Objectives.

Scenario 1 - Where there's smoke there's...

Background

A small body of U.S. Cavalry has been ordered to ride out and destroy an Indian village. No prisoners are to be taken. As the cavalry make their approach, smoke from the village can be seen in the distance rising over the trees. The Indians know they're coming and have begun to move the women and children to safety.

Terrain

A river runs down the center of the table. The two fords indicated are known to the Indians but are revealed to the cavalry only when they are reached. Elsewhere the river is impassable.
Three spurs project from the North edge of the table. All troops can cross these but they block line of site. Cliffs line the South edge. These can only be passed at the Indian Exit point. This path is obvious from anywhere on the table with a good line of sight
Scattered woodland covers part of the table. The Indian Village is in the extreme North East.


U.S. Cavalry

Objectives
Simple enough. Inflict as many casualties as possible on the Hostile population and take minimum casualties to themselves.

Forces

Character - Fig ID
Skill
Weapon
Traits
Wounds
Major Burns
1
Sword, revolver
-1 h-to-h
O O O
Sergeant Stripes
3
Carbine, sword, revolver
+2 morale, +1 h-to-h
O O O
Trooper Smith
2
Carbine, sword
+1 shooting
O O O
Trooper Jones
2
Carbine
None
O O O
Trooper Davis
1
Carbine, sword
-1 morale
O O O
Scout (White) - Hawkins
3
Rifle, revolver
+2 shooting, +1 morale
O O O

All U.S. troops are mounted and enter at the indicated point on Turn 1.

The Good Guys

Objective
For all forces to leave the table by the cliff path with minimal casualties.

Force 1 - The Braves

Character - Figure ID
Skill
Weapons
Traits
Wounds
White Cloud
3
Lance, bow, tomahawk
+2 morale, +1 h-to-h
O O O
Mountain Minnow
2
Lance, tomahawk
None
O O O
Broken Toe
2
Rifle, tomahawk
+1 shooting
O O O
Sleepy Horse
2
Rifle, tomahawk
+1 h-to-h
O O O

All the Braves have horses and may start the game anywhere on the table, mounted or dismounted. Record must be kept of where the horses are when the Braves dismount.

Force 2 - The Innocent Villagers

Character - Figure ID
Skill
Weapons
Traits
Wounds
Hairy Bear (Squaw)
1
Knife
-1 h-to-h
O O
Running Elk (Squaw)
1
Knife
-1 h-to-h
O O
Ten Moons (Child)
1
None
-2 h-to-h, -1 morale
O
Stolen from Ivor (Child)
1
None
-2 h-to-h, -1 morale
O

No horses are available for the villagers who, as you might expect, start in the village.

Victory Points

The Victors are decided when one force has left the table entirely. There is no time limit. Start from zero and tot up the following.
  • +5 each Brave killed
  • +3 each Squaw killed
  • -1 each Child killed (I don't care what your orders were!)
  • -10 Major killed
  • -5 Sergeant killed
  • -5 each Trooper killed
  • -1 Scout killed (We never liked him any way!)
Results
  • >13 Major U.S. Victory
  • 4 - 13 Minor U.S. Victory
  • (-7) - 3 Everybody loses - no draws - not in this game!
  • (-17) - (-8) Minor Indian Victory
  • <(-18) Major Indian Victory

Scenario 2 - Out on a spur

Background

The U.S. forces have set off to locate another village and report back. At first light today, Hawkins set out to observe the village and make an estimate of the number of Hostiles. The rest of the Cavalry are hiding on a hill to the South West waiting for him to return. To their dismay they notice a large war party returning from the West who will soon pass by and probably notice Hawkins. He needs saving.

Terrain

A river runs down the center of the table. The two fords indicated are known to both sides. Elsewhere the river is passable only with difficulty (bad terrain). There is a steep hill to the South West and a spur to the North East; the second level of each counts as bad terrain. Scattered woodland covers part of the table and the Indian Village is in the extreme North East corner.


U.S. Cavalry

Objective
Get someone off the West edge of the board who has seen the village from 12" distance or less. At the start of the game that means Hawkins. Anyone who spends a turn stationary with someone who has seen the village counts as if they've seen it themselves.

Forces - look familiar?

Character - Fig ID
Skill
Weapon
Traits
Wounds
Major Burns
1
Sword, revolver
-1 h-to-h
O O O
Sergeant Stripes
3
Carbine, sword, revolver
+2 morale, +1 h-to-h
O O O
Trooper Smith
2
Carbine, sword
+1 shooting
O O O
Trooper Jones
2
Carbine
None
O O O
Trooper Davis
1
Carbine, sword
-1 morale
O O O
Scout (White) - Hawkins
3
Rifle, revolver
+2 shooting, +1 morale
O O O

Hawkins starts dismounted at point B. The rest of the Cavalry are dismounted at point A. All have horses with them.

The Good Guys

Objective
Prevent the U.S. Cavalry achieving their own objective.

Force 1 - The Braves - enter on turn 1 where indicated and follow path until the enemy are discovered

Character - Figure ID
Skill
Weapons
Traits
Wounds
White Cloud
3
Lance, bow, tomahawk
+2 morale, +1 h-to-h
O O O
Mountain Minnow
2
Lance, tomahawk
None
O O O
Broken Toe
2
Rifle, tomahawk
+1 shooting
O O O
Sleepy Horse
2
Rifle, tomahawk
+1 h-to-h
O O O

All the Force 1 Braves have horses and start the game mounted.

Force 2 - More Braves - enter on turn 2 where indicated and follow path until the enemy are discovered

Character - Figure ID
Skill
Weapons
Traits
Wounds
Shaven Legs
3
Lance, bow, tomahawk
+2 morale, +1 h-to-h
O O O
Weeping Thrush
2
Lance, tomahawk
+1" movement on foot
O O O
Sorry Sight
2
Rifle, tomahawk
-1 shooting
O O O
Strong in the Arm
2
Rifle, tomahawk
+1 h-to-h
O O O

All the Force 2 Braves have horses and start the game mounted.

Force 3 - Even more Braves - start and remain in village until the enemy are discovered

Character - Figure ID
Skill
Weapons
Traits
Wounds
Black Rabbit
3
Lance, bow, tomahawk
+2 morale, +1 h-to-h
O O O
Yellow Stripe
2
Lance, tomahawk
-1 morale
O O O
Eleven Toes
2
Rifle, tomahawk
+1 shooting
O O O
White Metal
2
Rifle, tomahawk
+1 h-to-h
O O O

All the Force 3 Braves have horses but start the game dismounted.

Victory Points

There aren't any. Whoever achieves their objectives has won.