Saturday, 27 December 2014

Big Harry Scutum's Holding Action


In this battle a Roman vexillatio of 3 x cohorts of Roman legion under the command of Maximus Horatio Scutum (known to the Britons as 'Big Harry') has to fight a holding action whilst awaiting reinforcments.

Maximus Horatio (Big Harry) Scutum says: 'Oi, I haven't even had my tea yet!'


I was the commander of the Romans this month as I had commanded the great lime-washed in the previous game.  Ian commanded the Britons.

Scenario

The Roman raiding detachment of 3 x cohorts has found that their punitive raid on the local tribal villages of the Catuvellauni is not going to plan.  The last few villages have been deserted and as the Romans form up in a clearing they are aware of the sound of drumming of shields and the racket of horns being blown in the woodline opposite them.  The drumming and hornblasts grow louder and the legionaries look around nervously as the noise reaches a crescendo.  Maximus Horatio Scutum, the experienced vexillatio commander reacts quickly - sending off riders down both directions of the military road to summon local reinforcements.  Will the reinforcements come in time to prevent their destruction?

Rules used are 'Hail Caesar'.


My first effort at making a map. This was done with Powerpoint - hopefully one day I'll use the software which I found with the 100 page manual but in the meantime this will do!




Roman's Briefing
You have 3 veteran cohorts as well as a battery of scorpions.  You know there are local auxiliary detachments nearby who can help they will be thrown for from game turn 2.  They will arrive on an escalating role equal or below the game turn number.  ie. 1,2,3 on  D6 in game turn 3, 12,3,4 on game turn 4 so by game turn 6 they will arrive. You don't, however, know the strength of the reinforcements or from which direction they will come from. Big Harry Scutum has a command grade of 8.

Briton's Briefing
Wipe them out.  Turn the tables on the punitive raiding force and defeat them before the reinforcements overwhelm your own forces, Of course you can take on the reinforcements and beat them too.  Should you decide to withdraw your army at any stage with no broken brigades a draw can be claimed.

You have 3 x Brigades:

Brigade 1:   2 x Warband units, 1 x Slinger unit   Commander graded a solid 8.

Brigade 2:  1 x Cavalry unit, 1 x Chariot unit.  Commander graded a solid 8

Brigade 3:  2 x Warband units, 1 x Fanatic (naked!) Warband.  Commander graded an excellent 9


Hopefully this relates to the map clearly enough. This is taken from the left side f the board (left side of map.  Road and hill should assist orientation

Game Turn 1

The Britons deployed their forces from out of the woodline (Ian's edge of the board).  The Roman vexillatio stayed put and put down Scorpion fire.  The bolts tore into the chariot unit causing them to test and making the unit hold their ground.  Any units held up were going to be very helpful for the Romans in staving the Britons off until reinforcements arrived.  No reinforcement throw permitted in this turn though!

Scary noisy buggers with much lime-washed hair

Game Turn 2

The Britons advance their right wing, presumably to allow all their units to hit at once.  The fire of the Scorpion battery scythes into a unit of warband, halting them for the next turn in confusion.


Maximus Horatio (Big Harry) Scutum directs his men to the Military Road

'Watch your left!'

Scorpion fire rips through shields and warband alike

Game Turn 3

The Britons advanced across the board, slowly and for them, steadily.  The Britons left warband brigade was delayed by the tree copse which it had to negotiate.  To allow room for being pushed back. Big Harry Scutum ordered his men to advance up to the military road.  This would also assist in allowing reinforcements to reach them quicker.  A round of pila are launched at the Briton's light cavalry who allowed themselves to get too close.  The pila force the cavalry to retreat.  The Legion commander thought this a satisfactory outcome - so far the whole British tribe was failing against his small vexillatio.  The reinforcement throw was not so good however.

'Prepare Pila!'

Game Turn 4

An advance to contact is made as a Catuvellauni warband charge the Scorpions who had been so troublesome in the early game turns.  The Scorpions and crews are completely destroyed.  The charge of the chariots is beaten off and they pull back together with their supports.  The throw for reinforcements is again a fail - needing anything but 5 or 6 the Romans throw a 6!

The demise of the excellent Scorpions

The courageous charge of the chariots as they are bloodily repelled

Game Turn 5

The battle is now desperate. The Romans had hoped to have bought enough time to gain assistance from their reinforcements before a general engagement took place.  The full weight of the warband attacks now pin the legionaries along their line.  One cohort is pushed back but on the plus side one warband is completely broken. Casualties stack up everywhere with units reaching shaken status up and down the line.  The Roman vexillatio has held magnificently and surely the reinforcements will arrive now to save the day.  Anything but a 6 will lead to their arrival.  The throw is a......6!

 The battle is desperate as the Romans hold on for their lives

...and they are fighting well - a warband bounces back in disorder 

...But the weight of the unrelenting attacks takes it's toll.  The red cohort is forced back, disordered.  The line starts to waver!  

Maximus tries to keep the orange cohort in line

'Hold them....Hooooold them!!!!' The legion are pushed back.

Game Turn 6

The chariots rally and charge back into the fray.  The wavering red Roman cohort  break and flee. The yellow legion which had done so well are forced back.  The orange cohort fights bravely on winning their combat but warbands are now steaming in from their flank.

Oh good news...The reinforcements now automatically arrive...but alas too late. The reinforcements are two units of auxiliary foot and one of cavalry, not enough to repel the Britons - not on their own anyway.

Outflanked! The brave yellow cohort has a horde of warband steaming in on its flank!

An overhead view of the impending disaster

Desperate fighting, but breaking point is moments away...

Here they come - right in from the side

'This is just like the film '" Bridge Too Far"...we are XXX Corps and we get there just in time....oh hang on....!'  

The field clears as the Romans break

And there the game ended.  It really was an excellent game which we both really enjoyed.  The Romans clung on so well and appeared to actually look like winning the game on their own for a few minutes!  Alas they were whittled down in the end until they broke.  If only the reinforcements could have arrived sooner!  Though whether they were strong enough to take on the warband we can only guess.

The rules gave a superb game.  The legionaries are a hard target to break when attacked frontally and only broke when all the factors stacked up against them. The previous game got me back into the Hail Caesar frame of mind and it flowed much more quickly this time.  A few less units this time also meant that I could focus on the detail of fewer actions rather than too many complicated actions. 

All in all - fantastic fun! I am currently painting up the magnificent Foundry 'Gaius Suetonius Paulinus' set hopefully in time for the next game.

Tuesday, 9 December 2014

Rhodian Slingers


I have had some time of late to make in-roads into the ancient world again and paint a historical period I have wanted to do for a long time - the ancient Greeks.

Dense formations of Hoplites, lots of bronze armour and interesting light troops. Ancient Greece has all of this of course, and it did succeed finally in enticing this wargamer get the brushes out and make a start.


I decided to purchase some sets from the new range by Victrix.  They are simply stunning sclupts and it was a joy to assemble the Victrix plastic boxed set of Peltasts, Javelinmen and Slingers.  Once I had decided what colours to use and what method to paint them, progress was very rapid.



Getting the contrasts in the folds of the tunics was actually really enjoyable.  I used the Foundry triad system over a black undercoat (with some use of Vallejo paints too).  I tried to make the contrasts a little more pronounced as folds in clothing appear under a hot bright sun.



Likewise I tried to make the skin tones contrast again in the same manner, with highlights and darker than usual lowlights to bring out the muscle-tones.  Hopefully these now look like chaps who spend a lot of time outdoors.  The Foundry 'Mediterranean flesh tones were used but then lightened on the surfaces with normal highlight flesh.




I have never yet been to Greece but many lunch breaks at work were spent on Google Images trying to get a feel for the Greek landscape.  I am much more used to European grasslands on my basing so I wanted to make the bases look more arid without being excessively desert-like.  Hopefully the effect looks right - I used some white cat litter rocks as opposed to the grey ones for a more sun-bleached stone look.




This unit is going to be a welcome addition to my new Greek armies - harrying the flanks of the Hoplites and being a nuisance or a help depending on whose side they are on!  I will certainly be getting some more of these fellows in due course.

Tuesday, 2 December 2014

Somewhere near Chelmsford

A wild rush of ancient British warriors bears down upon their Roman foe

A wargame was well overdue, so Ian and I decided that it would great to see the Romans back out on the board again.  It must be over two years since they were last in battle.  If I recall correctly, my blog started out with these fellows, so it was great to see them formed up again.  The rules used were 'Hail Caesar', a favorite but truly the most complex of the Warlord Games 'Black Powder' style trilogy.

The Scenario - (inspired by my purchase of the DVD 'Chelmsford 123' set in Roman Britain. True comedy gold - I remember it as a teenager but now the jokes seem a lot more funny!)

The Romans have set out on a large punitive raid of a British settlement.  

Roman Briefing
You are Aulus Paulinus, Governor of Britain.  You directly command 1 x Legion detachment of  five cohorts and a Legion Scorpion battery. 

Your Second-in-Command, Gracientus, leads 3 cohorts of Auxiliary Infantry and  1 x Auxiliary cavalry unit.

Your objective is defeat the British field army who have advanced out of their settlement to protect their hallowed and sacred swampy bog.  This swampy bog would no doubt be later decided to be for 'Ritual Purposes' (as per the archaeology TV programme 'Time Team' - if in doubt its for 'ritual purposes').  Its real value is literally a 'bog' as it's the village toilet!

"For Ritual Purposes"..hmmm!

British Briefing

You are the British tribal leader Badvoc.  You command your Trinovantes who form 3 x warband unit along with a unit of slingers.

You also have the help of you Second-in-Command, Mungo.  Mungo commands the quick element of your force, 2 x chariot units and a unit of light cavalry.

You have the assistance of a Northern Tribe.  The Brigantes have sent Cartimandua to throw out the Romans (this is clearly before she changed allegience!...I don't yet have a Boudicca figure so Cartimandua it is!)  Cartimandua has 2 x warbands with one being naked fanatics(!) Must be too cold up north surely?

Your objective is to repulse the Romans and sent Aulus packing!


The Game

A view from behind the Roman right

Slightly odd angle but it gets most of the battlefield in. The Roman Centre on the hill and the Legion on the left are now visible as are the British warbands facing them

As commander of the British, there is only one thing that can really be done when commanding warband...I ordered a general advance.  Ian responded with an advance also.  The Roman Auxiliaries opened up with their bows and the Scorpion let loose a volley. All ineffective so far.

Aulus Paulinus orders the Legion forward!

Roman cavalry on the extreme right wing line up to face the advancing chariots

Badvoc exhorts his Trinovantes forwards

Cartimandua leads the Brigantes, ably advised by her chief Druid and bodyguard

Both Badvoc and Cartimandua had rolled high to establish commander ratings with both graded as '9'.  This lead to their successful issuing of a charge order and a triple move in the next turn.  The warbands crashed into the Legion on the 2nd game turn.  One Legionary cohort broke immediately, but the others held, even forcing back one of the Trinovantes warbands.

The advance to contact quickens as the Roman line draws closer

Utter mayhem as the forces collide. The orange shielded cohort breaks under the onslaught

Badvoc's skirmishers sidle into wood on the British right

In the centre the hill is contested.  Two British units strike a Roman auxiliary unit who decided to stand and fight to gain time

The battle in the centre was bloody for the Romans as a small auxiliary unit of archers made a gallant stand. The Britons had to advance up hill into their fire.  The naked fanatics were disordered but it was not sufficient to worry them unduly. The auxiliaries broke and fled.

Mungo leads the charge of the chariots...Hurrah for Mungo!

Light cavalry follow up in reserve

The Roman cavalry hold their nerve as the dustcloud of the chariots draws closer

'Yaaaaghhhhhh'

Following up

The Romans reacted well to the threat.  A barrage of pila from the legion forced the British skirmishers out of the wood and the Roman cavalry charges into the British chariots and force them to give ground.  The battle is a fierce struggle and it was only the end of Game Turn 2 at this point!

The British commence the third turn by continuing the battle on top of the hill. Brigantes against Auxiliary infantry. The Brigantes force the Romans back.


Clearing the hilltop of Romans

Chariots attack back into the fray

Racing down the hill another Roman unit is hit and forced back

The Romans opted to hold the cavalry in position following their successful fending off of the chariots. Mungo lead his men forward again, keen to reverse the reverse! This time the Roman cavalry faltered and were pushed back.

At the same time the Brigantes consolidated their success on the hill.  Wheeling off to the Roman right. a warband hit another auxiliary cohort, forcing it back towards the cavalry fight.  Neither the cavalry or the Infantry cohort could afford to retreat again now.

 Pushing the Romans back

The naked fanatics retreat in disorder

The Romans recovered the situation well on the hill by making the naked fanatics run with their tails between their legs (!) in an unexpected reverse. Their mounting casualties telling against them.

A bloody stalemate - Legion locked in combat with British warband

The units might be static but the casualty numbers keep piling up


In the end we just ran out of time.  The three game turns played were very hard fought and the action rolled from one end of the board to the other.  The Romans conceded defeat based on lost units and the way that their right wing was being pushed into oblivion.  However the Legion was holding out well.  In Hail Caesar the British warband are at their strongest in the very first turns of combat.  After that the odds turn against them. It is possible that the Trinovantes might have broken eventually because of their mounting casualties. Units were starting to become shaken all over the place.

It was a superb game and great fun.  The length of time since the last outing of Hail Caesar made it difficult to remember some of the rules. It shares many similarities with Black Powder and Pike and Shot. In fact, enough similarities to thoroughly throw me since Black Powder has been used much more recently.   Hail Caesar has a lot of dice throwing, even for supporting units and the sharing out of excess casualties to the supports after a unit collapse went out the window because I just forgot to do it. Nevertheless it was very enjoyable and a pleasure to see so many troops on the board.  I just need to play it again and soon!


Thursday, 23 October 2014

Franco-Prussian War Report - Black Powder Rules

Advancing Prussian march columns stride forth

After a couple of months of playing X-wing as our monthly game, it was time to get the lead back onto the table again.  This time it was to be 'Black Powder' rules and the Franco-Prussian War.

I chose to play this period again for several reasons. Not least that the uniforms are simply wonderful.  A joy to see and to paint...and not as much lace work generally as Napoleonics!  A recent purchase of another Chassepot Rifle also inspired me.

I had started a big re-basing project following an experimental game of Black Powder played last year.  This started me on the switch from 'They Died for Glory' to Black Powder for Franco-Prussian.  That game showed a lot of potential and I decided upon re-basing - not least so that my march columns didn't have to be 5 figures wide for the Prussian's.  As I successfully completed the Prussians, however, as so often happens another period of history caught my attention and from May 2013 my Frenchmen bivouacked beneath some bubblewrap sheeting awaiting their turn at being re-based.

The prospect of another game lead to me spending an intensive 2 weeks which nearly completed the re-basing. So nearly... but not quite!  You will notice that my French infantry have no vegetation at all on their bases. This laborious process will have to wait.  

In addition I took the opportunity to increase the sizes of my French units.  I dislike 12-figure battalions.  It just looks too small.  So a small increase to 16-figures will improve the appearance for me whilst still maintaining the Prussians at 24 figs - proportionally larger battalions as they should be.  I say this also as I have to paint these extra Frenchmen.  The gaps have been left on the bases for them though!



The Game

Scenario

The French Army is withdrawing towards Metz.  The Prussians are trying to keep in contact with the French rearguard, however, contact has again been lost.

To delay the Prussians further a French rearguard has been left to delay them.  The Prussians need to locate the rearguard and throw them back so they can resume their advance and catch the main body of the withdrawing French.

Prussian Brief

Your Uhlans have lost contact with the French rearguard.  You must make haste and continue the advance with your division. You suspect that you will encounter the French on the high ground over looking your current position. Once found you must attack. No further time must be wasted.  The summer foliage is high and static units will be hidden by the lush summer hedgerows and cornfields. French static units will remain hidden until they decide to move.  The French can deploy hidden units 2 feet onto the board from their table edge (marked on their map) other units can appear anywhere within 1 foot of their board edge.

French Brief

Your division has been ordered to hold back the Prussian advance guard and if possible destroy them! Your brigades have been ordered to lay low. The men are not to wander about or use fires to cook with. The Prussian scouts have not been seen for some time - maybe they have gone back to Berlin? If they haven't then they must be made to wish that they had done so.  Take care to plot your hidden units well on the map!

I took command of the French and Ian took command of the Prussians.

Game Turn 1

The Prussians were clearly in a hurry as the Prussian Infantry rapidly came on in march column on the North of the table and the Bavarians doing the same at the Southern end.  Due to the movement advantages of being in march column this nearly brought the Bavarians up to my first hidden unit - chasseur infantry deployed at the edge of a wood. The chassepot fire rips into the Bavarian column causing 2 stamina point loss out of 3 and disorder.

The first deadly ripple of Chassepot fire scythes the Bavarians down

Game Turn 2

A more general advance occurs. The Prussians move up supporting columns on both ends of the board and bring on a cavalry brigade in the centre.  Lots of movement - I start to wonder if we will get past turn 4!

French fire in response shakes a Prussian hussar regiment and destroys 1st Battalion of Infantry Regt 35.

 The French rapidly stand to and put fire down on the advancing units

 Prussian Infantry Regiment 35 emerge in march column into the face of accurate rifle and artillery fire

The centre of the board holds the likelihood of a cavalry engagement

Game Turn 3

At the North end of the board a rifle duel occurs as the Bavarians and other supporting battalions form line and take on the Chasseur infantry in the woods.  The Krupp guns, however, are stuck behind the infantry lines and are unable to participate.

The only French movement is an advance of the cavalry brigade to face their opposite cavalry foes.

 An overview from the North end looking south 

The Turcos show themselves from hiding, as the cavalry face each other

Game Turn 4

Most units remain stationery and engage in the firefights.  One French battalion moves to support the Chasseur battalion who are holding firm against a Prussian/Bavarian brigade.  Their accurate rifle fire disorders any attempts to receive orders and the Prussians and Bavarians are pinned horribly in the open.

Worn down and pinned the Bavarians become shaken

Game Turn 5

The Infantry remain static on both sides as rifle fire rips across the board.  Most Prussian infantry dare not move or cannot due to the disorder markers rapidly appearing each turn.  The Prussian cavalry charges to be countercharged by the French cavalry. The Brigades clash and the weaker Prussian force recoils back.

Then the French cavalry charges but this time they are defeated and are forced back

Charge!!!!!!!!!

Game Turn 6

The cavalry action concludes as the Prussian Kurrassiers break the Chasseurs d'Afrique.  The French cavalry brigade is now broken and collectively retire off the board.

Things look bad for the French until they put more rifle fire down.  Chassepots shake the 3/35 Infantry Regiment and then break the glorious Kurrassiers.

Enfilade fire!
Game Turn 7

The Prussian cavalry brigade breaks and retires.  The French Infantry on the Northern flank having successfully advance forward in the preceding turn now open a deadly enfilade fire with a whole battalion and a mitrailleuse on to the weakened Bavarians, who rapidly break.

The Prussian's concede the game.

Conclusion

This was an interesting game which I would like to replay, perhaps as a solo game or taking the part of the Prussians.  I'm not sure whether this was one of those really rare wargaming occasions where nearly everything went right for me or whether a combination of the scenario rules and rules themselves made this too difficult for the Prussians.

I thought it was realistic in that when the Prussians came on unsupported, they were severely punished by accurate rifle fire.  One of the key historical Prussian Centre's of Gravity just did not come into play.  The Krupp guns got fouled up in their deployment and were ineffective and underused.  The traditional duel between Krupp and Chassepot just didn't happen, leaving the field to be swept by French rifle fire.

For the Prussian player the effect of this firepower was quite frustrating as units became disordered and refused orders.  The opposite effect for the French player was that my tactics were working!  It is arguable that this was indeed very realistic - especially as the Prussians did not scout using cavalry or skirmishers to find the hidden units or attempt to cover attack columns. Having said that the main purpose of a wargame is that both players enjoy it - so I wonder whether I need to make some more tweaks, either to the rules or scenario.  I shall give this further thought.

What is certainly true is that as I have at last got a decent sized collection of Franco-Prussian War figures, it means that there are less open spaces on my 8 x 4 feet table.  There is no possibility of using pinning attacks in the centre and launching wide flanking attacks to roll up lines.  There just isn't the space or the depth to do clever manoeuvres.  One skirmish battalion can cover much of the board in physical occupation and firepower.  So it looks like a bigger board (and thus a move to the living room!) is needed.

The game has given me sufficient impetus to paint more units and get back into the period again, so this makes it worthwhile in itself,  I just need to satisfy myself that the modified rules work and give more consideration to taking over the living room with my hobby!

Tuesday, 7 October 2014

Derby World Wargames 5th Oct 2014

With the absence of the Colours show from Newbury this year, Ian came up with the great idea of going to Derby to the World Wargames show.

I could see the connection.  At Newbury you can just about see Donningon Castle in the distance, famously besieged during the English Civil War and at Derby you can see Castle Donington.  It all made perfect sense to me!  More importantly it allowed one more big spending session before the winter and the next show in the diary in March 2015 (coursework permitting).

The show was held in the spacious Exhibition Centre and after a fabulously easy 2 hour drive assisted by my behaving sat-nav (misbehaved on the way home but came back on for the last 3 miles!).

I'm sure there is a good reason why it is called the World Wargames show.  I once attended the World Hunter Field Target Air Rifle Championships and I think there was a Polish fellow or two to break up the dominating attendance of the locals.  I didn't hear any overseas accents at the event in Derby, however, the gamers were clearly all enjoying themselves on the large number of tables being played over and it is likely they were otherwise engrossed.

Now I know from the past that pictures of shopping hauls don't get much in the way of comments from my fellow bloggers.  I am aware though that my posting has declined of late due to other commitments and I also want a record of my day out, and purchases (so I don't spend so much next time!)

So here comes the photos...!



Here we have the purchases all laid out together.  A complete mix of thousands of years of history. I used to have a lead mountain.  These days I have nice tidy towers of Plastic Victrix and Perry Figures boxes!


Now this was a fabulous purchase.  I was just leaving the show when I saw this collection of RAF history. It was not on my list of things to get but I couldn't leave without it as I knew I would regret not buying them.  They look superb in my bookcase and yes they will get read, and no doubt used as research material too.  For £15 I was very happy indeed.




Now to spoil the studious nature that you will have formed of me by now!  I couldn't resist making a fun purchase too from this rather amusing range.  I imagine that a touch of paint will bring it to life quite nicely.  It has already raised eyebrows so I will have to be careful where I display this fine lady.  I had better find a good hiding place in case the vicar ever comes over for tea!

Normal painting photos will resume shortly!