Thursday, 21 January 2021

"About Raglan" Variant for the Crimean War?

I have been collecting 54mm miniatures for the Crimean War and I would like to use the "About Bonaparte" rules. Can those of you familiar with the rules suggest changes for the period? Russian infantry appear to be very similar to their Napoleonic counterparts: poor leadership, poor shooting and the almost exclusive use of the attack column formation. The British also seem similar to their Napoleonic ancestors. Some, but not all, of the regiments were armed with the rifled musket, so I would need to increase their range. They used the two deep line again. Their generalship was definitely worse than in the Napoleonic Wars. Any other thoughts?

Thanks!



Saturday, 16 January 2021

Must see : Alte Fritz his Battle of Khartoum in 54mm

In the Caliver Books : WARGAMER'S ANNUAL 2021: LOCKDOWN BUMPER SPECIAL, I came across an articel with this impressive game by Blogger Alte Fritz.

https://altefritz.blogspot.com/2020/09/the-battle-of-khartoum-54mm-toy-soldier.html?showComment=1609099319644#c7822306956292688787


His buildings and terrain are excellent. and he refers to "Kingdom of Wittenberg blog" for how to learn to make buildings.

Just enjoy the 54mm eye candy!


Dirk

Wednesday, 13 January 2021

Zulu to Dayak Conversion

 I've wanted to set some scenarios in the Borneo of the 1840s. It's a period familiar to my European friends through the adventure novels about the Malay Pirate Sandokan. I already have a collection for the period in 28mm, but I think the period calls for the drama of 54mm. I noticed 1 pose in the A Call to Arms Isandlwana set that seemed like a natural for conversion to a Dayak warrior with a Sumpitan, a native blowpipe, so I decided to see how much work it would be to make the conversion. I learned a lot in the process. First, I carefully cut the rifle out of the Zulu figure and replaced it with a piece of brass tube. I chose brass as I didn't want the pipe to bend and crack the paint. It was easy to make a hole in the mouth of the Zulu and insert the end of the tube. Next I cut off all the cow tail arm and leg pieces. Then I used two part epoxy putty to sculpt a sarong and long hair. I now know I should have trimmed the Zulu loincloth first, as the sarong is too thick. I will make that improvement next time. Last I added a Barong dagger tucked into the waist sash and a feather borrowed from a plastic American Indian figure. I used the illustration in the Osprey Queen Victoria's Enemies (4) Asia, Australia and the Americas as a painting guide. Now I just have to make 9 more! I will be using a combination of Dorset Moro warriors and DSG pirates for the Malays.






Monday, 4 January 2021

Fenian Raid Remote Game

Originally posted on the Facebook A Gentleman's War Group: Inspired by Ross Macfarlane's reports of battles along the US Canadian border, I collected enough Fort Henry Guard figures to try out a Battle of Ridgeway game with the addition of unhistorical artillery and cavalry on both sides. I played remotely with David Smith, a retired history teacher and wargamer who has written several articles on the Fenian Raids. I used TSATF rules, since we both know them well and I thought that the way in which the majority of hits result in wounds would better mirror the historically low causality rate of the conflict. The two sides were evenly matched and that resulted in both sides trading volleys behind stone fences. The cavalry played no part and the artillery was pretty useless until the last turn when David put my artillery piece out of action with 2 hits. We called the game in the Canadian's favour after the Fenian's sustained 27 casualties, 9 of whom were KIA. You can see I recycled my ACW "Ragged Rebs" for the Fenians, only adding some green Fenian flags. I thought the contrast between the varied action poses of the Fenians and the stolid poses of the Canadians worked well. I used big white casualty rings so that David, who was playing the Canadians, could be them on his screen. 1 ring signified a wound, 2 a kill.










 

Sunday, 20 December 2020

Napoleonic Storming a Limburgian Castle-farm on a Sunny Sunday afternoon



Inspired by the ‘Waterloo sieges’ on several farms such as Hougoumont, La Haye Sainte and Papelotte, the availability of such a 54mm building and the starting of Christmas holydays collided into this gaming scenario for both my steady opponent Stan, and myself.

The grass-matted tabletennis table was again the main platform where it all was situated on. Figures from  most known firms make up the corebody for this game. Playmobil props add atmophere. The modelfarm is calculated 1/32 scale. It has moveable gates, removeable rooftops (absent in these pictures), loopholes, windows and multiple attic floors to situate courageous defenders behind and on it.


ABOUT BONPARTE (author Dirk Donvil, published by Partizan Press) gaming rules were used. On pages 53 and 54, some basic siege rules are explained. We tweaked these to our own good use. 
British and their allies are in the building, French forces try to kick them out. 
French strength was double that of the defenders.

British forces:

Foot guards,1 unit, elite (8+1)
Grenadiers, 1 unit, veteran (8+1)
Line inf., 4 units, regular (8+1)
Light inf. ‘Rifles’, 1 unit, green (8+1)
Light inf. Dutch Jagers, 1 unit, green (8+1)


French forces:

Supreme commander
Chasseur a Pied, 2 units, elite (8+1)
Grenadiers de ligne a Pied, 2 units, veteran (8+1)
Infanterie de Ligne, 8 units, regular (8+1)
Comp. Franches de la Marine ( 🤨 ) 2 units, green (8+1)
Tirailleur de ligne, 2 units, green (8+1)




The British player (Stan) first got a chance to fix his defenses to his statisfaction with the available ‘Brown Bess’s’. The attacking party (me) deployed the units decided by die rolls, having twelve sectors along the edge of the table. Surprisingly the majority of the soldiers entered their adventure predominantly  in two adjacent table sides. This immediately effected the initial defenses, making at least a third of it’s musket barrels, pretty useless. So, although they had a naughty tavern wench amongst their midst, they should have brought a clever officer of the Royal Engineers like Colonel John Chard. A free bonus for the little Emperor.

Grenadiers with a fuselier unit in support, advance across the stone bridge on the North side. Their goal is the double-door gate on this side of the farm.

Tirailleur units skirmish in the woods on both sides of the road to the South gate. Supplying cover fire for advancing units carrying scaling ladders.

The Rifle unit at the exterior hog-pen on the South-East corner, is driven off by massed French presence on the East wall, amongst them, an elite Chasseurs company, resembled by Timpo actionpack grognards.

Knock, knock..... first contact with the South gate. This first attemp is valliantly denied by the guardsmen on both sides of the huge doors. Fierce firing thrue every possible loophole thows back the initial French assault by two flags.

We treated obstacles like doors and gates as un-opposed close-combat features. Giving an obstacle a suitable amount of  thrown ‘A’ dice credits. Attackers must be in base contact with the hindrance and the ‘A’ hits are cummulative over as much close-combat turns as needed. A regular front door was worth 3-, and a gate door 5 A’s. Hindsight tought us these numbers could be higher.



As the defenders inside have not much choice but to sit and wait where the shit hits the fan, the first ladders are put up against the South-East corner walls. French light troops start their ascent. Each surplus flag thrown by the attacker in comparison to the defender puts a stand on top of the wall, wich was an attic in this situation. We played as NO support could be given from defending units in adjacent attics (or room for that matter).


French troops formely attacking the East wall, move up to the North gate. They are no longer harrased by musket balls, because the sons of Albion have been summoned to  install their Alamo in the court-yard.

Having arrived at the North side, Engineers (sappers) of the Chasseurs grab the opportunity to first demolish the regular entrance door of the homestead, left of the main gate. It cracks and it moans and gives up after 3 ‘A’ rolls. A volley of Dutch jagers directly behind the invalidated doorway, pushes the grognards back, once, and only 20 cm’s. But everybody knows; these guys won’t take no for an answer.

The following turn is the final one. The intruders from the Northside soon regain the upper hand. They end up in the court-yard, flanking the defenders behind the still closed North gate. Simultaniously the South gate falls. The British garrison and their allies are sandwiched. They surrender and safe quarters are given.

A fun game, taking us about 2 and a half hour to actually ‘play’ it. The fun sure started hours before when we were setting up and discuss rule possibilities. Coffee, applepie, ethanol and pizza added to that. We sincerely thank Mr. J. Voormolen for his contribution: the focus of the battle, the farm.