Tuesday, 17 April 2012

FWC - Battle for New York

Breaking news:  a report filed by S-K-P from New York

The Stroud Alliance (SA) made up of the Eldritch, the Andrayadan Collective known as Shaun, Cybernetic Species X31 and Pax Arcadians launched a massive assault on the Marine Corps home world of New York. Over 11k of troops advanced from 4 directions on the capital held by 2k of Marines and Neo-Soviets. An additional 0.5K of Neo-Soviets (NS) were somewhere in the rear of the SA forces.


For those not up on their galactic geography New York comprises a central district with a suburb to the North-West. The river is nothing more than a dried up open sewer which, apart from the smell, does not present an obstacle to troops. Bizarrely the raised causeways running in from the surrounding countryside are built so high as to be impassible to all but Grav or Air-borne troops. The defenders occupied the central district leaving the SA to roam at will.


At SA planning sessions it was decided that they would advance from 4 directions. The Eldritch gliding into the north-western suburbs on their grav tanks, the X31 approaching from the south west again in grav tanks, the Andrayadan Collective marching on from the north-east and the PaxArcs advancing from the south using the large wooded area as cover.

For the battle I was lucky enough to embedded with the PaxArc command under the watchful eye of Group Leader Snake Plissken


The main concern for the SA was where the NS were as they would undoubtedly grasp at the chance to take someone in the rear.


PaxArc conscripts form a rearguard in case the NS troops appear in their quadrant. There was some nervousness amongst the conscripts one of whom took shots at my Remote Camera which caused it take low quality images.(well that's my excuse for the shoddy photos)


Cybernetic Species X31 reached the central district first and were ambushed by flame-throwing yellow taxi-cabs. The cabbies were happy to fight in the central district but would not go north of the river.


Group Leader Plissken sent a lone HQ to face up to the defenders, dropped E-Cig - the healthy alternative obscurant to battlefield smoke - on the central district and then brought 3 Mammoth Mk2s out of reserve much to the defender's surprise. For the rivet-counters out there the Mammoth Mk2 has the upgraded gun which can now rain death on soft-targets as well as armour. The 3 tanks and the HQ can just be seen through the E-Cig


From the north-west the Elditch grav tanks swarmed forward only to be halted by an effective artillery barrage.



As more PaxArc Mammoths emerged from reserve the defenders attempted to save themselves by dropping E-Cig on their own positions. However it did not stop the PaxArcs and the X31 Species from gunning the defenders down.

The Andrayadan Collective known as Shaun had the pleasure of being attacked in the rear by the roving band of Neo-Soviets. In an impressive display of Andraydan shooting and Neo-Soviet incompetence the raiders were reduced to scrap metal.

Both the Central district defenders and the raiders were now at or  past their break points.

Contrary to Marine Corps / Neo-Soviet reports the defenders of New York surrendered unconditionally as after several failed attempts they found that there was no escape from New York.

This battle was part of the War in The Berkeley Vale Galaxy - an FWC campaign run by Steve Price - I ran the PaxArc, Mike the Eldritch, Gordon the X31 and the Andaraydan Collective known as Shaun by Shaun.

The Marines & Neo-Soviets were run by Mark and Freddie. They played a very good game considering the odds stacked against them.

The excellent Snake Plissen minifig is by John_0515. You can see the rest of his excellent models here



Wednesday, 11 April 2012

The French in Mexico #2

This battle is based on the fight at San Lorenzo on 8th May 1863.

We used 15mm armies with a set of home-grown ACW rules that we are currently playtesting. Comments on the rule mechanisms will be enclosed in []. The Republicans were commanded by General Shaun and the French/Imperialist forces by Brigadier Rodge

The Republicans have launched an assault to capture a pass and the village behind it. A small force of Imperialists has been ordered to prevent the capture of the pass and the village. A French relief force is on the way - will they be in time to save their allies?

The Imperialists
3 Companies Infantry
2 12pdr Napoleons (what else!)

The French
3 Companies Foreign Legion
1 Company 92nd Line
1 Company Zouaves
1 Squadron Chasseurs d'Afrique
1 Squadron Contra-guerillas

The Republicans
9 Companies Infantry
4 Companies Irregular Foot
3 Squadrons Irregular Horse

The picture shows the Republicans arriving onto the battlefield with the Imperialist infantry and artillery entrenched on the right hand hill overlooking the pass. 

The Republicans carried out a general advance with their cavalry rapidly advancing over the left hand hill [Cavalry can move 15" and if there are no enemy within 18" the move can be doubled - hence they moved 30"!]


As the Republican horse thundered across the table the French relief force arrived lead by the Chasseurs d'Afrique and a squadron of Contras. I do apologise for the Republican Horse not having their bases done.


Who are the best? The Republicans are pretty good. The Chasseurs are pretty good. There's only one way to find out - fight!


The ensuing melee saw the Chasseurs gain a slight advantage by pushing the Irregulars back. Their charge however allowed the Foreign Legion to advance swiftly to support them.


The cavalry melee expanded to include not only the Legion but also Republican Regular Infantry companies. However first the Chasseurs disintegrated followed by 2 Irregular Horse squadrons and the Contras leaving just one Republican Horse squadron and a Regular Infantry company to face the Legion.


The Legion went onto destroy the Republican Infantry company and then turn to face off both the cavalry and  the infantry advancing down the hill.
[The red counters represent hits and the yellow counters represent fatigue which can be recovered]

On the right flank the Republicans sent 3 Regular Infantry companies and 4 Irregular Foot companies against the Imperialists entrenched on the hill


On the right flank the Republicans sent 3 Regular Infantry companies and 4 Irregular Foot companies against the Imperialists entrenched on the hill


Waiting until they could see the whites of their eyes the Imperialists opened up with muskets and Napoleons destroying 2 Regular companies. The Irregulars however carried on over the entrenchments into hand-to-hand combat with the Imperialists.


The Irregular stood little chance charging the entrenchments and were easily pushed back leaving the Imperialists not only  holding the hill but advancing down to support the fight in the pass.

The Pass was only wide enough for a company to advance in column which put the Republicans at a disadvantage. [The circular bases were classed as impassible]


The Republicans bravely attempted to push through the pass but the exit was held by a company of Zouaves supported by a company of French infantry. The arrival of Republican Regular Infantry companies from the left hand hill did open up the pass but the Republican army was on the verge of breaking.

In total the Republicans lost 6 units and the French lost 2. The early arrival of the French column scuppered the chances of the Republicans capturing the town and combined with the defence of the pass by the Zouaves left the French/Imperialists victorious.

The rules worked well but it was the first time we had used cavalry in anything other than a skirmishing role.

For the ACW Brigade game they are used either in the pre-battle terrain game to modify terrain placement dice rolls or they can be used in the game to move fast and then dismount to shoot. They are not allowed to charge anything even other cavalry.

For the Maximilian Company game they were allowed to charge but their factors need tweaking as they were too good in some respects but pants in others.

We are also considering whether shooting should be more effective in the Company game.

More photos can be found here

The French in Mexico #1

At last! This blog was set up to refight the campaigns of Marshals Bazaine and Petain. After 15 posts here's one about Marshal François Achille Bazaine.

If you know nothing about the French Intervention in Mexico 1861-67 AKA the Mexican Adventure, the Maximilian War etc etc then read the Wiki on it which isn't bad.

Bazaine commanded the 1st Infantry division at the start of the war and was made commander in chief of the French forces in Mexico in September 1863. 


This painting of him by Jean-Adolphe Beauce shows him on campaign in Mexico.

I game the war in 15mm using mainly the Freikorps range of figures available from QRF plus bits from their other ranges as well as Peter Pig and Minifigs

I organised my forces to companies of 6 bases of 3 figures for infantry and 2 figures for cavalry. Currently I only have French and Mexicans. I have yet to extend the armies to include Austrians, Belgians, Egyptians or ex-Confederates.

There isn't a great deal printed in English on the subject. The Freikorps Campaign booklet No 2 is very useful as is a series published in Miniature Wargames or Wargames Illustrated many years ago.


Tim Tilson's Maximilian In Mexico campaign book is also worth getting - loads of information and 10 good scenarios as well.


I would recommend joining the Maximilian War yahoo group as they are a knowledgeable lot. Osprey also do a book on the war.

If you like doing your research courtesy of Hollywood then there are several for your viewing pleasure including Major Dundee, The Undefeated, Vera Cruz and my favourite Two Mules for Sister Sara

I've used various rules over the years - Fields of Honor, Fire and Fury - both Brigade and Regimental, and Warmaster. Currently I am using a club set we are playtesting.

The next post is an AAR based on the Battle of San Lorenzo 8th May 1863





ACW Playtest #2

This is an AAR of a playtest using Rodge's rules. Rodge made all of the terrain pieces as well as painting the 15mm figures. In the next post I will explain how the rules hang together but in the meantime I've []'ed rule mechanisms.

The Battle of Brimscombe Church, June 1

[There is pre-battle terrain game which places objectives, terrain and road exits.]

In a daring manoeuver Union Major General ‘Old Blood ‘n Guts’ Shawn Mutton ably assisted by Major General ‘The Grey Fox’ Al Millicheap surprised the Army of Major General ‘Maryland' Mike Shepard and Major General ‘Stoneclad’ Rodger Williams at Brimscombe Church, PA.

The Union HQ




The Confederate force was caught unawares with a number of it’s brigades and artillery batteries still heading towards the battlefield as the Union rolled forward on the CSA right through the early morning heat haze.

[The pre-game rolls had removed several CSA units from the board which became reserves appearing at the  road exits on a 5 or 6]

The Confederates held the vital Slad Road on the left faced by a weak Union Division that demonstrated to its front whist in the centre the massed Union artillery attempted to lever the CSA cavalry that, dismounted, held the Tunley Woods. Behind them, on Thrupp Heights, ‘Maryland Mike’ held his division in support.


On the Confederate right a much weakened CSA Division under ‘Stoneclad’ Williams impetuously rushed forward to secure the Church against a strong and well handled division of crack and veteran Unionists led mercilessly by ‘Old Blood ‘n Guts’. 

[In the picture red counters represent hits, yellow counters represent fatigue and the boomerang in the bottom left is for wheeling. The church is one of the 3 objectives]

The fight around the church and the surrounding woods saw the CSA initially hold the lines of blue and Stoneclad's famous cry of ‘get there with the fisrtest with the leastest’ seemed to be paying off but pressure told even as Stoneclad rushed from Brigade to Brigade to lead them personally in the assault.

It looked as if, with the CSA reinforcements pouring in from the Bath Road on the right, that the CSA may prevail; especially when Old Blood ‘n Guts personally leading an assault in the church grounds, was felled by a sharpshooter’s Minnie round.

Carried to the rear Old Blood and Guts was heard to holler to his men ‘Forward Boys! If God aint with us Old Nick sure is!’.

Oddly, as he was carried from the field, a strange figure smelling strongly of brimstone was seen running alongside the ambulance carrying Old Blood ‘n Guts waving what looked like a contract and muttering that ‘a contract is a contract and I am here to collect’. He was ushered away at rifle butt by Old Blood ‘n Guts’ Irish Brigade and was last seen heading towards Stroud Courthouse grumbling ‘I will have what’s mine. A deal is a deal and I delivered more than the agreed 666’.

With immaculate timing, as the CSA were being shredded at the church, a grand assault was launched in the centre by the The Grey Fox.

[The 2nd of the 3 objectives - the farm house- a 3rd, the railhead, is not shown as 2 very weak divisions faced each other off]


It smashed through the Tunley woods and forced Maryland Mike to pull back off Thrupp Heights.


As darkness fell the CSA were forced to limp from the field.

Back at the field hospital Old Blood ‘n Guts' recovery was aided by the news that he had achieved a famous victory.

His triumphant cry of ‘I’ll see those Rebels in Hell’ received an unexpected reply from the rear of the dark hospital tent: ‘You damn well will’

As his aides searched the gloomy darkness they found nothing but the lingering smell of brimstone....

More photos can be found here

Saturday, 18 February 2012

6mm Shanty Town - painted

I've had a busy day - strolled into Stroud, bought some 6mm resin futuristic buildings from Shaun at Dreamholme Scenics, did lunch with my wife, strolled back home, did a post on the buildings, listened to Forest Green Rovers beat Gateshead 2-1on BBC Gloucestershire, painted buildings, listened to Sunderland beat Arsenal 2-0 in FA Cup on Five Live, continued to paint buildings, ate superb Thai Green Curry cooked by my wife, watched Inspector Montalbano on TV and finally posted this blog - what a great day.

I found the 6mm shanty buildings easy to paint. Shaun has put loads of detail into them with tarpaulins, corrugated sheets, planks and a lot more. I managed to avoid all of those and went for my usual dry-brush approach.

I use 75ml tester pots from Wilkinson  (Wilco) for terrain as they have a really good range of colours. I undercoated the buildings and bases in Java Bean and then dry-brushed the bases in Coffee and Sand

I blocked in the buildings with GW Adeptus Battlegrey and then did a wash with Badab Black. Finally I dry brushed with Coat D'arms Horse Tone - Bay and Wilco Sand.

A proper shanty town will have a lot more colour variation - I know that the buildings Shaun painted have loads of variety. My excuse is that this town is built entirely from a single crashed space ship. However I will be purchasing more of these and as I can never remember what colours I used then the next batch will be a different shade.

Once again an  Epic Rhino is prowling the street to provide a scale guide.










6mm Shanty Town

Shaun from Dreamholme Scenics has just produced some very tasty 6mm resin futuristic shanty town buildings.

I picked these up at his Saturday stall in Stroud - 6 different buildings for £5.

I've put an Epic Rhino in to give some idea of the size








Tuesday, 14 February 2012

ACW Playtest #1

ACW has always been a favourite period of mine.

However before I start rambling on about it here is some 15mm eye-candy painted by Rodge


A well stocked sutler frequented by the boys in blue


Is someone making a delivery or stocking up?


Something isn't right here


I'll leave it up to you to decide if it's just some good ol' boys making a few dollars US or re-supplying for Lee's next offensive


My camera work doesn't do justice to these lovely vignettes

Anyway after that treat I expect you to sit still and listen to what I have to say

I started collecting the Airfix ACW range back in the 1970s before I knew what wargaming was. I bought Donald Featherstone's Battles with Model Soldiers for my twelfth birthday and used the rules and my Airfix ACW figures to fight my first "proper" wargame.

Since then I've played a lot of ACW replacing my Airfix figures with 15mm figures from virtually every manufacturer under the Sun - Minifigs, Old Glory, Essex, Peter Pig and Peter Laing to name a few.

Finding figures for the ACW has never been a problem for me. However finding rules is a different matter. I've tried a fair selection  - Johnny Reb, Circa 1863, On To Richmond, Newbury, RFCMs Civil War Battles and Fire and Fury. Only the last two, CWB and FnF, came close to giving me the sort of game I was looking for - simple but still full of ACW flavour. They both have some lovely game mechanisms but some annoying bits as well.

Rodge has been recently working on a home-grown ACW rule set and he invited me along to playtest  them.  He was looking for a brigade level game that was simple but required good generalship and incorporated a initial terrain setup game.

I'll describe a playtest in the next post