A Blog dedicated to the creation of my Seven Years' War Army in miniature. Among other things!
Sunday, June 21, 2015
Sunday, June 14, 2015
A Few of my Favorite Things
Minots |
Staddens |
They all seem to mix in quite well. A happy coincidence.
Willies |
Staddens |
And sometimes they are not like this Minot(?) Emperor at his work.
They also work well together.
Some are not quite so felicitous, but what the hey.
Unpainted ones I am happy to paint at my no pace. As I have no goals for this collection I am quite happy to potter about, take the Funckens and my Blandfords as references and simply enjoy the work of the master craftsmen who made these delightful miniatures.
Remember Majuba or; Up the Chamla with Old Buller
African or Indian? |
Some more Willies ready to give Johnny Pathan one up the Chamla. not too sure as to whether they may join the "Littler Britons" collection or my broader colonial forces. They were at least an entertaining challenge to paint.
Thursday, June 04, 2015
Test Game
Well, I managed a small test of the rules this evening. I laid out three units of foot, one of horse and a gun per side, wavered and added another unit of foot to one army. And made it a guards unit. In for a penny, in for a pound.
The scenario involved an attack on a village. The weaker side was defending with two units and a gun lining a wall at the perimeter with the third staggered back a move outside to the flank but still in communication with the garrison. The cavalry were staggered further back again. The attackers came on, three units of foot abreast, the fourth tucked behind that on the right flank. Their cavalry faced that of the enemy although neither side really wanted to plunge in.
The attackers declared a charge after two moves of steady advance. Steady artillery fire had removed a pip from one of the enemy units in the village and it was this that the Guards (who were also a little depleted in their pip store) attacked, driving it back from the wall and electing to follow up with another round of melee which drove their opponents from the field. Their comrades had likewise been driven back, but had manfully rallied and cast their own opponents back out of the village.
The remaining units continued their advance until within musketry range, their generals joining them in order to prepare to bolster their pip store. One General lost a pip when his unit was fired on. The attackers had their fourth unit in close attendance on that which was to the fore should it need to fall back.
So, three moves played out in thirty minutes on the living room floor. Lessons learned? I think the defender ought to have a cover bonus when being fired on. Can't believe I missed it, really! Also, I think a defender ought to be able to shoot as a charge reaction. Evading as a charge reaction? I don't think so.
The rules seemed to work fairly well. I like the shooting rules, simple and fast moving. The melee was rather fun with some real ebb and flow. The Guards were tough, but now overwhelmingly so. I'd like to try a larger game with say six units of infantry per side to check the command and FBIGO rules.
So far so good.
ALSO - I thought it might be a good idea to put a copy of the rules on their own page. I'll just update that so the most current version is permanently up there.
Monday, June 01, 2015
The Age of Linear Warfare
I've been tinkering a little with a set of convention rules. The basic idea is to get out either the Prince August and Meisterzinn moulds and get casting.
Any comments would be welcome:
Any comments would be welcome:
The Age of Linear
Warfare
Notes
*Equipment: A
48” baton marked in 4” increments. A number of six-sided dice for the
adjudication of combat; a number of six sided mini-dice equal to the number of
units on the table and; one extra token to mark the extra pip Guards units may
have.
*Units, be
they Foot or Horse, have an 8” frontage. Figures are mounted on two 4” wide
wood strips. As many figures as are regarded as aesthetically pleasing may be
used.
*Every unit
gets a number of pips (generally six). When this store of pips has been
exhausted, the unit is considered destroyed.
Move
*Line
Infantry 8”
*Light
Infantry and Line Cavalry 12”
*Artillery 8”
Any unit may
expend a pip to gain a double move to charge. Charges must be declared at the
start of the turn.
Shoot
*Infantry – I
die per stand. Range 8”.
Cavalry do
not shoot.
*Artillery –
4 8” bands: Band 1 – 5 dice, Band 2 – 3 dice, Band3 – 2 dice, Band 4 – 1 die.
Procedure:
roll dice and pray for 4+. Every Hit thus obtained removes one ‘pip’ from the
defender’s store.
Melee
*Melee is
adjudicated with a simple opposed dice roll with modifiers as follows: +1 if
Guards, defending a linear obstacle, charging unto melee or if the pip difference between the attacker and defender is two or more "pips".
*Loss of the Melee results in a one-move push-back for the loser and the loss of one 'pip'. The victor may elect to follow up with another round of Melee with a +1 advantage on the dice roll. A subsequent second will result in the losing unit being destroyed regardless of remaining 'pips'. Draws result in a mutual push-back of a full move.
*Loss of the Melee results in a one-move push-back for the loser and the loss of one 'pip'. The victor may elect to follow up with another round of Melee with a +1 advantage on the dice roll. A subsequent second will result in the losing unit being destroyed regardless of remaining 'pips'. Draws result in a mutual push-back of a full move.
Morale
*Units down
to the last pip may perform no offensive action.
*When half
the army has been destroyed, the remainder must withdraw.
*A unit may
choose to Fall Back In Good Order. It retires a full move during the next move
Phase. Thenceforth, it may recover one pip per turn in which it may perform no
other actions.
*Guards units
may have an extra “seventh” pip. Light Infantry have four pips only.
*Generals.
Have two pips. They are not affected by morale rules. On joining a unit, they
will recover a pip for that unit. Any unit attacked whilst with a General attached must flip a coin to see which of them bears any pip loss.
EDIT - Melee Rules updated.
EDIT #2 - Melee rules updated again.
EDIT - Melee Rules updated.
EDIT #2 - Melee rules updated again.
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