Sunday 26 November 2017

The problems of returning to house rules

Returning to self written rules after a break always has problems for me. Namely, the reasons for choosing a certain rule mechanism has been forgotten and so I start questioning aspects of the rules. Then comes a rule modification and after a while of playing the realisation that the original rule did serve a purpose. My little grey cells eventually kick into action and recall the reason for the approach. Doh!

While I have a mini French Indian War campaign on the go, I did not feel quite in an 18th century gaming mood and instead opted for a return to some Sci-Fi gaming using my Warhammer 40k collection. Minus their complicated rules which require too much referring to the rule book for my tastes now-a-days, which is why I use my own house rules.

So this week's wargaming time has been spent mucking around with rules and pretty much going full circle with the reworking rules. Although on the upside, I have notes on a different activation mechanism which I will use on occasion depending the style of game I am looking for.

Only a few photos taken of one of the games...

Space Marines arrive
Tyranids in wait
Towards the end of a game
On a visit to Games Workshop this weekend to top up my paint, I found it all too tempting and came away with the new Necromunda game. (Early Christmas present perhaps!) I really like the models and I am planning to use the Fistful of Lead Reloaded (wild west) rules with modifications for playing the game. Again my aversion to overly detailed rules. Although, I am currently reading through the rule book and will use the rules when having a game with my Son on one of his visits. He has a preference to using a rule book and his youthful memory gives him a definite advantage.

Succumbing to temptation

Saturday 18 November 2017

Too many units on the tabletop?

Over the last week or so I have been playing a few WW2 games as I try out some different rule options. But this post is not about the rule themselves, its about the dilemma of putting too many units on the table. To the point where unit numbers limit manoeuvring and a game turns into a bit of a slogging match. Every now and again I seem to forget about this when deciding upon the forces to game with.

A tad over crowded perhaps?
Not too crowded and a more enjoyable game

Wednesday 15 November 2017

Spencer Smith Napoleonic Figures

I am now about two-thirds of the way through painting a collection of plastic Spencer Smith Napoleonic figures. From the remaining figures and a few ACW figure conversions (for artillery) I should be able to create 8 infantry units, 4 cavalry units and 6 artillery units. Then all should be just about done bar a few commanders and flag bearers.

Anyway I thought I would drag them all out for a few pictures and to help my motivation to complete the remaining units in the next two months.

The figures are painted in a simple (toy soldier) style representing Austrian/Russian and French armies from the Third Coalition 1805-1807.

Saturday 11 November 2017

French Indian War campaign game 3 report

Game three saw the French defending a fort. Half their forces including their cannon were within the fort walls and the remaining four units positioned outside to harass the attacking British.

In this game I decided to make a modification to the shooting rules. This was aimed to benefit the effectiveness of units with fewer hits. So, units with four or more hits subtract one from the shooting dice. I did consider units with three or less hits having the option to re-roll hit dice when shooting, but stuck with the subtract one option for this game and may try re-rolling option in the next game.

Anyway, onto the pictures and game report...

French cannon fire is used to disrupt advancing British units in the opening moves.
The British quickly positioned their cannon and targeted the fort gates
Some well aimed shots quickly breached the walls
British light infantry move around the flank.
British units begin to advance upon the breach.
At this point in the game the advantage seemed to be with the British, having successfully breached the fort walls and forced once group of French harassing forces to retire behind the fort.

Highlanders advance as French units defend the breach 
French right flank units continued to harass attacking units
The attack continues as French units put up a strong defence
Light infantry launch an attack on the cannon which was proving to be very effective in defence
The British cannon is under threat as shielding units are eliminated by French units 
Defences hold firm
The light infantry attacks fail and British units prepare their final assault
The gallant French commander fell during the final assault, but other units within the fort took his place. 
The assault continues and the defence continues to hold
The assault finally fails to dislodge the defenders and the British commander is lost with his unit.
A good and close game which for a while looked like the British would have their third win. The French cannon proved the difference seeing off an assault from light infantry and supporting the defence of the breach. Giving the French their first campaign victory.

Thursday 9 November 2017

French Indian War Campaign - preparing game 3

After messing around with a few WW2 games over the last week or two, it was time to get back to my French Indian War campaign. The last campaign game (game two) saw a British victory and the resulting French retirement.

French retirement move
Following on from their victory the British forces made a move on the French river fort.

British advance
Both forces selected 12 units which were reduced using cards to: 8 units for the French and 10 for the British, who chose to use there reinforce option to give them an extra two units. The British had hoped to field two artillery units, but the cards were against them.

Selection of forces
The fort and roads were laid out first with all remaining terrain randomly placed according to dice rolls.

French units prepare for a defensive battle 
British forces arrive

Sunday 5 November 2017

Quick and easy war-game terrain hedges

Not a lot of modelling or wargaming this weekend due to a short get away trip. Although these trips do allow for a little bit of downtime involving reading in the evenings with no TV or computer distractions. So with perfect timing the day before departing two books turned up.

Timely arrivals
"Napoleonic Wargaming" by Neil Thomas is in preparation as my current project, painting up a number of old plastic Spencer Smith Napoleonic miniatures, is progressing quite well with over half the figures painted.

Dragon Rampant will be used with some of my old Orcs and a spontaneous purchase from a few month back - the Age of Sigmar starter box.

Spontaneous purchase - Warhammer Age of Sigmar
Earlier this week I was playing a few WW2 Northern Europe games and required a few more hedges which could act as bocage in my games. So late this Sunday I quickly made up some from a couple of large scrub pads I had left over from making trees. I only have before and after photos due to a flat phone and I finished by the time it had recharged!

Scrub pads where cut into 4 and 6 inch lengths and shaped
Finished hedges after a light spray of a sand colour and dry brushing a mid green and brown colours. 
The scrub pads were cut into lengths and then shaped with a series of V-cuts and trimmed. After which they got a light dusting with a sand coloured spray paint which provided highlights. Once dry the final step was a quick dry brushing of a mid green colour followed by a dark brown. The sprayed highlights helped the dry brushing take to the plastic pads.

One hour later the hedges (bocage) was in action on the tabletop
Because of the scrubbing pad thickness there is no need to base the hedges 
A close up showing the effects of spraying and dry brushing