Sunday, 20 April 2025

Trying a different approach to woods on the tabletop

Having recently completed my French and Indian War mini-campaign and not yet having set up a new campaign, I thought I would post about how in some recent games I have been trying out a different approach to visually representing woods on the tabletop and the house rules I needed to apply.

My usual go-to method has been to use cut-out felt cloth to mark the area of the woods, with a few model trees added for visual effect. However, this often turns into a balancing act between placing enough trees to give the impression of a wooded area which is visually appealing, without adding so many trees that they interfered with unit placement and require constant repositioning of trees as units moved through the terrain.

My usual go-to approach of using felt cloth to show the wooded areas with a few trees added for visual effect.

Trees getting moved around to accommodate units in the woods.

Sometimes, instead of using felt cloth, I will use green wool to define the boundaries of the woods, especially when there are large areas of woodland in a game. However, this can become problematic, as unit bases have a tendency to catch on the wool when they are being moved.

Green wool being used to define the boundaries of a wooded area.

There are times when the rules I am using do not permit units to enter woods (One-Hour Wargames Medieval rules being one such ruleset) and in these cases, I will clump the trees together as I find this to be more visually appealing on the tabletop.

In my medieval games no units can enter woods so I can clump trees together, my preferred way to visually represent wooded areas.

This got me thinking about how I could continue to represent wooded areas as clumps of trees, while using some house rules for units that are allowed to take cover in woods. 

The house rules I started to use treat any unit with a base touching one of the trees in the wood as being in cover. While the clump of trees itself blocks line of sight, so any units positioned behind it are out of view and cannot be targeted. My reasoning is that woods are generally denser toward their centre with understory and ground vegetation. While the edges, where troops typically operate, are more open with less undergrowth, but still suitable for providing cover.

British troops and 6 Pounder in cover at the edges of the wood.

The infantry and 6 pounder are both in cover, but can be observed by the advancing German tank. The Bren Gun carrier remains out of sight.

Where the rules allow certain units, such as light infantry, to move through the woods. These types of units can move through a clump of trees and emerge on the far side, provided they have sufficient movement allowance. If not, then they are unable to pass through. This can create interesting opportunities for ambushes where troops can suddenly appear along the edge of a wood.

German infantry in hiding behind the woods.

German infantry emerge at the edge of the woods and can still claim cover.

Where there is a need for a larger wooded area or forest, this can be represented by multiple clumps of trees, with the spaces between them suggesting paths or areas of lighter vegetation that troops can move through more easily.

A column march through the woods.

So far in my recent games this approach seems to be working out. Giving the visual appeal I am looking for without hindering the games. In my WW2 games I have extended this approach to buildings and towns.

German units take cover in the town.

My search online did not show many alternative options, mostly the results were about how to make more realistic trees. If you know of any other options, feel free to share them in the comments.


Monday, 14 April 2025

French and Indian War - Game 3 Report

Following the recent setback at Fort Robert, General Colchester has rallied his defeated troops and pushed inland with the aim of securing a vital river crossing located downstream from Fort Orleans. Securing this crossing would provide a crucial bridgehead for future operations. For more background on the campaign and the scenario setup, check out my previous posts.

This battle uses Scenario 5 (Bridgehead) from One-Hour Wargames book by Neil Thomas. During the game, units from both sides will be gradually arriving on different turns. The British objective is to establish and hold a bridgehead. By the end of Turn 15, they must control the crossing with no French units within 12 inches of the ford crossing to claim victory.

British troops crossing the ford and advancing towards French troops in the distance.

Game Report…

The British advance guard fords the river at an unguarded crossing, pressing on without resistance. Their presence has become known as they spot a band of Indian warriors in the distance. They move to secure the nearby woods as elements of the main British force began to arrive in support. Messages of this incursion has been sent to a nearby French camp. Realising the gravity of the threat, the French began mustering all available forces, marching them with urgency toward the crossing to deny the British from establishing a bridgehead.

The British advance guard at the unguarded river crossing.

The British advance guard take up position in the nearby woods as Indian warriors arrive in the distance.

The main British column cross the ford as more French reserves arrive.

The Indian warriors keep their distance as they move towards the woods, whilst fresh reserves of French regulars advance directly towards the newly arrived British troops. As the French infantry draw near and open fire upon the enemy, several bands of Indian warrriors continue to skirt around the edge of the woods, seeking to turn the British flank.

The British hurry across the ford and begin to deploy.

The British guns arrive.

All the remaining French reserves had taken the field and deployed in a line facing the bridge, ready for the advancing British. Meanwhile, the Indian allies had pressed into the wood, where they were skirmishing fiercely with British militia. At last, the final elements of the British force appeared, their artillery, which was brought up and positioned on the right flank, across the river, to lend their fire in support of the attack.

Indian warriors and militia skirmish in the woods.

All units deployed and the fighting is fierce.

British artillery deployed across the river.

A fierce exchange of musketry ensued between the opposing lines, each side striving to gain the advantage. Over time, the French line began to prevail, whilst the British artillery proved to be rather poor shots. Seeking to gain the initiative, a British unit made a bold charge from the woods, crashing into the French line. For a fleeting moment, it seemed the French might falter, but the French were able to rally and hold fast.

It was within the tangled woods that the fate of the battle was sealed. There, the British militia, sorely pressed, finally gave way before a series of Indian warrior charges. Routed and in disarray, they fled, leaving the British flank exposed. The warriors, seizing the moment, surged forward, threatening to sever the British force from the river crossing. Stricken with panic and fearing encirclement, the British were compelled to make a hasty and disordered withdrawal.

The British make a bold charge from the woods.

The Indians take the woods, threatening to cut off the British retreat.

The Indian attack on the woods was to be key to French success.

A French victory! And with this final battle, the mini-campaign draws to a close. The French achieve a marginal campaign victory having two victories against the one British victory.

A map of the campaign. The circles show the battles, blue for French victories and red for British victories.

The campaign ends…

The British plan had been bold from the outset, General William Colchester was to march his forces along the coast and seize Fort Orleans. The campaign started favourably, with the British securing the river crossing and the settlement of St. Paul, aided greatly by the Royal Navy, who landed troops behind the French lines.

With momentum on his side, General Colchester pressed onward toward Fort Robert. The French, under the able command of General Lucien Duvall, had not been idle. The intervening time had been well spent repairing the fortifications and reinforcing the garrison. When the British arrived, they were met with staunch resistance. Fort Robert held firm, delivering the first setback to the British advance.

Thwarted on the coast, Colchester turned inland, seeking to secure an upriver crossing that might open a new path toward Fort Orleans. Had he succeeded, it would have been judged a marginal British victory. But fortune did not favour the British and the French triumphed forcing the retirement of General Colchester and his British force.

Details of the mini-campaign setup can be found here.

Monday, 7 April 2025

French and Indian War - Game 3 Setup

This week, I will be playing out the third and final game in my French and Indian War mini-campaign, which I began a few weeks ago. Details about the campaign and its progress can be found in my previous posts.

British units crossing the bridge.

The campaign had began with promise for General William Colchester, commander of the British forces in the region. With a surprise advance, his troops with naval support had secured the vital river crossing near the settlement of St. Paul, enabling British forces to march along the coast toward Fort Robert.

However, French General Lucien Duvall had used the available time wisely. Fort Robert had long fallen into disrepair, so the general had organised his men and oversaw the repairs and building of additional fortifications. When the British assault came, the French were ready and the attack which was repulsed. General Colchester was forced to withdraw.

Faced by this unexpected setback, General Colchester regrouped his battered forces. His original plan to march on Fort Orleans and lay siege to it was no longer feasible. Instead, he turned his attention inland, aiming to seize a strategic river crossing downstream from Fort Orleans, one that could serve as a foothold for future operations.

The campaign map show progress so far.

The game will be using scenario 5 (Bridgehead) from the book One-Hour Wargames (OHW) by Neil Thomas. During the game units from both armies will arrive on various game turns. The British from the south and the French from various points which are decided by the dice.

A close up of the campaign map.


The tabletop setup. French units will arrive in three groups at points A, B, or C depending upon a dice roll. The British units will arrive at point D.

Order of Battle...

British Forces:

  • 6 x Regular Infantry Units
  • 4 x Militia Units
  • 2 x Artillery Units

French Forces:

  • 6 x Regular Units
  • 2 x Militia Units
  • 4 x Indian Warrior Units

For the game I am using a modified version of the One-Hour Wargames horse and musket rules. Each side is has a trusted captain and a general, both of whom provide special re-roll abilities. The trusted captain is assigned to a single unit for the entire game and allows that unit to re-roll any combat dice. However, if a 1 is rolled on the re-roll, the captain is wounded in the action and takes no further part in the battle. The general is free to move between units and can force the opposing player to re-roll their combat dice if they are attacking a unit he has attached himself to. If a 6 is rolled on this re-roll, then the general suffers a mishap and must retire from the field.

Victory Conditions...

By the end of turn 15, the British can claim victory if there are no French units within 12 inches of the crossing. If there are any French forces are within that distance, then the victory goes to the French.

The game begins with two British units across the ford.

Everything is now ready for the deciding game of this mini-campaign.

Thursday, 3 April 2025

A Wars of the Roses remote game

Last week, I was able to play a remote wargame with Jon from Palouse Wargaming Journal, where we tested some rules he has been developing for his War of the Roses (WotR) collection. It was a real treat, especially after spending the previous few days under the weather with a cold. Fortunately, I was on the mend in time for the game. Jon has written up a full game report, which you can find here. Below are a couple of close-up photos showcasing his wonderful WotR collection.  

A Battle prepares to engage…

The archers retire and in go the men at arms.

While we did not use all of Jon’s rule ideas in this session, he seems to be gradually incorporating them as he plays more games, and this was also the first time for me with these rules and the WotR. From my perspective the rules effectively conveyed the tactical limitations of the period. For instance, one rule mechanism which I really liked was to do with the changing of a Battle’s orders which is influenced by the aggressiveness and quality of its leader. This can, and did in the game, result in a Battle holding its ground defensively when you really want it to advance and engage the enemy, and another occasion where a Battle remained on the attack when it would be much wiser to pull back and reorganise the troops.   

The current distraction.

It is tempting to explore how the rules, especially the order mechanism, would work in a Hundred Years’ War game using my old Minifigs. However, I have already been sidetracked this week with some Sci-Fi gaming, using the same One-Hour Wargames scenario (#19: Static Defence) as my last French and Indian War (FIW) game. As for the FIW campaign, my plan is to return to it this weekend for the third and final, decisive game in the mini-campaign.

Saturday, 29 March 2025

French Indian War Campaign - Game 2 Report

The French and Indian War mini-campaign continues with the battle of Fort Robert. General William Colchester, commanding the British forces, has swiftly advanced his troops along the coastal road and is now poised to launch an assault on the fort. Meanwhile, the French forces, led by General Lucien Duvall, have been urgently reinforcing its defences. Among their preparations is the fortification of a nearby hill, recognising that its capture would grant a commanding vantage point over the fort, rendering any defence nearly impossible.

You can find the campaign setup details here.

Tabletop Setup.

A quick reminder of the forces involved:

French

  • 6 x Regular Infantry
  • 4 x Militia
  • 2 x Guns

The French defensive plans require them to have 4 units with 12 inches of the fort and another 4 units within 12 inches of the hill. The remaining 4 units are a mobile reserve and available to move around the table freely.

British

  • 7 x Regular Infantry
  • 4 x Militia
  • 1 x Gun

All the British units arrive from the south on game turn 1.


The Plan…

General Colchester’s plan is to occupy the wooded area in the centre with his Militia units, hopefully tie up any of the French reserves, while the bulk of the regular infantry will assault the hill supported by their single gun. 

Fort Robert. Some of the reserve regular infantry can be seen marching off to support the Militia in the centre.

Opening Moves…

The British forces pressed forward as their artillery start to bombard the hilltop. Meanwhile, the Militia advanced into the wooded area, only to come under immediate musket fire from French Militia already positioned there, supported by two units of regular infantry.

The Militia engage in the woods. The remaining French reserve of two regular infantry units are positioned behind the woods.

The Assault…

The main British assault pressed forward toward the hill, but as they advanced, volleys of flanking fire erupted from French infantry positioned behind the woods. The unexpected attack forced several British units to break formation and return fire, momentarily stalling their advance. The remaining troops reorganised to push on, bracing themselves as they move into muskets range with the entrenched French defenders on the hill.

The British assault receives flanking fire as it advances.

The assault pushes on.

The assault comes under withering fire from the hilltop defenders.

Assaulting the Hill…

The British were steadily gaining the upper hand in the woods, forcing the French to call upon the fort’s garrison for long-range support with musket fire.  

However, the assault on the hill was faltering. The determined French defenders, poured disciplined volleys into the advancing British units, and their accurate fire steadily whittling down the attackers.

Long range musketry from the fort garrison.

The British make a final effort to take the hill.

For a moment, it seemed as though the British might be able to seize the hill, their troops pressing forward despite mounting losses. However, the French defenders, bolstered by a few well-timed rallies, repulsed the exhausted attackers back down the slopes, securing the hill. A hard-fought French victory.

The assault is called off.

Summary

The assault had a two-to-one advantage, but this was not enough for the British to seize the hill. The French effectively disrupted the assault with flanking fire from their two regular infantry units positioned behind the woods, drawing away part of the attacking force. 

This defeat forces the British to abandon their coastal advance, compelling them to move inland instead. Now, their hopes will rest on securing a river crossing downstream from Fort Orleans, which could serve as a launching point for a future attack later in the campaign season.

The campaign map.


Saturday, 22 March 2025

French and Indian War campaign - Game 2 set up

This weekend I will be playing the next game in my French and Indian War mini-campaign. I started planning this campaign a few weeks ago. The details on how the campaign was set up can be found here.

The French preparing Fort Robert.

Campaign Background

General William Colchester, commanding the British forces, has orders to attack on Fort Orleans. His plan involves advancing along the coast, using naval support for amphibious landings whenever possible.

French General Lucien Duvall quickly learned of the British intentions after his forces suffered a defeat at the settlement of St. Paul, where the British launched an amphibious assault to strike the French defenders from the rear. This setback has left the French with little time to fortify Fort Robert, which has fallen into disrepair over the years.

Campaign map showing progress

A closer view of Fort Robert. The campaign map is using Scenario 14 - Static Defence - from the book "One-Hour Wargames" which will be set up on a 5 x 4 foot tabletop.

Game Background

Fort Robert is situated on a rocky stretch of coastline. The Royal Navy have informed General William Colchester that amphibious landings will not be possible. With limited time before the British forces arrive, General Lucien Duvall has ordered the garrison to strengthen the fort’s defences. This includes establishing some prepared positions on a nearby hill, as its capture would allow the British to deploy their artillery on an elevated position overlooking the fort, allowing them to bombard the fort and cut off any supplies or reinforcements.

The tabletop setup.

Order of Battle

French

  • 6 x Regular Infantry
  • 4 x Militia
  • 2 x Guns

The French defensive plans require them to have 4 units with 12 inches of the fort and another 4 units within 12 inches of the hill. The remaining 4 units are a mobile reserve and available to move around the table freely.

Prepared positions on the hill.

British Forces

  • 7 x Regular Infantry
  • 4 x Militia
  • 1 x Gun

All the British units arrive from the south on game turn 1.

A view of the British arrival. I realised after this photo that they were one unit short and quickly rectified that. I am obviously struggling to count to more than 10 when I run out of fingers!

Victory Conditions

To secure victory the British must capture and control either Fort Robert or the hill.

Off the painting desk

This week's painting has two units completed to add to my Napoleonic collection. A Hussar unit (Spencer Smith miniatures) and a unit of light infantry (HaT 28mm miniatures). All very simply painted and glossed.

I am slowly replacing my existing light infantry which are Spencer Smith miniatures with HaT miniatures, so a can rebase the Spencer Smiths with their uniform pose as line infantry.

Hussar Unit

Light Infantry