Showing posts with label Jacobite. Show all posts
Showing posts with label Jacobite. Show all posts

Tuesday, 3 August 2021

Samurai project progressing slowly

My painting for the Samurai project has slowed. On the positive side it has not stopped with about half a unit, 6 figures, being painted each week. I now have completed 20 percent of the units required to reach my first goal of 20 units painted. Why 20 units? I generally try to paint up 10 for each army so I can play a One-Hour Wargaming game. After this point, even if I choose not to play a game, the painting of the remaining forces always seems to get easier.

The Samurai forces are slowly getting painted.

While painting is slow. I do seem to be getting through quite a few games on the tabletop. Either testing out some new rule changes, or try out games with larger unit sizes. 

A few Jacobite Rebellion games were played to test out some moral and activation rule changes. They seem to work and I now need to play a series of games, possibly in a mini snakes and ladders style campaign.

A quick WW2 game using 3 bases for each unit. A base is removed for each hit a unit takes, and units are eliminated after 3 hits, which is the reason for increasing the unit base number. However, I think I will stick with 1 or 2 bases per unit and use markers for hits. It all got too cluttered for my liking.

After this gaming diversion I think it is time to return to the 2nd Punic War campaign and get going with the two land battles for the turn.

Sunday, 19 July 2020

Snake and ladders Jacobite campaign ends

Action during the game

The snakes and ladders Jacobite campaign has come to a conclusion with the final pitched battle.
As the first to finish on the campaign board the Jacobite army gets an additional unit of their choice and also chooses from One-Hour Wargames (OHW) book scenarios one or two, both are pitched battles.

The campaign board with the Jacobite army being the first to get to the last battle square. After some early set backs the Government army was never able to catch up to the Jacobite army.

First up the battle report, then a couple of thoughts on the campaign itself.

Order of battle

Jacobite Army:
  • 1 x Artillery unit
  • 3 x Line Infantry units
  • 2 x Highlander units
  • 1 x Cavalry unit
Government Army:
  • 1 x Skirmish unit
  • 1 x Cavalry unit
  • 4 x Line Infantry
There are two objectives the crossroads and overlooking hill. The Jacobite forces have their artillery, an infantry unit and cavalry defending the hill. While on the other flank their highlands supported by line infantry are lined up to take the crossroads. While Government forces being outnumbered have chosen to defend the crossroads with all their available line infantry. Unfortunately they lack artillery which where left behind in the forced march to the crossroads.

Opening moves of the battle.

The battle begins with the Highlander units making a charge with their line infantry following up. Government troops mostly held firm with only one unit routed. They were then able to deliver a series of steady volleys into the Highlanders and their charge dissipated. The supporting Jacobite line infantry then moved up to engage the Government line. Meanwhile, Jacobite artillery annoyingly peppered any unengaged Government unit with shots.

Government reserves are used to hold the charging Highlanders.

The highland charge is stopped and the Jacobite line infantry engage the Government line.

On the far side a weak Jacobite cavalry unit flanks the Government line.

On the other flank a cavalry engagement saw the Jacobite cavalry come out on top and finally rout the Government cavalry. This very weakened cavalry force was able to move around to threaten the Government flank. 

Government skirmishers kept up harassing fire on units defending the hill throughout the battle. Eventually, once the battle was going against Government forces, the Jacobite infantry moved forward to drive off the tenacious skirmisher unit.

Out flanked Government forces are forced to retire.

Jacobite number finally told and Government forces exit the field if battle.

Government line infantry were putting up stubborn resistance, but were forced to give ground as Jacobite cavalry threatened to outflank their defensive line. Eventually their line gave and they ceded the battlefield. A Jacobite victory to top off the campaign.

Now the campaign is completed. Here are a couple of notes and thoughts on the campaign and what I may change.

When thinking about the snakes and ladders approach. I was originally thinking about a Necromunda (Games Workshop Gang Warfare) style campaign as gangs fight their way up the levels of the hive city, but the terrain hasn't been completed yet so approach was rejigged to the 18th Century. I will be undertaking a Necromunda campaign once I finally get my terrain sorted out.

The number of snakes and ladders misfortunes (snakes) and successes (ladders) seems to be about right. I had based them on an actual snakes and ladders game. There were a couple of turns where I though the campaign might go on for a while, but it all turned out well with the campaign providing a handful of battles. These were all randomly selected from One-Hour Wargames:
  • Scenario 11 - Surprise attack
  • Scenario 26 - Tripple line
  • Scenario 13 - Escape.
  • Scenario 18, - Counter attack
  • Scenario 2 - Pitched battle (2)
The selection of OHW scenarios for all the battles, all random except for the last pitched battle, proved very useful and always provided a nice (or interesting) surprise.

It has to be said this campaign approach is random and governed by the dice. I am not to bothered by this as it provides a narrative. It terms of narrative, in a future I may create two identical boards with a separate narrative tailored to the army using the board.

Other thoughts are not to use OHW scenarios and dice for the situation eg, surprise, flanking attack, ambush, etc. Then the higher the battle square up the board, the more open the tabletop terrain is. For example, a rebellion style game could start with mountainous, moving to more open and agricultural and finally more urban as the rebellion progresses.

Tuesday, 14 July 2020

Snakes and ladders Jacobite campaign progress and next game

A Jacobite campaign game underway

The Jacobite campaign continues on the snakes and ladders campaign board. Government forces roll a score of five and move into a battle square where they are obliged to cease movement regardless of the dice score rolled.

Campaign board.

The dice decided One-Hour Wargames scenario 11, surprise attack, was to be used.

The opening stage of the battle has a small Jacobite force of two units defending the gap between the wood and rocky hill which is impassible. They must hold and wait for supporting units to arrive and bolster their defence. All six Government units arrive with the objective of taking and controlling the crossroads. Fortunately for the Jacobites no Government cavalry have appeared, reducing the chance of their defensive positions being quickly flanked around the rocky hill.

The bulk of Government forces soon advanced upon the Jacobite defensive position supported by their artillery unit. Their skirmishers push up into the woods on the left flank. As forces closed musket fire was soon exchanged. 

Not long after the fighting began Jacobite units began to arrive in dribs and drabs and take up defensive positions at around the crossroads.

Opening positions with the strategic crossroads in the background.

Government forces advance upon the Jacobite line defending the gap between the woods and impassible rocky hill.

Skirmishers mack their way through the woods to flank Jacobite defenders.

After sustaining losses and coming under fire from Government skirmishers in the woods. The remaining Jacobite units from the first line of defence fall back upon the crossroads. Meanwhile on the other flank their artillery engage single line infantry unit which had marching around the rocky hill.

Remnants of the first line of defenders retire to the crossroads where other defending units have taken up position.

It was a slow march around the rocky hill to outflank the defenders

Government units continue their steady advance as casualties mount on both sides. The final Jacobite highlander units arrive. They are not ideal units to defend the crossroads, and the Jacobite commander makes the quick decision to have them charge upon the advancing infantry. The infantry hold steady, delivering accurate volleys of fire which eventually break the charging highlander units. Seeing the situation to be lost, the Jacobite commander retires with the remaining artillery unit.

The attack begins on the crossroads as final defending units arrive.

Highland units charge the advancing Government troops.

The highlander units are routed and the way is open to take the crossroads.

Finally, a Government victory, but the final battle of this campaign will be fought after the Jacobites roll a five on the campaign board.

The final campaign move.


Saturday, 11 July 2020

Rivers and a snakes and ladders campaign battle report

In the campaign Jacobites forces have stolen a march on Government forces who have hastily pulled together units to defend a river crossing (triple line scenario 26 from One-Hour Wargames). They are confused and surprised at the arrival of the Jacobite force, and under the scenario rules cannot move until enemy forces come within an adjacent hex. They are setup in three defensive lines:
  • Artillery positioned on the hill at the back
  • Infantry and cavalry in the second line in front of the hill
  • A forward unit at the bridge.
The arriving Jacobite force consists of:
  • 1 cavalry
  • 1 skirmisher
  • 1 highlander
  • infantry
The Jacobite general quickly pushes forward his infantry and skirmishers to engage the defenders of the bridge, the only river crossing point. Both sides engage in musketry while Government artillery provided support from its vantage point on the hill.

A view from the defending Government position

Defenders holding the bridge are quickly involved in battle

After suffering casualties the Jacobites were able to rout the bridge defenders and gain access to the other side of the river. Their skirmishers having crossed quickly made for the nearby woods away for the cavalry.

Jacobite units cross the river to face the second line of defenders

At some cost the second defensive line is broken.

As with the bridge, the defenders held firm and more Jacobite infantry were pushed forward to fill the gap of any routed unit. Eventually though, numbers made the difference and the second defensive line yielded with the defending cavalry retiring to the hill.

The second line of defence is defeated.

After a brief standoff a short cavalry engagement occurred which went the way of the Jacobites. Having only their artillery unit functioning, Government forces chose to withdraw. Yet another victory to the Jacobite cause.

After a cavalry engagement is lost. Government forces retire.

In this game I used a straight piece of blue felt for the river. It worked well enough, but I figured a slightly more meandering piece of blue felt might work better with the hex grid, and many of the One-Hour War-game scenarios have rivers in them. So this Saturday morning I made some more lengths of river.

A paper template was first created and pinned to the felt to help in the cutting of consistent river sections. Once cut out I use some oil pastel crayons to indicate flowing water. A light spray of varnish will keep the colours in place.

All river sections completed.

A river meanders its way across the tabletop

A little bit of scenery is added for effect.

With the river created. I figured I might as well get one more Jacobite campaign game in before returning to the WW2 Western Desert campaign. Dicing for the scenario to use threw up a scenario without a river. So wouldn't you know it, I will have to wait to get to use the new river sections in a game.

Thursday, 9 July 2020

Snakes and Ladders Jacobite Campaign

I am returning to the snakes and ladders campaign to setup a Jacobite game for this weekend. In the last campaign battle the Jacobites won a victory so have advance along the green arrow some 5 squares. The next couple of dice rolls had Government forces advance and Jacobite forces advance into battle.

The situation on the campaign board after the last battle and Jacobite win.

Government forces score a 6 and advance forward

Jacobites score 3, just sufficient to reach a battle square.

For the up coming battle the dice determined triple line scenario (number 26 from One-Hour Wargames). The Jacobites have stolen a march on the Government forces who have to quickly assembled an ad-hoc force to meet the threat.

The AWI game on the tabletop will have to be tidied up first. I am trying out the hex grid with a few different periods.

AWI game using a hex grid.

Monday, 29 June 2020

Tabletop hex grid and snakes and ladders campaign continues

I used to play many of my games using a 6 inch square grid on my 6 by 4 foot tabletop when I started this blog (hence the title blog). However, I have over the last 12-18 months been increasingly using free movement. Recently I have moved back to using a grid with my WW2 Western Desert campaign, which uses a hex grid and I am thoroughly enjoying. Over the last few weeks now I have been considering using hexes for my other games. 

Prompting my thinking was a number of posts by Old Trousers on using One-Hour Wargaming scenarios and Simplicity in Practice rules (both by Neil Thomas) and more recently posts from projects and Procrastination. Anyway, after re-reading chapter "Grids: Hexes and Squares" from The Portable Wargame by Bob Cordrey I decided it was timely to setup my tabletop to have a hex grid.

My first step was to determine a suitable hex size which would fit the unit basing and terrain. My paper soldier units have a frontage of 7 inches and most other periods have units with a 4 inch base frontage. Using a compass (probably last used for a school project) a few templates were drawn on paper to determine a suitable size. A few tests found the best size hex was 7.5 inches from one side to the opposite side. This is quite a large size, but has the advantage that they can easily accommodate my units and terrain.

Those of you who use hexes will note I have the unit facing a side rather than one of the angles which seems quite common. I may change this approach, for the present though the side approach suits my rules which don't differentiate between flank and rear attacks, treating them as all the same. I also have a personal preference to having a unit facing a side (not sure why).

My 42mm scaled paper soldier unit with an 8 inch base frontage

ECW unit with a 4 inch base frontage and plenty of room for terrain

On my 6 by 4 foot table top this size hex grid would give me a board of 5 to 6 hexes by 10 hexes. I did think this 5 to 6 hex width might be a tad small, but the more I thought about it the less convinced I am that it will be too small. I tend to think of the hexes as zones with units deciding to make clear advances into an adjacent zone, and too many zones unnecessarily delay contact with opposing units. I will know for sure over the next few weeks as I try out the grid.

With all that decided my next step was to make a template was made out of MDF and start marking out the tabletop cloth. Rather than draw the whole hex I chose to just mark out the hexes just at the corner, hopefully making the hex less obvious.

MDF template and brown pen to mark out the grid

Grid with only the hex corners marked

One of my existing hills which fits two hexes quite nicely when placed under the gaming cloth.

The hill placed under the gaming cloth (not very noticeable in the picture)

A 6x6 inch field fits nicely into the hex

I will be able to reuse most of my terrain without modification, but will have to cut some more blue felt for rivers which will run along the hex sides (and is why there are no photographs of rivers).

The first game to be tested was the next game in the Jacobite snakes and ladders campaign

Tabletop setup for a Jacobite campaign game

Having made the hex grid the next step is to try it out with the next Jacobite snakes and ladders campaign game. It took a few rolls of the dice before the next battle occurred. The campaign has the Jacobite cause well advanced compared to the Government forces who had been delayed by muddy roads, while a Jacobite victory saw them progress a number of squares along one of the green arrows.

Luck is a fickle thing and soon after their victory the Jacobite cause was suffering from desertions due to a lack of pay. Meanwhile, Government forces conducted a force march to avoid battle and seemed to have the upper hand only to be frustrated again by muddy roads delaying their supplies. Seizing the opportunity Jacobite forces were able to catch a column of Government troops on the march. 

Random dice produced One Hour-Wargames scenario 13 - escape. The Jacobite side having landed on a battle event square got to choose which scenario force they would act as (Blue or Red). They chose to be the attacking force which catch the opposition on the march.

Snakes and ladders campaign has 

Action from the game

The game using hexes was a victory to Jacobites. So did the hexes work? For the most part yes. I do need to make a few tweaks to the rules to suit the hex grid and am looking forward to replaying the game (although the last game result will stand for the campaign).

Wednesday, 17 June 2020

Beginning the snakes and ladders campaign

I began my snakes and ladder Jacobite campaign last week and have fought the first battle of this abstract campaign. The distraction of completing the first phase of my War of the Spanish Succession project delayed the writing of this post. 

A quick reminder the objective of this campaign is to create a series of battles with the purpose of getting advantages for one final battle, and hopefully not more than a handful of battles will be generated. Other than the campaign board and some initial thoughts (see here) there is a bit of making this up as I go along.

Each time a force lands on a battle rectangle a random scenario is selected from the One-Hour Wargames book. The force landing on the rectangle is the attacking side in the scenario. If they win they advance along the green arrow taking them closer the end battle. The other force has nothing to gain, other than denying the advancement of the other force. Although I am thinking of changing this to allow some benefit in the last battle, for example, an additional commander for each victory by a defending force.

Government forces won began the game with a 4 and land on a square which provides them with supporters in the regions which speeds up their march.

The Jacobite cause gets off to a slow start with a 1.

The low score continues with Government forces scoring a 1.

A score of 3 sees supports flocking to the Jacobite cause.

The march of Government forces is delayed as muddy roads hold up their supplies.

As score of 5 sees Jacobite forces make the first aggressive move and the battle is setup. 

A random selection using a D3 for 10's and a D10 for 1's came up with a 1 and an 8 for scenario 18, counter attack, from One-Hour Wargames. There is no battle report for the game other than to say the Highlanders proved unstoppable as they charged forward and captured the bridge before a flanking force of Government troops could create any threat.

Game in action

The win will benefit the Jacobite forces who will advance 5 squares on the campaign board.