FK&P AAR: Mundaydean Lane

The next scenario in the The Siege of Norchester campaign involves the besieged Royalists trying to get a message through to summon help. Looking at the picture below, the Royalists are on the left, with the Roundheads on the right.

Just behind the Royalist line is a coach containing the messenger (see left hand picture, below) so this is a “Catch the Pigeon” scenario wherein the Royalists have to exit the coach off the other side of the table (or defeat the Parliamentarians so the road becomes clear) and the Roundheads have to make contact with the coach and achieve a single hit to stop it and capture their prey.

The battle began with an advance from both sides. I had a bit of luck here and managed to get my right flank cavalry force and a brigade of infantry nicely forward to the half way point (see picture, below, far left) whilst the Roundheads hung back a bit.

My second infantry brigade, however, seemed very reluctant to advance, leaving a bit of a hole in my centre: perhaps they were cautious about outstripping the coach by too far! See picture, below, centre.

On my left flank, the Parliamentarian horse facing me remained passive. I was quite happy with this, so did the same: my plan was to smash his horse from the field on the right then curl around the enemy left flank with what remained of my cavalry whilst my infantry advanced to contact. The Parliamentarians would be hit on two sides and I could then roll up their line like a piece of used carpet!

My left flank cavalry thus charged the Borders Horse in front of them as soon as possible (see picture, below, left) whilst my infantry moved forward. I kept my commanded shot back, intending to shoot from behind the hedge rather than face a charge by men with long pointy sticks (see picture, below, centre). Finally my other infantry brigade got the message and moved forward as well (see picture, below, right).

For some reason, the enemy horse on my left were still stationary. That suited me fine, as there were a lot of them and although the fact that my horse fought in the more modern Swedish style, I couldn’t risk one of his squadrons breaking through and going after the coach carrying the “pigeon”.

On the right, the two infantry lines were now fully engaged (below, left and right pictures) and I was gaining an advantage. On the right, a volley into the Highlanders in the wood was enough to drive them backwards, and a two-on-one situation near the hedge was enough to destroy one of his battalia. I had also achieved a two-on-one situation in the centre, and was just waiting for the opportunity to drive the enemy back there as well.

Meanwhile my horse had indeed destroyed or driven back their opposition and, despite both full-size squadrons threatening to leave the field in pursuit, one had been stopped by a wood for long enough to regain their senses, and had rallied and returned to hit a unit of Borders pistoliers in the flank. The small squadron that had been my reserve charged over the hedge into the flank of an enemy battalia and it looked as if I had decisively won that flank and could start the roll up process.

Meanwhile on the left, sensing that something needed to be done urgently if the battle was not to be lost, the enemy horse had finally begun to move forward.

I covered the advance of the squadron on the far left and, in an extraordinarily successful charge, another squadron of my cavalry had smashed the Dutch horse in front of them from the field. I was being very lucky with my cards!

With his right flank largely destroyed, his centre beginning to bow under the pressure, and his left flank reserve surprisingly now at a disadvantage, it was only a matter of time before the Roundheads retreated. The pictures below show the end stages of the battle:

My plan, for a change and helped by some lucky cards, had worked perfectly: the Roundheads collapsed and the coach and its passenger were able to sedately trot down the road and exit the table unmolested by any Parliamentarians!

FK&P AAR: Dick's Tower

Back to For King & Parliament and the playtest of the next scenario in my forthcoming pack: Dick’s Tower.

Quick precis of the story so far: Royalists holed up in the city of Norchester besieged by the Roundheads. Parliamentarian guns have been pounding away at the city walls, focusing their efforts on a section of wall by the ruined building known locally as Dick’s Tower. A breach has been made, time for the attack to go in.

Dick’s Tower

The Royalists start the game in and around the tower: see pictures, below.

Defending the breach are two battalia of shot-heavy infantry, with a couple of commanded shot battalia coming up to reinforce them. On their left, outside the walls, is a brigade of infantry supported by some guns. The CinC’s bodyguard cuirassiers, the Norchester Disenfranchised, along with General Sir Edmund Dexter are there too. Lurking on the right are a couple of squadrons of horse, just waiting for the opportunity to sneak-attack the Roundhead attackers.

The Parliamentarian attackers (see picture, above) consisted of ten battalia of infantry supported by a large squadron of Dutch-style horse, the Perform-Thy-Vows Puritan horse.

Opening Moves

As the sun rose, the Parliamentarian line moved smartly towards the small stream surrounding the tower. The Royalist supporting force moved up parallel to the walls, whilst the Staplehurst Horse on the right trotted forward looking for the Roundhead flank.

The Parliamentarians crossed the stream without pausing and threw themselves at the breach. Their troops on their right hung back slightly, looking to fight one battle at a time.

Staplehurst was still leading his horse forward and, as one Roundhead battalion (Manning’s Foot, in blue) was smashed from the field by fire from the shot-heavies, charged the far left of the Roundhead line.

Engaged from the front and flank, the Parliamentarian battalia there (Kelsey’s Foot, in grey) crumbled and fled. It would have been great if the Royalist horse had charged on to hit the next enemy battalia in the flank as well, but the Cavaliers were carried away by their success and turned to pursue their fleeing foes!

The Climax

Meanwhile the Royalist left were beating the Roundheads in front of them: the timely intervention of the cuirassiers breaking what had looked like being deadlock.

The Roundheads were now in some trouble: their line had recoiled from the walls surrounding the tower, and although they had reformed and were preparing to go back in, both flanks were crumbling.

Indeed, before anything else happened, the second unit of lurking Royalist horse also managed to turn an enemy infantry battalia’s flank.

And that was really it: the Parliamentarians had started the battle with ten infantry battalions but were now reduced to four, who promptly voted to leave the field as fast as possible!

Aftermath

An interesting game. I’d played the Royalists and was now dying to have a go as the Parliamentarians!

John and I agreed that he had come forward without much tactical manoeuvre: although he had been unlucky with his cards on his left…my horse should never have been able to get around the side like that.

What would I have done differently? When I do play this as the Roundheads, I think I’ll initially ignore the Tower and its defenders and concentrate on wiping out all the Royalists out in the open. I’ll then be able to concentrate my strength on the units behind the fortifications, hopefully using my (then) overwhelming numbers to win victory. Can’t wait to try this, but if you have any better ideas, please do comment to let me know!

TTS AAR: Akkad versus India

Time for another game of To The Strongest: I would play the Akkadians, friend John would play the Classical Indians.

The Classical Indians were of the Republican variety: normal rather than heavy chariots (two units); loads of longbows (five units); a unit of Maiden Guard javelinwomen (questionable historically, but lovely figures, pun intended); two units of elephants escorted by light infantry (hard to kill); and two units of not very good cavalry.

My brave Akkadians consisted of a couple of units of battlecarts (four-wheeled proto-chariots drawn by equids: as manoeuvrable as that sounds); lots of citizen spearmen (five deep units); three units of regular soldiers (two carrying axes and one armed with bows); and four units of fairly scummy light infantry (two units of slingers, two units of archers).

My plan was simple. Battlecarts on the left would smash through the enemy cavalry then wheel round into the rear of the rest of the Indian army. The rest of my troops would advance steadily forward, spears to the front, weathering a storm of longbow fire but pinning his troops in place until the battlecarts arrived. What could possibly go wrong?

Opening Moves

Accidental advance in echelon

To answer the previous question: quite a lot actually. Firstly, my various brigades refused to advance together and I ended up moving forward in echelon.

Secondly, the enemy cavalry, which should have folded before the might of my battlecarts, proved stubbornly difficult to break: in fact, at one stage it looked as if it would be my battlecarts that were smashed from the field!

On my right, enemy chariots smashed into one of my spear units and drove it and its accompanying light infantry from the field. I should have been able to support the spear unit that broke with another brigade of troops, but they were at the back of the field stubbornly refusing to move forward.

Two against one: my “BLUE” spearmen are about to leave the field

That meant that John could advance his elephants in the middle of the field, attempting to defeat each of my brigades in turn.

two against one again: elephants and longbowmen combine against my “turquoise” spearmen

The game was definitely starting to look in the balance. Although I managed to hold the centre, with both sides taking a lot of casualties, my left wing battlecarts were bogged down in melee and on my right wing the Indian chariots threatened to run riot into the flanks of what remained of my centre.

All was not lost, however, as an extraordinary passage of play was about to occur in which the Akkadian Royal Household Axemen, previously stuck miles from the action as part of the brigade that had stubbornly refused to advance, finally got forward and set to work.

Facing two Indian chariots units, they destroyed both and killed the Indian general commanding them. They then resisted attack after attack from the elite Maiden Guard despite already being Disordered.

The Royal Household axemen: heroes of Akkad!

This success gave me time to reorganise my centre and to get things sorted on my left wing. The battlecarts were reinforced with some infantry and finally broke through the enemy cavalry and swung round, as planned, into the enemy rear.

With their centre hit from the rear and under pressure from a reinvigorated Akkadian army, along with the Royal Household Axemen who were still clamouring for more, the Indian army collapsed and fled the field. Victory was mine.

Aftermath

Well that had been a close run thing! At the moment when the battle was truly in the balance, a rather convenient run of luck with the cards on my part swung the day in my favour, and all centred around one unit.

the situation at the end of the battle

A great game!

More Napoleonic French

I went straight from painting my second battalion of early period French Napoleonic infantry to painting the third battalion and, on the way, proved an old wargaming trope that the third unit is always the best painted!

As before, these are the excellent AB Figures 18mm range painted with GW Contrast Paints. The bases and movement tray are custom ordered from Warbases; and the flag is from the equally excellent Maverick Models (go for the “Effect on Material” ones).

Only another nine battalions still to go!

FK&P AAR: Plumleigh Common Again

After a drought of about a month, I managed to play four wargames yesterday (huzzah!) and, incredibly, managed to win them all (huzzah again!).

That was a game of To The Strongest; two games of For King & Parliament; and a game of Art de la Guerre, which I hadn’t actually played before.

There will be After Action Reports for all of them in due course but, for the moment, here’s a catch up report featuring FK&P and another run through of the Plumleigh Common scenario from my forthcoming scenario book.

TFL Painting Challenge: 1st September Update

How did it get to be 17th September already?

I have been so busy with real-world affairs that I have had no time to post anything, and the battle reports that need to be written up are backing up fast! I always find that I have time to either paint, or game, or write AARs, but never all three at once.

Another thing that has been backing up is, of course, the Painting Challenge. Leaving it for longer than a week is a nightmare, so leaving it three weeks has meant a lot of catching up to do.

But everything is now logged, so please do visit the individual galleries to check out people’s latest work: there’s some great paint jobs on show. I’ll update the Scorecard over the weekend, but here’s a sample for you to enjoy.

New Ikwen Finally Arrive

Loud Ninja games produce a few 15mm sci-fi ranges, two of which I collect: the Chuhuac (think tech-savvy velociraptors with guns) and the Ikwen (low tech lizardmen types).

The original Ikwen infantry set was augmented with another set of rather rough looking fighters, meaning that the range had plenty of fighting men but nothing else. A Kickstarter proposed adding a wider variety of figures but, unfortunately, it failed, so the poor Ikwen have languished unloved for some time.

However, all that has now changed with the launch of some new Ikwen figures that expand the range into something that’s now quite comprehensive (regular readers will know that a pet hate of mine (I almost wrote a “pet bugbear”!) is an incomplete range of sci-fi figures i.e. all foot soldiers with no support weapons, no AT weapons, no specialists etc).

The new figures (available from the Loud Ninja section of the Alternative Armies portfolio) were advertised with a pre-order discount so I, obviously, bought the lot!

First up are some Big Men: officer or hero types.

I absolutely love the chap standing on one leg: says something about the whole Ikwen race not just that particular individual. I also like Mr Far Left with his arms outstretched: a proper character figure rather than just another officer type.

Next up are some support personnel. Here I’ve taken the new sculpts and used them as I see the Ikwen would:

L to R: two tank killer bases, one sniper base, two tech specialist bases

So, on our left, we have various figures throwing what must be explosive charges. They actually look a bit like artillery shells. I’ve grouped these into threes and called them tank-killers i.e. small groups of infantry whose job it is to take out enemy AFVs and bunkers. IABSM, which is what Q13 is based on, has specific rules for tank-killer teams, which can be adapted as part of chrome.

In the middle is a sniper team. Fairly standard, but nicely realised.

On the right are two specialist electronic warfare teams. Anyone who’s played Q13 knows that you are at a severe disadvantage if the opposition has more EW capacity than you do: think an army with no magic fighting one with wizards! The new range has three different EW specialists: the based figures look quite similar but their EW backpacks (no, I didn’t think to take a photo of them from behind, sorry!) are distinct. I could have had three individually-mounted, er, individuals, but as the Ikwen are supposed to be low-tech, I like the idea of having three of them working together in a team. Ghostbusters anyone?

Finally, the piece de resistance in the new range has to be the Ikwen cavalry:

I am loving these Ikwen mounted on what are called Runth. Not quite sure how I will use them yet, but they are cracking figures, even if I have just realised that I have forgotten to paint the tongue of the Ikwen on the right (compare it to the one in the middle).

The Runth come as a body, four individual legs and a lower jaw/tusk, but all very easy to put together. I could have green-stuffed the gaps but deliberately didn’t do so as I like the way they look with a deep line around the shoulder and hip.

I think I might go the whole hog (the whole runth?) and buy another five so I have a squad of eight superheavy cavalry!

All highly recommended, and if people by enough of them, I’m sure that more will be forthcoming, so get your wallets out please!

Cossacks Resurrected

Regular visitors will know that one of my favourite games at the moment is the ECW expansion to The Strongest called For King & Parliament. I’ve built up quite a collection of pike and shot figures as a result, and have been looking around for more ways to use them.

Friend and regular opponent Bevan suggested we could look at Eastern Europe and the conflicts between Poland, the Cossacks and Tartars etc. He also mentioned that he had some winged hussars already on the painting table.

Two things immediately sprung to mind.

First, I want winged hussars too! I mean, you can’t get more iconically cool than a few squadrons of winged hussars. Very cheeky to baggsy them before me!

Secondly, did you mention Cossacks? As I have some of them as part of my Crimean Russian army. The only problem is that they are based in singles and pairs: a bit of a pain for an element game like FK&P.

Well, you say problem, I say opportunity! A quick call to those nice people at Warbases and a couple of days later some custom movement trays arrived (Warbases are highly recommended btw: always my basing and movement tray supplier of choice). A quick bit of painting and flocking later, a re-base of the Cossacks with some matching flock, and I now have an FK&P brigade’s worth ready to hit the tabletop.

I was a little concerned that each unit is only seven figures strong, but they look fine compared to my ECW Swedish horse…and I can always double up the units so that rather than four 7’s I have two 14’s.

So that’s the Cossack horse sorted, now onto the foot…

A Bit of Sci Fi

A bit of a sci-fi theme to today’s post.

First up is a little painting: filling in the gaps in my Space Dwarf force:

The rather large motocycles are from Boon Town Metals, but are painted to go with my Grudd force. That takes their “mounted” element up to two 10-dwarf squads: a decent size for a recon element.

The standard bearers are from Onslaught Miniatures. My Grudd have a platoon of two squads of “light infantry” (when have dwarves ever been light!) i.e. without squad light support weapons. Those squads are eight strong, and these two will make them 10-strong and also look like a LSW base if I want to field them as such.

Next is a bit of news about the re-emergence of Clockwork Goblin’s 15mm weird world war two range Konflict ‘47.

This was an excellent range of walkers, alternative sci-fi tank turrets and infantry for the Germans, Russians, US and British armies.

Unfortunately, the range died a bit of a death, but has now been resurrected and is available one more at the Clockwork Goblin shop.

Here’s two examples of what’s available, taken from my collection:

Coyote Light Walkers

Grizzly Medium Walkers

Let’s hope they get the whole range back out asap.

More AB Napoleonics

I completed my first battalion of early period French infantry in April this year, but have then spent the last four months trying to decide whether they are too big to match my existing collection of 15mm figures and scenery.

A recent 15mm re-fight of Talavera re-awakened my interest in the period, and I loudly assured everyone there that I had now made up my mind: the AB figures are too big and I would get ride of the battalion I’d painted, and the two unpainted ones as well, and swap to true 15’s.

I then went looking for a range of true 15’s to take their place.

I couldn’t find one.

Or, to be more accurate, I couldn’t find one that I liked as much as the AB figures!

So I changed my mind again, and am back on the 18’s!

Here’s the next battalion of Frenchies done…although I really must get better at painting the rosettes on the bicornes!

And just to make sure I won’t flip-flop again, the next battalion (the 3ieme!) is already undercoated and part-painted and I’ve just ordered another three battalions as well.

FK&P AAR: Plumleigh Common

Time to playtest the next installment in the follow up to the Marlowe to Maidenhythe scenario pack for For King & Parliament. This pack is provisionally entitled The Siege of Norchester and features actions surrounding, funnily enough, a fictional Parliamentarian siege of the Royalist held city of Norchester.

To cut a long story short, Plumleigh Common is a fight that occurs when the Royalists attempt to disrupt the Roundheads as they are digging trenches around the city. The Roundheads are, however, ready for the attack and so what was to have been a raid turns into head-to-head fight.

Here are two views of the battlefield. The walled area containing the church prominent in the left hand picture is Norchester itself, held by some Royalist infantry and artillery who cannot cross the city walls only shoot from them. The trenches represent the Parliamentarian lines, and are held by Roundhead infantry who are protecting a siege gun that could actually reach Norchester.

The battlefield thus divides into three sections: the area between the walls/ramparts; the open area next to it, and the area of enclosures on the far side. In this first game, I would play the Roundheads.

On My Right Flank

The battle opened on my right flank, opposite an area of dense terrain formed of enclosures. Here I had committed my troops raised from the Borders area…

In The Centre

In the centre, however, things were a bit more even:

The Climax

As you can see from the picture above, left, the fight for the centre had been carnage, with both sides losing many units. Victory Medals were now in short supply for both sides, but I had three relatively fresh units to bring over from my right which would swing the battle in my favour.

Unfortunately, this left my opponent with a temporary three to two advantage in the centre and a run of rather bad luck meant that I lost both units there in quick succession:

This wiped out my last few Victory Medals meaning that I lost the battle as my game-winning right flank force decided that the sight of the last two of my units in the centre going down fighting meant that it was far too dangerous to intervene despite outnumbering the opposition whilst in a tactically superior position!

Aaargh!

But a great game nonetheless, and the Plumleigh Common scenario is definitely passed as ready!

TFL Painting Challenge: Last August Update

Is it really the end of August already? Where has the year gone? It was my birthday recently as well: 55 years old…how did that happen?

But enough of the negative vibes, man, time for some positives: it’s another Painting Challenge update…and there are some really nice pieces of work on show this time. Check out the individual galleries, but here’s a taster:

Markers for FK&P

Just finishing off (as much as any wargames project can be declared “finished”) my ECW collection now with a few attached shot markers for my chosen ruleset For King & Parliament.

These are used to indicate when a horse or artillery unit has a body of musketeers attached to them to give them a bit more bite. They are the sort of thing you could use a counter for (as they disappear after one volley!) but look better represented by actual figures.

Figures are Peter Pig painted with GW Contrast Paint mounted on Warbases bases.

Age of Eagles AAR: Talavera

I played in a big Age of Eagles Napoleonics game this weekend just gone: a re-fight of Talavera. Most amusingly, given that I’d rarely played the rules or, indeed, any Napoleonics before, I was given the role of Wellesley i.e. in command of the allied British and Spanish team lined up against the evil French.

I’d like to be able to say that I emulated the soon-to-be Duke of Wellington and won a noble victory but, alas, the day did not go our way at all!

The Allies are lined up along a tributary of the river Tagus, Brits on the left, Spanish on the right, with the French coming at them across the stream.

The French planned to demonstrate towards the centre of the Allied line whilst attacking around the Allied left. If that didn’t work, the centre would turn into the main attack.

As the French came forward on our left, effortlessly brushing a single Spanish brigade aside, I moved some of our reserves (Mackenzie’s infantry Division) to counter the threat. With their advance there countered, the French changed their axis of attack and came forward strongly in the centre and on their left.

The Spanish held a fortified farm on our right, and the troops there performed brilliantly: their artillery slowing down the French advance and then a battalion of conscript infantry lurking just outside the farm holding off a charge by French heavy cavalry.

Unfortunately, the British in the centre performed less well. Firstly, closing up from extended line to line left several gaps in the British line. The French spotted this, massed their artillery and blew a British battalion away to widen one of the gaps into something they could move through…and move through the gap they did: French cavalry and infantry bursting through to totally disrupt the British line.

I had, as mentioned, already committed my infantry reserves elsewhere, and my heavy cavalry just didn’t get across the table fast enough to properly intervene.

As the British line began to crumble, the Spanish remembered they had an important appointment elsewhere (Cuesta was under orders to preserve the army) and the day was firmly to the French.

A great game, and all kudos to Mark and Bevan as the French commanders who, respectively, pinned and then dissected the Allies: great tactics. Thanks also to Dave for setting up and running the game; and to my unfortunate co-commander, John.

One last thing to mention, John had one Spanish battalion that despite initially recoiling from a combat then stubbornly refused to be broken no matter what the garlic-eaters threw at them. It seems like it was the Spanish that shone all day.

Here’s a gallery of the game (excuse the rather curly roads!):

Marlowe to Maidenhythe: A Nice Review

Got to the game on Saturday and someone asked me if I’d seen the nice review of Marlowe to Maidenhythe ECW scenario pack for For King & Parliament that has just appeared on the Iron Mitten blog.

Well I hadn’t…but I have now, and they are right: it is very nice.

Here’s a link to the specific blog post: http://iron-mitten.blogspot.com/2021/08/marlowe-to-maidenhythe-review.html

I recommend that you all read it and immediately go out and buy a copy!

Yet Another Shot Heavy ECW Battalia

Here’s the last (for the moment!) of my shot-heavy battalia for my English Civil war collection.

With these, I can now field brigades of standard battalia, pike-only battalia, pike-heavy battalia and, of course, shot-heavy battalia.

The figures are from Peter Pig, painted with GW Contrast paints (the trousers are some kind of ork skin tone!), and mounted as a single battalia element on a large vehicle base from Warbases.

TFL Painting Challenge: Another August Update

Not much else going on at the moment wargaming-wise (although I have a big game this weekend) so I thought I’d update the Painting Challenge after only a week rather than the usual two.

Plenty to see even after only seven days, so do make sure you visit people’s individual galleries, but here’s a taster: