Wednesday, June 30, 2021

The Battle of Cheriton 1644

 This weeks 6mm ECW game was based around the battle of Cheriton in 1644 as outlined in the 'To Kill a KIng' supplement. Ian and Phil took on the role of the Parliamentarians trying to stop the Royalist advance on London (Pete and myself were in command of the Royalists).  This was quite a large battle with over 20 units per side.

Setting the battlefield up as close to as suggested in the supplement it looked like it would be hard work for the Royalists as the Parliamentarians lined a central hedge with their foot and cannon with both wings being very strong in cavalry. In response Pete and I matched our foot against theirs and also put our cavalry on either flank. Pete's cavalry flew down our right flank but were hampered by the hedgerows and small village next to the Parliamentarian lines. I also sent my cavalry forward only to be repulsed by Phil's well placed cavalry. 



In the above photo's you can see my cavalry advance and  Phil's cavalry just waiting for me. 
Here is the cavalry clash mid-battle. 

In the photo you can see some of Pete's cavalry closed in by the hedges and the villages. Phil had a unit of Dragoons positioned in the village and more musketeers lining the hedge giving Pete's cavalry as warm welcome. Despite a pause for a pub lunch nothing changed, the Parliamentarians always seemed to have the upper hand. 
Passing and failing various command rolls saw a staggered advance in the centre. Even where we broke through in the centre we did not have enough troops left to hold that position and we were pushed back. So the Parliamentarians easily held us off with a combination of musket then pike and a few well placed rounds of artillery fire.
Overall the scenario proved too difficult for the Royalists to prevail so history was repeated with a Parliamentarian victory but we all really enjoyed the game and plan to play another one next week. 

I also finished another retinue of longbowmen for my 28mm Wars of the Roses forces for 'Never Mind the Billhooks', I just have the mounted Knights to do now. 


  

Wednesday, June 23, 2021

6mm Pike and Shotte

Wednesday's seem to becoming a regular gaming day for we SAD wargamers. For todays game we opted to use our 6mm ECW figures using Warlords Black Powder variant, Pike and Shotte. I selected forces from the 'To Kill a KIng' supplement, loosely based on the Battle of Brentford scenario. I tweaked the forces a little to make them roughly equal and simplified the terrain as this would be our first game using these rules. 
My 6mm ECW forces were painted back around the early 1990's and are all from the Irregular Miniatures range. They have not been out of their box for some years now so it was good to get them onto the table. 
Phil and Howard took control of the Royalists under Prince Rupert and they had more horse than the Parliamentarians and a couple of level 9 command figures. Ian and I led the Roundheads who were stronger in Pike and Shotte units. 
We were so busy having fun I forgot to take many photos and 6mm figures do not photograph well using a camera phone. The photo above shows the scene from just behind the Parliament lines.  Both sides had advanced towards the centre leading to a firefight. 
This photo shows strength of the Royalist Horse as they swung round onto the Parliamentarian flank. The Royalists also got the upper hand in the centre fending of the charge of Ian's foote. This meant that as we ran out of time (too much tea, cake and chat) it seemed obvious that the field belonged to the Royalists. 
All great fun and we intend to play again next week in an all day battle and choosing an even bigger scenario. 



  

Wednesday, June 16, 2021

First game of Never Mind the Billhooks.

 Very pleased to have finally played my first game of 'Never Mind the Billhooks'. Although I have painted quite a few (Lancastrian) units the other two players (Ian and Phil) have only just got their boxes of plastic Perry miniatures so we were limited to around 80 points a -side. Happily, Howard, our other club member has also got some figures but was unable to be here today. 

 Here are some of my more recently painted figures for this project plus I created a water filled ditch, just in case that card came up during play! 



I have skirmish crossbowmen (almost finished), another retinue of longbow and some mounted Knights ready for painting too. Happily Ian had managed to quickly paint a couple of units to help increase the size of the forces a bit. 

I can never resist devising a scenario, I was just hopeful that it would not prove to be too complex for our first game. The scenario should hopefully  play well with larger forces too.  Inventing some fictitious leaders for our forces based on local place names, the scenario was as follows...

The Search for Brother John Thomas.

The table will be set up with a village of several buildings in the centre including an Inn called Ye Olde Sunne Inn. As well as the village there should be a good smattering of fields, hills and trees etc... The Yorkists throw a dice, on a 1-3 they enter the table in the top NW corner, on a 4-6 in the SE bottom corner. The Lancastrians will enter the table in the opposite corner to the Yorkists. Troops maybe deployed upto 12” on a 6'x4' table. The game lasts 6 + a d3 turns. (7-9 turns). After the last turn the exhausted sides will withdraw to lick their wounds and add up their VP (Victory Points)!

Brother John Thomas (3VP): A monk with important information about the main Yorkist forces strength and movements has gone into hiding in a small village in the centre of the table. The main aim of the game is to locate the monk and keep him safe; the information he possesses is useful to both sides so he must be kept alive. There are several buildings in the village. To search for Brother John throw a d6 each time one of your units is in contact with a building. On a '6' you find Brother John, or if all buildings have been searched he will automatically be found in the very last building to be searched. A unit may only search one building a turn but different units may search different buildings during any turn. You score the 3VP if Brother John is with one of your units at the end of the game or has been escorted safely from the table back over your own deployment zone.

Captain Richard Head (1VP): Cpt Head is enjoying several quiet drinks in ye Olde Sun Inne when he is rudely interrupted by which ever side searches that building first. For a small sum of money; Capt Head agrees to help that side in the battle. Position Capt Head with a unit. Whenever that unit is in melee Capt Head adds one extra dice to the melee pool. Use a separate colour dice for Capt Head for if it scores a '6' in melee, it can be thrown again (and again as many times as it scores sixes, each six scoring a 'hit') as Capt Head dazzles all with his fighting skills. However, the first time that unit loses a melee Capt Head will desert to find another, quieter drinking hole-remove him from the table. Capt Head is only worth a VP if he is still fighting with you at the end of the game.

Note: Capt Head cannot be targeted by missile fire and will be the last man to fall in any unit targeted by such.

Horse and Cart (1VP): Any unit that captures the (newly painted) horse and cart by moving into contact with it will find amongst the food stores in the cart a full re-supply of arrows for one Retinue Archer unit. The cart moves at d6” a turn along the road until captured, and at 6” when being escorted by its captors.

VP = Victory points for the game.

You also score 1xVP for each enemy commander slain during the battle.

and the forces that were used were as follows...

Lancastrians

Earl of Lawkland (mtd). Class 3 Hero/ldr

Sir Henry Kettlesbeck (foot). Class 2 Commander.ldr (+5pts)

Type

pts

Move

Shoot

Melee D6

Save

Notes

Light Horse

1.5

10/14”


2

4+

Save is 3+ in melee

2x Bill

1

6”


1

4+


2x Archers

1

6”

9S/15L”

.5

5+

May shoot twice a turn.

Hit, 5+ at short, 6 at long

Skirmishers Handgun

1

8”

0-12”

.5

5+

Hit 5+

Gun + 3 crew

9

4”

0-30”

.5

5+

Crew x 2 when shooting, hit on a 6, all hits kill.

Three or more 1's and gun blows up.








Total

80






Yorksists

Duke of Eldroth (foot). Class 3 Hero/ldr

Sir John Litton (foot). Class 2 Commander.ldr (+5pts)

Type

pts

Move

Shoot

Melee D6

Save

Notes

Men-at-Arms

2

6


1.5

3+

Save is 4+ if hit by X-bow or handgun

2x Bill

1

6”


1

4+


Archers

1

6”

9S/15L”

.5

5+

May shoot twice a turn.

Hit, 5+ at short, 6 at long

Skirmishers Archers

1

8”

0-12”

.5

5+

Hit 5+ up to 12”.Only 1 shot per turn.

Gun + 3 crew

9

4”

0-30”

.5

5+

Crew x 2 when shooting, hit on a 6, all hits kill.

Three or more 1's and gun blows up.








Total

78







So, how did the game go? 
Look how peaceful the village is, typical rural England until...

(So on my last read through of the rules, I spotted that there is a built in victory system using the Army Morale tokens. We decided  to use both that and my victory points that I had set to see how it played out.) 
Using the Lancastrian and Yorkshire cards, fate decided that Phil would control the Lancastrians whilst Ian took control of the Yorkists with me as his second in command. We had fun during the manoeuvre phase trying to get into position. As luck would have it Phil was able to get his mercenary handgunners quickly to a building and when searching it, threw the required 6 meaning he had found Brother Jon Thomas at the first attempt, before we had even got onto using the main battle phase. 
Elsewhere the Duke of Eldroth sent forward his Men-at-Arms (see photo below), and after chasing off some opposition Retinue archers they battled against 2 sets of Lancastrian Retinue billmen and were eventually chased from the field of battle. In the centre of the village Phil had also managed to capture the cart, again with his handgunners (fast moving light troops were proving very useful in this scenario). This meant that Phil was now 4VP up and had also gained 2 morale tokens for breaking the Men at Arms. 


Thankfully the Lancastrians did manage to recruit Sir Richard Head (the Sunne Inn is in the photo below) for 1VP and also destroy a unit of retinue archers to gain back a Morale token.  
More melee on the Yorkist left flank saw most units in Disarry or even Daunted so after several action packed turns we called an end to the game with a clear victory for Phil and his Lancastrians. 
All three of us really enjoyed the game and the rules. We probably did a few things incorrectly; especially on Morale Crisis tests but I am sure a post battle re-read of the rules should put us right. 
We also used too much terrain for a first game which did slow things down a bit so our next battle will be on more open terrain but with hopefully even more troops. 









Wednesday, June 2, 2021

The Battle of Thuin (15mm General D'Armee).

 Howard very kindly hosted a 4 player game of 15mm General D'Armee, devising the scenario and providing all the figures (and drinks on a roasting hot day!). The scenario was detailed as below...

Engagement at Thuin (very fictional)

Napoleon had already sown the seeds of doubt in Wellington’s mind that he could make a dash on Brussels via Mons, as well as or instead of, a direct assault through Charleroi. He decided to reinforce the idea by sending a small diversionary force to cross the Sambre, east of Thuin. Napoleon had a suspicion that spies in Paris, including Fouche, may have tipped off Wellington as to his true intentions. Therefore this small divisional strength army would also divert much needed allied reinforcements form marching to Quatre Bras.

French Mission

To cross the river with at least 2 brigades and remain there till the end of turn 10 for a complete victory.

British Mission

To prevent the French establishing a bridge head at the end of turn 10 on the northern side of the Sambre.

With Howard acting as the Umpire, Ian took control of the French, with the help of Phil when he arrived. I was in charge of the British defending the bridge with new brigades arriving in support on set turns. 

Howard setting the scenario up, note the pegs holding the cloth in place. 


The view from the French side as they start to advance. 


The General D'Armee Command system is both very clever and also very frustrating if things do not go your way. It's use of ADC's to help decide your course of action seems very 'in period' to me. 
  Here you can see Ian getting some troops across the bridge. 

But my Royal Horse Artillery arrived just in time to send them packing back over the bridge. 
We actually managed all 10 turns, the French had not managed to get a Brigade over the bridge as required but had badly mauled my British. We decided it was probably a winning draw for the Brits.
Great fun and we soon all picked up the basics of the rules which we have decided are very much our Napoleonic rules of choice.  Many thanks to Howard for hosting. 
Next up; Wars of the Roses in 28mm using 'Never Mind the Billhooks' rules in a couple of weeks. 







Trying 'General D'Armee' v2 in 15mm

  Howard, Ian and Nigel have been playing a few games of the new version of 'General D'Armee' and this week I was able to go alo...