Friday, September 25, 2020

New rivers

 


In cleaning up the old painting table yesterday I found a bunch of  Darico Foamies Sheets I had bought I cannot remember when.  These are the town sheets you can find craft stores.  They are about a 1/8 inch thick and 18 inches by 12 inches.  Why did I buy them?  I can not remember but I thought I should use them for something.   But then I remembered at a Cold Wars convention I had picked up cheaply a set of narrow streams made from this same material.  I thought I would put together a set of rivers about six inches wide.



I cut the sheets in half the long  the long way to have six lengths.  I then put a mixture of your and water along the edge and sprinkled static grass on it.  In no time at all I had a set of straight rivers.  These were wide enough to fit my bridges on.  I then cut up another sheet to make shorter sections and some pie shaped pieces to make curves and bends.  Not bad for a hours work!  If I can find some glossy finish I will use that to make them look better.  That is if I can find some around here.  

Well, they will not win first place for terrain but they were free and I do not think look too bad.  







Tuesday, September 8, 2020

Liberty Flags

 


Yet another type of flag available to American Rev War gamers are the so called "Liberty" flags .  Usually smaller then the regimental Standard these were locally made for militia regiments or were decorated division colors.  General Charles Lee Suggested in 1775 that " each regiment or battalion was to have a large Regimental Standard as well as four smaller grand division colors, on each of which was to be embroidered the word "Liberty."

That a number of  towns had followed this practice is note in a political cartoon depicting the fighting in 19th April.  The American forces are marching under a banner similar to the Union flag with "Liberty" in its center.  


 In addition the town of Taunton Massachusetts had a flag made.  It has a red field, the Union in the upper canton and the words "Liberty and Union."



Following the battle of Long Island August 1776 the Hessian regiment Rall reported it captured from a American Regiment a small color, "which was of red damask and bore the motto Liberty."  This possibly was from the New Jersey militia regiment of Colonel Philip Johnson which had been guarding Flatbush road where it cut through the Flatbush pass and located in what is now the North East corner of Prospect Park.  In addition Major Carl Leopold Baurmster , Hessian Adjutant General reported the capture of eleven American colors each with the motto "Liberty" on them after the battle.  After the capture of Fort Washington a number of colors were also captured.  These were described as "new" and were yellow, white, and light blue.  One Pennsylvania regiment's colors were described as having the figure of a riflemen on it.


In the Schenectady County Historical Society is preserved a local militia liberty flag.  It has faced to a dull brown color, but was once described as green or blue.  The word liberty is on both sides made from a white ribbon. 



So, it appears these flags were actually used and saw service.  They make a easy way to add color to your militia regiments in the table top.







Saturday, September 5, 2020

Veterans of Recreated Wars

 


A good friend (hello Scott!) Suggested I visit Facebook and check out a site dedicated to "retired" reenactors called "The Veterans of Recreated Wars. "  It's a place where they can put up pictures from events long ago and talk about past events and good times.  He mentioned that there were a few pictures of my old group there too as well as people we have not seen in years.



I am not on Facebook but Janine is.  So off we went and explored the site.  It was a nice trip down memory lane and filled with most interesting pictures of all eras of history.  Very heavy into American Civil War and WW2. I only did American Rev War as a reenactor in the 1970's and 1980's as well as with my time with the National Park Service.  I was with the Colonels company 23rd Royal Welch Fusiliers.  It did bring back many memories but not as many pictures of Rev War as I might have liked.  But it was worth a visit and many of you out there who are on Facebook might wish to visit the site evan if they never were a reenactor.  Lots of great pictures of uniforms and equipment.


White Plains 1976



I also downloaded a couple pictures of my group at the "Battles" of White Plains in 1976 and Brandywine in 1977.  I do not know who took most of the pictures so cannot credit them except to say they came from that Facebook site. Photo at the Top of page is from Brandywine 1977.  The  next two are from White Plains 1976.  The last picture is from I did not know where.  But the black and white picture from White Plains  was set up and done by the artist Ron Tunison.

Enjoy!

Wednesday, September 2, 2020

Charge of the Light Brigade rules

 

I have been ask a number of times what rules I use for the Crimean War. They are "Charge of the Light Brigade." A home brewed self published rules from the author David Raybin so possibly only a few of you have tried them.   I will state right off I am a big fan of these rules. I like simple rules, but with a twist. I like regiments to look like regiments.  And it is important to me that that a group of colorful miniature soldiers represents such and such a regiment.  I want a game I can play in a evening, gives a period "feel" for the time period played, have fun with and come to a conclusion.  "Charge of the Light Brigade" does all of these. Here is a essay on how they play.


The rules are a simple I Go U Go but with a difference.  Each side rolls for initiative with high side getting first go.  If you won the roll last time you add one to your roll.  Each of your regiments or batteries do one action (move, change formation, fire or remove a morale point).  To move roll two dice (or more depending on formation) and that is how far you can move.   After all your units have moved  you may spend a command point (CP) per unit and that unit may do a second thing.



  Here is something that sets this set of rules aside from all others. The author has taken the simple move/counter move system and twisted it. Every unit has a commander (i.e. Colonel). He has so many command points (CP). More if he and the regiment are good, less if mediocare or poor. Russians often get around 8 (sluggish, dull)  while British line get 12 and elite Guards might get as many of 16.  Better units can do more at critical times. But when your CP are gone they are gone.


OK, now it is your turn, and every unit on your side has done one free action. You may then spend a CP and do something else. Fire, remove a Morale marker or what ever. It gives you a chance to take advantage of something or react to what is happeneing on the table. BUT for every action there is a reaction and the enemy now gets to react against that unit and can either return fire at you or change position/facing.   But only against the enemy that spent that CP.   In a past game a Russian battalion removed a Morale pip by paying a CP. The British reacted by firing at the unit and puting 2 morale pips right on back (darn good shooting with the Guards who rolled four 6's). So you spends your money and takes your chaces.  This portion of the rules is what gets a lot of comments and attention from people who  have played this game for the first time. And rightly so. It is simple, inovative and fun. But I would recommend a GM to run the first few games you try to ensure you all stay on tract and not move ahead.  To track CP I put a sticky note under the command figure stand with the number of that units CP.



  Firing is simple. You throw 1D6 per stand for Infantry and 2D6 per artillery stand. Cross refinance with the firing chart for weapon vs. target and this gives you the chances for a hit. Since there is a possible saving roll you might not lose all those figures hit. Yes, the dreaded saving roll.  But here it takes the place of all those calculations you have to do with other rules.  Watch out for double 6's as they can cause a morale marker to drop onto your unit.  Each infantry stand has four figures. Once all four figures are gone you remove the stand.  Until then the stand fights on.


To me, the neat thing about this system is that you forget about calculation, tables and charts. Hits, saves and morale are all tied into each other. The save chart also brings a little of the old "national modifiers" into the mix. With Russians, who get saved on a 5 or 6 no matter how many stands are left you have to beat each one with a stick until they are all dead. You get that steady, dogged feeling you read about. The British start with a high save chance (they dodge bullets like the bat man said the rules auther) but as they loose stands save chances go way down so they wither away. A little fragile. Poor Johnny Turk never gets a save




Morale is a sneaky system that most folks don't think a lot about until it bites them! You get a morale pip for any number of things (crossing an obstacle, being fired at or having friends route past you). Since you subtract 1 pip from every die roll morale effects everything you do. Move, shot or fight it ties into morale.

In a past game a Russia commander with three morale markers on a regiment found out fast that he could not shoot, or save casualties with that unit. With morale markers, once you get into trouble it comes fast and furious. To me this is a superior system then used in many rules. The unit is effected, and everything it can do is effected.


Close Combats takes a bit getting used to since it is very different from most rules. You do not charge like in other rules. You move within 2' of the enemy. THEN, you would have to pay a Command Point or wait till next turn to close and fight. This gives the defender a chance to do something. Like blast the enemy with a close range volley that causes casualties or mabey a morale marker.  It is actually hard to close into close combat due to small arms fire.  But when you do it can be devastating.


  I really love these rules. The game feels like the Crimean to me based on my reading.  Also for a I Go U Go both sides get to do something so no sitting around. In my games Russians tend to form columns (or at least reinforced lines) and try and close with the British quickly.  (One player has nicked named them "Zulu's in overcoats.") Russian artillery is better then the allies and there is a lot of it.  Russian cavalry is, well, sluggish.  The British tend to want to shoot at things. And shoot a lot. Cavalry is small but very aggressive.  By the way small numbers of cavalry will not damage infantry who can usually shoot them down before they close. Many of my games have seen a single British battalion stopping massed charge like at Balaklva.  The French are interesting as their line have muskets while elite troops like Zouaves have rifles and  more CP.  So each army is very different from the other.  You have to work with what you have and get the best out of them.



Tuesday, August 25, 2020

An insignificant skirmish 1854

 

Following on heals of the Russian victory in the Bulgnack River I thought to fight out another battle in the Crimean.  This time I would have my French have a go against the Russian masses.  The scenario would be a French brigade in a delaying action against a Russian Brigade.  The French were outnumbered and had to hold the position as long as possible to delay the Russians.  




The French were deployed with the 3rd Zouave regiment, 6th line  and a battery would hold a stone wall to delay the Russians.  When forced back they would join the 50th line on a small ridge for a final stand.  The 1st Chasseurs d'Afrique held the left flank. Please note each French regiment was of Two battalions each.


The Russians would attack in the same manner as the last game.  After all it worked so well!  The 32nd Kazan Jaeger Regiment on the right and 31st Ouglitch Jaeger Regiment on the left each of four battalions and with a attached battery would sweep forward and drive all before them.  The Cavalry would sweep the right flank clear and outrank the French position.




The Russians swept forward and spent command points to double their moves.  (Note first move was entering table then second move was moving forward).  This brought them up the French line but it allowed the French to get an volley into them.  (If you spend a command point the other side gets to fire at you). With their first  move the French not only fired but fired a second time spending their command points.  They not only out a number of hits on the advancing columns but silenced the Russian batteries which had unlimber within range of the Zouave's rifles muskets! 


The Russian cavalry doubled their move to close with he enemy cavalry.  The Chasseurs counter charged and in the melee defeated the Russians and drive them back into the second Russian cavalry regiment! Into the mass of confusion charged the aggressive french!





By this time the the Russian columns had crossed the stone walls.  Although I should have withdraw I decided to fight it.  The French gave a volley before it was a clash of bayonets.  In the center two Russian battalions defeated one of the Zouaves battalions.  Climbing over the wall it was the high point of the Russian advance.  To either side of them the remaining French held strong and drive off the attackers.  To add insult the two French reserve battalions were now advancing to plug the gap in the center.

In the flank the French cavalry charged into the disordered mass that has once been two cavalry regiments and chased them off the table.


At this point the Russian commander called it and ended the game.  

What was different this time?  First off I remembered to have both sides use their command points!  The extra rolls from the French out brought morale markets in the Russian columns to hurt them in close combat.  In addition the extra range off the rifled muskets took out the Russian batteries before they could inflict damage.  


A good fun game on a rainy afternoon.  








Too much spam!


 


Is it a by product of this covid 19 thing?  My blog is being swamped with spam messages.  Most are stupid, some are embarrassing.  Because of this I have had to add a comment waiting period to get rid of these pesky intrusions.  So, if I am late responding to a comment please excuse me.

now back to our regular scheduled programing.

Sunday, August 23, 2020

Action on the Bulganak River, 19 September 1854

 


Following their landed at Kalamita Bay on 18 September 1854, the Allied Army started south towards the port of Sebastapol.   During the March the armies became strung out over a great distance and the British and French forces had become separated.  Being outnumbered significantly by the Russian cavalry it proved very difficult for British patrols to locate the Russian forces, and so the Allies moved blindly forward.    The main Russian field army was positioned on the high ground overlooking the River Alma. The Russians had deployed a detachment forward of the main position under the command of General Kiriakoff, consisting of numerous cavalry and Cossacks regiments, two Infantry regiments (eight battalions) and artillery.

On the afternoon of 19 September the allied army reached a small river, the Bulganak, beyond which was a ridge that blocked the view to the south. On the summit of the ridge sat a group of Cossacks. At this point the British army was stretched out over several miles.  The British sent the Light Cavalry Brigade with a Horse Artillery battery to scout  the ridge.  

The battlefield before them consisted of a shallow river and ridge line beyond it.  From that ridge   the ground dropped away to a valley, beyond which was a second ridge. The British cavalry commande could see Russian Cossacks on the ridge but nothing beyond it.  He sent back for reinforcements and moved the cavalry forward to investigate.  He knew the British Light Division was near by for support.


At this is the point the historical narrative ends and our table top battle begins . 


The British Light Cavalry Brigade and Royal Horse Artillery advance into the valley.  Confronted by Russian cavalry they move forward to engage the enemy and give time for the Light Division to arrive.  


The Russian cavalry spend extra command points to move to contact (each unit has command points to do extra things.  Once spent they are gone.  Better units have more pounts, poorer units less).  In the ensuing melee the British cavalry is sent running from the field!  The Royal Horse Artillery keeps the Cossacks at bay and soon the 1st Brigade of the Light Division has arrived.  They take position on the Heights.  During this time the Russian commander has advanced his infantry across the valley determined to push the British off the field.




Deployed along the ridge line the British await the Russian assault.  The 1st Brigade of the Light Division firm line with artillery support.  The 2nd brigade  is just crossing the stream.  Lord Lucan arrives to try and rally the cavalry after Cardigan's folly.  


Meanwhile the Russian cavalry fall back behind the infantry and artillery numbers up to move forward to get into better range. Both regiments advance steadily maintain spacing.  The masses infantry makes a noble sight.   At this point aged veterans from the peninsula campaigns must be feeling deja vu which is not helped by Lord Raglan mumbling about the French coming in in the old way.







On the Russian left flank four battalion converge on the British.  The 7th Royal Fusiliers and Royal Artillery opened a devastating fire which killed one of the battalion commanders.  But not enough to stop the masses columns who closed and drove the Fusilier back.  In the center the Royal Welch Fusiliers held firm and stoped the columns while the 88th delivered a heavy fire that also stoped the attack on that flank.  Raglan moved the 19th Regiment to protect the British right flank.  The brigade and Division commanders rushed to rally the Fusilier regiment and organized a counter attack.



The British 88th drive back the two battalions in front of them but things were coming unglued. 






 The Russians continued their relentless advance.  They Drive back both the 19th and 7th Fusilier as well as over running the guns.  In addition the Russian cavalry double times it's movement to get into the fight on the left flank.  



The British flank uncovered, Russians mounted a counter attack also by the line and almost no reinforcements available the British commander orders a withdrawal.  The masses of Russian columns were too much for the British this time.  


Conclusion: This was a most enjoyable scenario that in have wanted to fight out for a while.  And I will return to it again.  I think the key to the Russian victory was aggressive use of their artillery (which is very good) and paying extra command points to move extra.  This gave them less time under fire and closing to close contact quicker. Due to the small size of the table and the large number of regiments I did not enforce the six inches between Russian columns rule.  


 I should have had the British use their command points to fire extra times.  The key for the British is to get a number of morale  markets onto the Russian columns to reduce their effectiveness. Remember that for each market you subtract 1 from every due roll.   But it was great fun getting these rules and figures out again.  I think another battle or two in the next month would be grand.  Perhaps the attack of the British 1st and Light Division at the Alma.  Or the French attack on the Russian position at the Akma.  We shall see.


One other thing I learned from this game was my table space here at home is too small.  I have two folding tables which create a six foot by five foot table.  I think this works for small games (see Hobkirk Hill) but not for this number of regiments.  I felt the board was too crowded.  Let's see what a second table can do!   







Friday, August 21, 2020

Another Second Rhode Island Flag?

 



The following engraving and information is from Edwin M. Stone's book "Our French Allies" published in 1884.

 "The standard that belonged to the Regiment of Colonel Israel Angell, before the consolidation, bears a legend as appears on the accompanying engraving."

The author Stone writes of this flag as if it is still in existence in 1884 when he wrote his book. I am not sure if this could be the regimental colors, or one of the grand division type colors.  Either case it is most interesting.