Sunday, March 19, 2017
Cold Wars part 2
A wonderful time is being had at Cold war.
We check into our hotel....
and ur rooms.
The Host, the location of Cold Wars
Individuals games that look interesting*
The dealers area
Entering the dealer's area with our hard earned cash. Planning our purchases
More to come.....
*pictures from internet as my camera not working.
Thursday, March 16, 2017
Cold Wars 2017
Not the weather, but the convention! It is almost time. To me this is my most favorite wargame convention of all time. Just when the winter is at its most dreary and spring is not yet here Cold Wars arrives to cheer me up.
This is the third of the big three conventions put on by HMGS (Historical Miniature Gaming Society). To me it is ideal convention and my favorite. Attendance is slightly lower them the other two, but just as many games and vendors are there. So it has more of a smaller convention feel then the others but with everything the big conventions offer. People seem more
relaxed and more friendly then the other high pressure conventions. Perhaps it is that after a long winter we look forward to renewing friendships and looking up comrades.
in addition to the usual array of outstanding games Cold Wars offers two unique events. There are lectures by military historians. This year author Peter Panzeri will speak about the little big horn battle; and offer a presentation where the audience is the jury in Custer's courtmarshall (if he had survived). There is also a Hobby University which offers classes in painting and modeling. They are outstanding and extremely knowledgeable.
So Thursday morning my old comrade George picks me up and we drive to Lancaster Pennsylvania.
There we will meet up with Ed (of Mr Ed's War game Meanderings) and spend the next two days at the convention. Sadly it will end too soon and back we drive Sunday with memories for the rest of the year.
Wednesday, March 15, 2017
Guilford Courthouse
Guilford Courthouse 15 March 1781
Along the first line:
" As at Camden, the British went forward as soon as they were in line. Captain Peter led the 23rd on as acting commanding officer, with the regiment effectively in two wings under captains Saumarez and Champagne. As they went forward, one of them noticed the ‘field lately ploughed, which was wet and muddy from the rains which had recently fallen’.
On they trudged towards the fence that marked the end of Hoskins’ cornfield and the beginning of the woods to the fore, observing as they grew closer that the rails were lined with men. MacLeod’s cannon opened fire, sending their ballwhooshing into the American lines. Colonel Webster, on horseback, trotted to the front of his brigade and called out so that all could hear, ‘Charge!’ The men began jogging forward, bayonets fixed and muskets levelled towards the enemy. A crackling fire from their left, Kirkwood’s riflemen, began knocking down a redcoat here or there, but did nothing to check their impetus. When the British line was little more than 50
yards from the North Carolina militia everything seemed to stop for Serjeant Lamb: … it was perceived the whole of their force had their arms presented, and resting on a rail fence … they were taking aim with the nicest precision. At this awful period a general pause took place; both parties surveyed each other for the moment with the most anxious suspense … Colonel Webster spurred his horse to the head of the 23rd and bellowed out, ‘Come on my brave Fusiliers!’ Some of the Americans started to run, but most held on for a moment; there was a rippling crash of American musketry when the redcoats were at optimum range, 40 to 50 yards away. Dozens of Webster’s men went down as the musket balls cut legs from under them or smashed into their chests. Lieutenant Calvert worried for an instant how his men might react to such a heavy fire: ‘They instantly returned it and did not give the enemy time to repeat their fire but rushed on them with bayonets.’ Captain Saumarez noted with pride, ‘No troops could behave better than the regiment … they never returned the enemy’s fire but by word of command and marched on with the most undaunted courage.’..."
Quote from;
Fusiliers: The saga of a British Redcoat Regiment in the American Revolution by Mark Urban
Monday, March 13, 2017
Battle of the Cross Roads...
On the Fire and Drum miniatures website, Jim Purky has placed his Rev War rules. There are one page, and contain all you need to play a game.
The rules are a you go, I go type. Each side rolls a dice at start of turn. High side gets to choose if they move first and fire second or move second and fire first. Firing, melee and morale are on a matrix where you cross check troop type and situation. The number shown is rolled for on a d10 looking for that number or less. Morale checks flow down a chart as you take more casualties. You roll two or more dice and have to get that number or less. Fail on one die you become shaken. Fail on two and you rout. You get additional dice for having a commander present or a terrain advantage. But how ever many dice you roll you must pass on two of them. The rules look simple enough, and people who have played them say they are fun. I like simple rules. They let you play the game and not the rules. So, I wanted to give these a try. I threw some terrain on the table, added a few regiments. The following game is not a tactical masterpiece, but a attempt to explain the rules and try them out.
The Americans have the Cross road and the British want it. The American commanders right flank had a woods and a small ridge behind it. He placed his rifle regiment in the woods with a Continental line battalion backing them up on the ridge. His center was held by two militia
battalions and two medium guns and the 3rd Light Dragoons. The left flank was covered by the 1st and 2nd Maryland regiments.
The British commanded advanced on the left flank with both battalions of the 71st Highlanders and the Loyalist lights against the rifles and militia. The 23rd, 33rd and Lights advanced against the Marylanders. Cavalry was in reserve and artillery in the center.
Turn 1. British rolled high; they moved second and fired first. Americans held fast while British advanced into rifle range. British artillery fired at long range and caused one casualty on the militia. Because they suffered casualties the militia tested
morale. They rolled two dice, plus a third dice because a commander was with them. To pass they must roll there number or less on two of three dice. They roll the number on two but not the third dice, so they pass. American rifles missed by the wayy.
Turn 2. British again rolled high, again picked move second fire first. British continues the advance. American Artillery fire and miss. Rifles fire and hit causing two casualties on Loyalists who pass
Turn 3. British move first fire second. 2/71st charges rifles, who as skirmishes can retire. But they must roll a morale check. They pass on one dice but fail on the second so are shaken. I let them retire shaken. Not sure if this is correct but that is how I played it. The Royal Artillery move into close range. Artillery can do two actions (move and unlimited or limber and move) in addition to fire. So they move, unlimber and fire. The 1/71 fires at the militia who suffer six casualties from the artillery and Highlanders. When they check morale they fail on two dice so rout! I do not let them fire during there turn instead I
move them back the routed distance. The Light Infantry fire at the 1st Maryland who pass their morale test. The 1st Maryland return fire and the Lights must test morale. They roll two dice and fail on both so they rout.
Turn 4. Americans move second fire first. Regiments on both sides charge.
The 3rd Light dragons charge the 1/71st. The 1/71st passes morale so I let them fire and they cause two hits. The Dragoons pass so they fight! Both sides roll one die per four figures. Dragons are looking for 6 or less (advantage charging infantry without secured flanks) while
Highlanders look for 5 or less. I fight two rounds of melee one after the other and at end there are six dragons casualties and four dead highlander. Dragons test morale and fail on one dice so are shaken. I have them retire. Since The dragoons retire I do not have the Highlanders check morale.
The 23rd charge the 1st Maryland. But the Marylanders were shaken by previous fire so they drop one level on the charts ( from C to D).
After two rounds of melee the Marylanders have more casualties then the 23rd so they test morale first. They fail on two dice so they rout.
At this point I called the game. Time to get to bed as I have work tomorrow! What did I learn? These are a fun set of rules. They flow quickly. There are serious advantages to who fires or moves first. If you fire first the other side has less figures to return fire (if you cause hits). Moving first you can charge and pin an opponent. Morale is interesting. You always roll two dice and have to pass on two dice. If you have a commander, or terrain advantage you add dice, but still must pass on two. I need to play a few more times but what I like about these rules are you worry about tactics and not did I forget some obscure rule. Simple rules but not so simple results.
Sunday, March 5, 2017
Fife and Drum forum
I am a great fan of the Rev War figures from Fife and Drum. They are beautifully sculpted figures and meticulously researched. I especially like the fact they have some of the only British figures in campaign style round hats. Prices are good and it is hard to find better service in this industry. Thus I have lots of them in my army. Great stuff!
Recently I was delighted to find Fife and Drum started their own online forum. Naturally they have lots about their figure lines. Especially interesting is unstructured plans are and which figures you would like added to the lines. But there is so much more. It's a pleasant place to stop in and converse with fellow minded 18th century wargamers. Interesting discussion on favorite battle and general of the 18th century; And some first class illustrations of French infantry of the Seven Years War.
It is just started so who knows what is in store. But for a start its a first class effort and a really fun place. Hope to see you there.
http://fifeanddrumminis.proboards.com
Wednesday, March 1, 2017
Saint David's Day, The Royal Welch Fusiliers and Me...
1st March 1775; This being St. David's Day the officers of the 23rd Regiment, or Royal Welch Fusiliers, dinned together according to the custom. All the General & Staff Officers, the Admiral, and several other person's were invited to dine with the Regiment...."
From the diary of Lieutenant Frederick MacKenzie.
The "custom" was on each Saint Daivid's Day following dinner the regimental goat with the drummers and fifers are led around the mess table. The drum major has a silver plate with raw leeks and the mess sergeant carries a loving cup filled with champagne. They halt by the newest joined officer who then stands on his chair with his left foot and places his right foot on the table and eats a leek while the drummers play a continuous roll. Once he has consumed the leek he is handed the loving cup and before drinking toasts "And Saint David!" All present who have not eaten a leek, including guests are expected to do so. Similar ceremonies occurs in the sergeants and the other ranks mess. This custom, described as "ancient" in 1775 is still observed in peace and during war time up to the present time.
So to all on this day I hope a Happy Saint David's Day to the Welch, and to all Royal Welch Fusiliers both past and present!
And it is also a special day for your humble blogger who celebrates his 60th birthday today. Which I will spend having a day off of work and a lovely dinner with my dear wife Janine. And no Leeks for this dinner!
Friday, February 17, 2017
Mr Madison's rules, Mr Madison's Game.....
Turns one through three.
Americans advance over the bridge and deploy to the right and left. They quickly get the artillery into place. Die
roll for roads are four average dice so plenty of movement. The British advance infield column. They are slower to deploy in to line (bad dice). Artillery takes a turn to deploy into line so it's having a difficult time either staying with advance or unlimbering. Remember, you get a disorganization point (DP) for changing formation so most units now have 1 DP. To remove this you stand still one turn (i.e. dress ranks) or have a general remove it. So
commanders are kept busy sorting out the mess their troops get into. Note the dice behind battalions which tell you how many DP's they have.
Turn four.
American Artillery has long range fire. No result since you subtract two from die roll for first fire against target. Commands still hurry about removing DP's. Both sides sorted out into line, Americans standing still while British March forward.
Turn five.
American Artillery fires and hits (i.e. now adds plus one to roll for same target at same range) causing 1DP on the 100th Regiment of Foot.
Turn six and seven.
American Artillery is in close range. Fires at 100th Regiment of Foot and rolls a 6. This causes 1 casualty and 1DP. Close range artillery can be very bad if you are the target. Muskets along the line cause minor hits so a few DP's scattered among units. Remember that rolls for muskets and rifles are usually long range so not very devastating. Close combat is close range fire and moving towards contact.
Turn eight, charge!!
Both sides fire only artillery. You can either fire or move not both. British gun rolls high and American 1st Regiment gets a casualty and DP. British 100th Regiment of Foot gets three DP's from artillery fire so now has total of five DP's, with only five stands (from a casualty). So it is in very very bad shape.
British 1st Regiment of Foot charges the American 23rd Regiment, while the American 1st Regiment charges 100th Regiment of Foot, and the 8th Regiment of Foot charges the American 21st Regiment. Let's look at how close combat works.
1st Regiment of Foot vs 23rd Regiment; each regiment rolls one dice per stand. 1st Regiment of Foot rolls a 12; add 2 for bayonet charge but subtract 2 for DP equals 12. American 23rd Regiment rolls a 14 with no add/subtract. Difference in dice is 2 so Americans get plus 2 and British negative 2. Results are British driven back with 2DP's and one casualty and retreat full move back. The 23rd get 1Dp.
100th vs 1st;
The 100th rolls 20 on five dice. Subtract 10 for five DP's equals 10. The 1st rolls 20 also, but adds 2 for bayonet charge and subtracts 2 for DP. Difference is 10. The 100th is routed and disappeared from the board.
8th vs 211st;
The 8th rolls 27 plus 2 for bayonet charge. The 211st rolls a 27 but subtracts 6 for three DP's for a 21. Difference is 8 and this time the Americans rout. Run away!
At this point I called the game. With two battalions gone the British are in serious trouble.
As I say to my kids, what did we learn from this? I hope I gave better understanding of the rules and how they play. The key point here is the use of DP's. They can cause no end of trouble. Commands spend time cheering up units. A unit with lots of DP's are easy pickings. More importantly fresh units are valuable. Long range fire is annoying but not deadly. Close combat can be decisive but damaging to both sides unless defender is softened up. Fresh units (less DP's) can be deadly. Next time different moral classes and skirmishers added!
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