Tuesday, 12 May 2026

Review of Mexican Plans and Progress

So I am still making really good progress with the Mexican Project despite a lay off due to gut injury.

I thought it perhaps worth sharing what the project plan looks like and how far I have progressed as well as some of the latest figures.

The French is the most progressed, I planned originally 6 battalions of foot, I have enough figures for 7.

Two Legion Battalions finished, One Metropolitan Battalion finished, One Turco Battalion finished, one Zouave battalion started, one Chasseurs a pied battalion not started, the spare figures would give me another battalion of Zouaves. 

Supported by one 12 pounder and crew.

I plan at least 4 squadrons of cavalry, two Chasseurs D'Afrique are finished, one of Chassuers and another third Chasseurs D'Afrique unpainted.

The Imperial Mexicans will be 4 battalions of foot (possibly 5) of which 2 are completed. 3-4 squadrons of cavalry of which one is completed. All very colourful, with two battalions for example in red coats and green trousers with white gaiters.

The least progressed is the European Imperial Troops, I plan 2 battalions of Belgians and one of Austrians with a light gun. Just 7 Belgians painted.

For the Republicans my plan is less fixed, although broadly there in my head, I want to have a similar number of troops but the mix of troops is still to be finalised.

 5 battalions of National Guard/ militia at least, of these 4 are pretty much complete. Peon clothes, straw sombreros, mix of old muskets and machette.

Then 5 of regulars or uniformed National Guard, only one of these is currently completed. I will have a specific unit that had a red shirt and havelock which will be nice, I will also have two units of Gringo 40's in white uniforms with mainly sombreros. At least one unit in white uniform and blue kepi. The Republicans will look suitably scruffy I think.

Most of these will be in white although the regular battalion completed is in Blue. So far I have enough for 11 battalions.

I also have a whole stack of dismounted irregular cavalry. These dont fit so well for me as formed regiments of foot. I think rather they can be used as skirmishers. Even a whole regiment in skirmish order perhaps. 24 figures gives me to small battalions or 4 very small skirmish units.

For the Cavalry I want 4 squadrons of irregulars, one of Regulare's and at least two regular units. these are barely started with just four cavalrymen painted.

In terms of support just the one field gun.

On the upside Chris has at least 4 battalions with a squadron of cavalry and 2 guns to bump this up for some games. All of that is finished and ready to go.

So in infantry alone thats 25-30 battalions of which 11 are finished.

The latest figures painted are below.

A Perry plastic recycled Zouave and a Foundry Mexican, these came out OK.
The Perry metal Zouaves are coming out much nicer and a very colourful unit.

And a few more.

These two Bandidos from Knuckleduster will finish my first irregular cavalry unit. 
I am not that keen on the guy clinging to his Sombrero but I can hide him at the back of a unit. Both Foundry Camerone Range Militia types.
Lastly three more Zouaves, the left figure is Perry plastic with a Steve Barber head swap (I only had turbaned Zouave heads) the other two are Perry plastics. That's the Zouaves half done now.

So plenty more to do but happy with my progress.

Thanks for stopping by.


Thursday, 7 May 2026

WW2 Russian Front Game AAR

Another play through of Steve's WW2 rules, this time its a four hander with Steve and Chris Flowers commanding two battalions of Germans with supports against Chris Charlton and I with two battalions of infantry, two battalions (6) T34's and 2 companies of tanks riders.


Whilst the Russians had a clear edge the terrain was deliberately a massive handicap, the narrow canals blocked all vehicle movement forcing the tanks to attack through a 3 inch gap covered by German guns both slowing us down and bunching us for the guns of the defenders. To add to our woes the Town had buildings within a few inches of the road narrowing so no chance of the Tanks moving forward until the edge of the town was first taken by infantry. The sort of thing you need to work through with any play testing I guess.

The tanks enter first and whilst there is plenty of movement we decide to get them into positions to provide covering fire rather than blast on alone.

The foot push on as far as they can, our plan is to concentrate on the front buildings of the town so we can then get the tanks forward and bounce on from there. But its a move to cross the waterways slowing us down and bunching us up for the German HE.

Almost immediately we are targeted by Steve's artillery, the blast radius gives him a decent chance of inflicting some challenging casualties.

He scores 4 casualties but as we save on 5's and I roll double six and a five I only take the one casualty, phew!
Next card out is the German infantry who remain hiding in their trenches and drop mortars on our foot, the blast radius hits two companies so I will need to roll for each one.
The Russian artillery spotter gets to the front of some woods where he can call in fire, unfortunately he and the artillery are not that effective.
The second German mortar as a 120mm and inflicts more casualties on the poor old Russian foot.
Finally my first company is close enough to close assault the first house.
Its a tussle but the Germans are pushed out with just the MG remaining and pulling back further into the village.
Chris opens up on the Russian company advancing on his front house, two hits but I manage a double 6 to save both and can now think about returnign fire.
The rest of the Russian tanks are on now as the first buildings are taken and we can think about pushing on.
My infantry and mortars with a couple of tank guns concentrate on the German company in these front house and soon enough its emptied for us to occupy.
Progress but in return my Infantry battalion are taking a real kicking with the front company down to just 5.
On the upside the Tanks are now advancing into the Town so the Infantry have some support.
One of my T34 's takes a hit from the 88 but a double six saving throw sees me survive. Phew!
The tanks now start to push into the town and Chris's infantry are across the canals and starting to pinch in on the town to support me,
At this point the pack 40 dug in on the far side of town joins the fray forcing us to consider our approach with the T34's.
The 88mm also opens up on the tanks as they cross into town but fortunately fails to do significant damage.
In response our artillery drops a barrage onto the 88 as the buildings either side are in the blast radius they also tests for casualties. First we roll for effectiveness and as the Russians are always a minus one we get in-effective and fail to inflict any casualties.
With tanks in support and infantry almost in position its time to start pushing forward into the town.
Chris has massed his infantry outside the next building that has a company of Germans, with the mortar, MG and two companies its better go for firepower than storm it, the Germans are decimated and forced out the back of the town.
I push onto the next house on the other side supported by a tank, unfortunately the infantry fail their morale to go in and we are left with the odd chance of a tank assaulting a building with no support. It fails but it does drive off the MG team that had earlier retreated there.
4 out of 5 buildings taken, the PAK40 is causing damage to the tanks but not enough, meanwhile we need 11 or better on 2 D6 to even hit it so are doing no damage at all in return.
The last building turns out to be empty and we call it there as the main town has been taken.
Another really fun game. Chris Flowers had it tough, but with any more Germans it would have been impossible for the Russians so the balance just about right.

We find out at the end that the Germans had 2 Stugs in reserve but the card was never played, we would have made no progress at all if they had, the thing with new rules is, its not always clear where balance actually lies.

A Russian victory declared although we felt we had been given a real kicking by the Germans.

As ever Steve's figures and terrain are sublime. Thanks for the game fellas.




Sunday, 19 April 2026

Completed Mexicans

The Mexican Adventure projects continues apace.

Quite a bit of completed stuff to share. Firstly two mounted officers from Perry's Triple Alliance Range.

Left we have a Belgian Officer, who will command the Belgian and Austrian contingent, and right a Chasseurs D'Afrique officer who will be my French cavalry commander. 

I painted the first of these Imperial Mexican Lancers ages ago so nice to get them finished, these are all Perry's British intervention force Lancers with head swaps using Steve Barber havelock heads.
Quite a few Militia finished, essentially gives me 4 battalions done now. These are mainly Wargames Foundry Mexicans from the Camerone range with a couple of Wargames Atlantic 3d prints.
And again Wargames foundry with 2 x 3d prints. Just need a couple of command bases with flags.
And a base of Machette armed Militia, will have enough for at least a full battalion of these if I need them, or I can just mix the bases in. All Wargames Foundry.
This is the second battalion of Mexican Imperial foot, wearing the very colourful but equally unpopular Red coat and green trousers uniforms designed by Maximillian. Red was the colour of revolution so seen as a Republican colour hence the unpopularity.
2 Wargames Atlantic 3d printed Legionnaires. The rest are Perry's, 4 are Triple Alliance Argentinians and the rest are Perrys second Afghan War Bombay Infantry with head swaps, again Steve Barber havelocks. The standard bearer is Perry's Egyptian with Head Swap

I like the overall effect.
Good progress, almost half way with this collection.

Thanks for stopping by.



Thursday, 9 April 2026

Return to ACW

Chris re-joined us after a few weeks off  so we decided a nice little ACW game was in order.

I had the Federals, 2 Brigades of 4 and 3 regiments supported by a  3 gun Battery.

Chris has the Rebs with 3 brigades each of 3 regiments supported by a 2 gun battery



Chris starts with a brigade left of centre facing my Brigade of 4 regiments, His next brigade comes on left of centre and heads for the hill being occupied by my second brigade.

I manage to get my artillery into the centre of the line with a couple of casualties and open up with 9 firing dice on the lead regiment of the third brigades of rebs coming straight up the middle at it.
My veteran Zouaves pass through the trained line in front of them and open fire into the front of the advancing brigade whilst two more regiments start to advance to envelope their left flank.
As the next set of Rebs advance out of the woods they are hit by another volley and disordered.
Meanwhile the centre brigade has lined out in front of the guns and foot and with a further volley is broken forcing a morale check with everything within 12 inches.
The next battalion in line lines out ready to charge the guns. My artillery fire is effective but they pass their morale.
The Brigadier marches to the front to lead his men in person.
With a rebel yell the Rebs charge recklessly at the guns and despite heroic resistance the gun crew are broken.
The charging unit has lost another base and is disordered so my flanking trained unit fires with half its strength inflicting more casualties.
On my left the Rebel veteran brigade closes with my trained and green troops, despite some effective firing they are closing fast and charge my extreme left hand unit which is forced to retire..
The Rebs are now formed up on my flank but despite the precarious situation I still outnumber them here so hopeful of holding them.
In the centre I get another volley into the Regiment that broke my guns and they eventually break.
We then hit the last regiment of the centre brigade lined out and leave them disordered by fire.
A further volley from my right hand three regiments decimates the two remaining Reb regiments on their left and they break, the remaining centre regiment is forced to test and also breaks.

With only their right hand veteran brigade intact to face my 7 regiments Chris concedes and we pack up.
Another fun game, bit smaller meaning we could get a result to the game and still paly through the rules.

I think these are pretty much done now. Only the Cavalry remain to eb tested once Steve has painted  a few.

Thanks for stopping by.