Sunday, 22 September 2024

A few more 1919 Poles and White Russians

I have pushed on with some more 1919-20 Poles this week. Mainly cavalry with a few more infantry in the German Uniform.

These WW1 Germans bring my Royal Polish unit to over half painted, around 10 more infantry and an MG are they will be completed.

Left to right these are Renegade with a Studio Siberia Head swap, Wargames Atlantic plastic, Renegade and Great War Miniatures officer.
The Uhlans completed give me enough for a second squadron of these guys.
Again a mix of figures these include the first Scheltrum figures I a have painted along with a small mix of horses.
Here we have 3 Renegade German cavalry, 4 Scheltrum lancers including the right hand three, these have a mix of Scheltrum and Studio Siberia Heads. Two of the horses are Scheltrum which are very nice and the other 5 are Mutineer miniatures .
And on their bases ready for texturing.


Whilst doing this I also pulled together a couple of White Russian Officers as I was short for a game and decided to use the new light box with them.

Still needs extra lighting but nicer images than the last light box which is falling to pieces anyway.
These figures are Empress from the Tsuba Miniatures Russo-Japanese war range and very nice too.

Ive also finished some Plastoon (Foot Cossacks) and tried putting a house in the light box. Empress miniatures these and very nice too.


Cossacks provided their own uniform in large part and as Plastoon were Cossacks who couldnt afford a horse I am making them all with slightly different gear and in some cases white civilian shirts under the Cherkeska. The officer of course can afford a red dress shirt.
I have a few more of these, both Empress and Studio Siberia so will have at least two companies of 8.
Chris has taken to refering to them as "Naughty Cossacks" which does make me chuckle.
The Poles of course also need supporting arms, Rich Croisdale has painted the below Spad 13 fighter plane for me after Chris C built it, bit of a "Pain in the arse" this one but a lovely job. Thanks gents.
The Camo scheme is taken straight from google.
I made add a little dry brush to lift the model a little and give it some depth but really pleased with this addition.
The Poles had almost total air superiority and desperately needed it so this is a really useful addition and we will hopefully see this on table very soon.
I also picked up this lovely little armoured car from Company B.
Again painted and this time built for me by Rich Croisdale. Lovely model and the colour scheme straight off the box.
The vehicle is a converted Model T ford and the Poles had a few of these, it definately looks the part.
So the Poles are nearing a point where we might be able to get them on table. More to follow shortly.

Thanks for stopping by.

Sunday, 15 September 2024

AWI New Rules Playtest

We have been enjoying Live Free or Die, but had a few bits we were not so pleased with and Steve wanted to try something else, he has been working on a set of his own rules, incorporating what we like best from other sets whilst also adding some new ideas.

Chris C and I would have 3 small brigades of troops each to test the rules out.

Each Brigade tests for initiative at the start of the game with the roll of a D10 determining who has initiative, this can be passed to a player with a lower roll if the highest initiative player wishes to go later in the turn.

Not knowing what order you will go in adds a distinct level of uncertainty. This is added to by the requirement to roll for troops to complete actions. Each unit has 4 actions, with moving, firing and re-loading in there along with manouvreing. As you start you first roll to see if you get one extra or one less action for each brigade (1 or 2 down to 3 actions, 5 or 6 up to 5 actions). To load, fire or move straight forward a roll of a 2 is sufficient, but to wheel or oblique for instance a roll of a 4 is required. This can amended based on the trainign of your troops.
We fire with one dice per base, so a unit of 3 bases of skirmishers is pretty useful especially as you are needing 5's to hit them at effective range or 6's in cover. Morale is taken each time a unit loses a base. Most units require 4 casualties for base removal but top class troops need 5 casualties making them that bit more robust.
Chris has 2 units of Hessians on his right  along with a small brigade with lots of skirmishers and Tarlatons Legion.
Then 3 regiments of British regulars on his left.
The Hessians unleash a volley with Chris rolling 5 sixes out of 8 dice! Thats a base straight off and immediate morale test for my Continentals. They pass but its not a great start.
A firefight with the British line causes 50% casualties with one of my C class Continental units, there are morale modifiers for 25% and 50% casualties and not surprisingly we fail, fleeing 24 inches and disordered.
Lees Legion are one of the better units so get class B but are in a tricky spot with the Hessians to one side supported by a cloud of skirmishers. The British lights are on of the few units that class A. 
My right flank have taken some getting going and the British brigade here, having all but destroyed one battalion are swinging into my centre to cause more havoc.
On the left flank the Continentals facing the Hessian Grenadiers have also been broken leaving Lees Legion all but surrounded.
However the Hessians have taken casualties going in and are in turn driven back by fire from the Americans.
Tarlatons Legion have taken a lot of casualties from Lees, but keep coming with supporting troops on both of their flanks.
Lees Legion have done OK but are looking very exposed now with double the number of Kings troops facing them.
In the centre my Continental battalion that was pushed back is now moving back up but unlikely to influence the outcome.
The very badly damaged Continental unit to the right of centre reforms but is hardly likely to influence the outcome now either.
In the centre my Continentals supported by rifles and a light gun play havoc with the leading battalion of redcoats. Eventually combined firepower is too mcuh and the British are pushed back disordered.
Good for the Americans but too little too late now I think.
On my left we have the odd occurance of two irregular skirmish units in melee, whilst the American rifles see of the Loyalist Milita it has kept them from putting more pressure on the formed units.
At the end of the nights gaming the British have the edge in the fight and whilst there is still a game in it we declare the British winners.

A great first attempt for these rules, really enjoyed it with enough familiar aspects to be easy to pick up.

Another game soon, thanks for stopping by.