Sunday, 12 February 2023

A Bridge not far Enough, 40mm Peninsular SP2 AAR

 This week we have the 40mm collection on table again with the Paris Municipal Guard and British Light Dragoons making a debut.

3 Groups of 8 Paris Municipal Guard cover a bridge over which the Allies must pass to reach a supply depot. Their right wing is supported by a Troop of Hussars their left by two groups of Skirmishers. Off table two more Groups of Line Grenadiers, a group of skirmishers and the Force commander wait to support them.


Opposing them under Chris Flowers are 4 Groups of Spanish line, 2 large groups of 10 60th Rifles, a Troops of British Light Dragoon's and deploying onto the left of the table 3 groups of Guerrilla Skirmishers.
The Allies have the advantage of numbers and the long range of the Rifles but the French hold the centre of the table.
There are plenty of biscuits whilst we deploy and prepare for battle.
The left has plenty of cover in the shape of vinyards where one group of Skirmishers await, the rest of the table is bare other than a hill.behind which are deployed the Hussars.
First on are Guerrillas who immediately take casualties from the French legere skirmishers. 3 men down before the rest of the Guerrillas can deploy.
However things quickly go downhill from there. My second group of skirmishers are in the open, as are my Grenadier's who take a significant volume of fire from the Rifles. As my own third unit of skirmishers fail to arrive I am left with two units of six trying to hold down 5 units 2 of 10 with rifles who take a terrible toll of my Municipal Guard.
I am forced to volley the Rifles with pretty minimal impact at long range, as the Spanish deploy and unleash a massive volley alongside the withering rifle fire Municipal Guard start to unravel.
On my right the Light Dragoons have swept around and the cavalry charge each other, this is this first cavalry bash for us.
My Ligne Grenadiers are now advancing to support the Municipal Guard who are hanging on grimly. The Spanish line have crossed the stream and despite some losses the Rifles continue to pour accurate fire into the Parisians.
The Guerrilla's take more casualties, but numbers are beginning to tell in their uneven fight with the Legere skirmishers, the third unit has eventually turned up, but an event card has the leader trip up, fall on his arse and slow them down for a further move.
The cavalry Melee is very bloody with the British losing 5 and the French 4 troopers, unfortunately the French also have their commander knocked from his horse, both units are pretty much out of the game now.
At last the Grenadiers arrive to support the Paris Municipal Guard who are on the point of breaking and only able to hit on a roll of 6.
Unfortunately, a well-timed volley from the Spanish and skirmisher fire from the Guerrillas decimates the Grenadiers before they can fire.
Things look bad for the French.
The Grenadiers are hit again and forced to fall back, one unit breaking and my force morale is falling to pieces as the Parisians are also pushed back..

My force morale is shattered, there is no real hope of recovery despite getting some good card activations to reduce some of the shock, its pretty much all over. The Rifles have been the main difference, twenty of them firing at effective range at the 24 Paris Municipal Guard was just too much for them.

An Allied victory, well done Chris Flowers and thanks for the game Steve. Nice to have the 40mm on table especially the new stuff which all got thoroughly kicked in as is traditional.

Hope you enjoyed it too.

Sunday, 5 February 2023

A Sikh Wars Workbench

 Taking a break from 40mm and Russian Civil War, I have got stuck into my Sikh Wars project again.

Aiming to get a Bengal Irregular Cavalry Regiment, a Bengal Native Infantry battalion and a Muslim irregular Warband done.

Photography is a little dark, winter isnt great for Natural light.

I already have 2 BNIC units, the classic combination of Blue and Red for 12th works for me and they fought in a  number of engagements.

I had too many British officers and not enough Sowars so a couple had head swaps to become Native officers, all these guys are Empress Miniatures figures.

This Officer was spare so becomes an extra cavalry commander for my three brigades of Horse
The last of the 12th all Sowars with shouldered blades. Just the middle horse I had to pinch, its an old Gripping Beast one with greenstuff saddle blanket added.
I already have a bunch of Muslim tribesmen, I am setting about increasing these to give me a full unit with firearms and another with bladed weapons. figures are a mix of manufacturers, left to right, Perry, Perry, Foundry, Foundry, Foundry, Wargames Atlantic plastic.
The next bunch are all plastic, units will have a mixture on each base, first is Wargames Atlantic, rest are Perrys.

I have also a Sikh horseman to start of my last unit with a British Officer to kick off the next Bengal Native Infantry unit. Foundry on a LOTR horse and Perry Carlist Wars respectively.

The majority of the next Bengal Native infantry are below to supplement the officer. These are a mix of Empress and Wargames Foundry and fit pretty well together. Flags are from Virtual arm chair general. 
Lastly a couple more mounted natives. A foundry lancer to mix in with the Sikh irregular cavalry and an Afghan Leader to add to my Muslim irregulars.

Plenty more going on, watch this space for more.

Wednesday, 1 February 2023

More RCW Action, last Triumph of The Will playtest

 A third playtest for the rules ahead of the weekends big game.

This time I went early War Southern front with good quality Whites against Red Militias.

I gave the Whites one regiment of Regulars, with three companies of 9 and one 8. Supported by an MG a Field gun and an Armoured car.

They also had a regiment of 4 Sotnias of Cossacks each of 8 figures supported by a Tchanka and the ability to roll for an airplane.
The Reds have 5 companies of Militia infantry in units of 7, supported by an MG and an armoured train with a gun and a company of 10 Regular sailors.

They also have a regiment of militia cavalry again in 7s with three sotnias and a Tchanka.

In a ambush in the wood they have a further 2 companies of 7 militia Partizans.

So 8 companies of whites' vs 11 of Bolsheviks, the Reds also have some trenches to help last a little longer. Didn't really help. Bare in mind regulars are the best level and Militia the worst with drilled in between.
The Whites advance with foot and armoured car on the left and centre and the cavalry in a mass on the right.

The reds have 2 companies in trenches with an MG facing the White foot. The horse deploy opposite the Cossacks and the three extra foot companies straight up the middle. The train with the sailors on board moves once then stops slightly behind the trenches..
The White artillery quickly inflicts casualties on the Reds in the trenches.
The cavalry after moving spot the Anarchists hiding in the woods and got shot at for their trouble.

The mass of Cossacks thunder down the small gap right of the wood towards the Red cavalry.
The right hand unit of Whites takes a casualty from the fire of the anarchists and starts to move away from the rets of the regiment to take care of the pesky partisans.
Meanwhile the Red cavalry advance to meet their fate.

The gun from the cruiser opens up on the armoured car with no effect.

Oddly Chris manages three hits with the armoured train but then rolls far too high with his casualty dice and cause no damage at all. 3 or less to hit.
15 or less for damage, he rolls 22! As Chris says at the time, "Whats oh bugger in Russian?"
The Whites are now in MG range and start to concentrate fire on the damaged company whilst Chris holds his fire for now.
Steve fires his Tchanka at the Red cavalry, in the reds command roll they are forced back and disorder those behind, At the same time the White Airplane attacks and destroys the Red Tchanka before Chris can bring it into action.

Steve takes advantage and charges the disordered Red Cavalry seeing off the remaining two Sotnias with minimal damage to his Cossacks.


At this stage Chris realsies he has not done anythign with his Red infantry or his Naval infantry, best unit on able, and starts to move them, its already too late though.
The Red Tchanks now fires into the Anarchists inflicting 2 casualties and the remaining two Sotnias of Cossacks charge the Anarchists. As they are in cover and have their commander attached, they are able to inflict 4 casualties on the Cossacks before being wiped out.
The remaining company of Anarchists is now being flanked by White infantry.

The Cossacks and the Tchanka are now loose on the flank of the Reds and with one company destroyed int he trenches they are about to be over run.

Not sure why the Anarchist commander is waving, maybe he has seen the light and is trying to change sides.
As a playtest I wanted to see if a slightly smaller but better trained White force could overcome poor but numerically superior Reds. The answer was an emphatic yes.  Better troops and equipment more than off sets numbers, as perhaps it should, more good feedback for the rules. We also decided that as units were given orders these should be attached to units to remind their commanders what they are able and not able to do.

All told a good nights testing despite Chris not having much chance to enjoy the fight.- Sorry Chris.