Showing posts with label ACW. Show all posts
Showing posts with label ACW. Show all posts

Tuesday, 30 July 2024

Retired Wargamers Reunited..

Last week was the second anniversary of my retirement/redundancy from work (which is not missed at all!),  and what better way than to sit down to a tabletop battle with old friends?  Having recently re-established contact with Tony and Reg, formerly (very formerly -1970s/1980s!) fellow members of Rainham Wargames Club,  it turned out that Reg lives only 40 mins drive from me, and Tony was visiting for a couple of days - so I was honoured to be invited to join them for a game. The first time in several decades that we three had rolled dice and moved figures together - and indeed, given that my gaming since starting this blog has been essentially solo.or remote (using Zoom)  this was probably my first 'face-to-face' game using figures in many years.  I must give a very big 'thank you' to them both for a warm welcome and excellent gaming! 

Union troops enter right - my zouaves in foreground

The main event was a game using Reg's  ACW 15mm collection (mostly Minifigs, I believe), played with Black Powder rules, with some tweaks from the ACW supplement. You can see the table above - I liked Reg's copious use of trees, scrub etc denoting  the rough terrain beyond the river, these were purely for visual effect and could be shifted to accomodate units moving through, but made the table look really good.  

The setup was that Tony and I would share the Union force, with Reg taking the Rebel side. He provided a briefing, the core of which was as follows: 

Time and Date: The date is 22 July 1862. The location is in the Shenandoah Valley near Winchester.
Forces: You are divisional generals in Major General Nathanial Banks V Corps. You each command a division, which together completes the corps.  A division consists of two brigades with supporting artillery.
Scenario: The corps has camped overnight south of Crampton’s gap on the Valley Turnpike. Orders were received during the night to move through the gap to relieve General Shield’s division which has sent word for help after being attacked by T. Jackson.
Sadly Banks died during the night from a heart attack. The corps needs to go to Shield’s rescue. The only way is through Crampton’s gap.
You have no knowledge of size or where Jackson’s forces are. He could be lying in wait or come on from either flank. If Early’s division is with him you will be outnumbered.

Notes on Troops
You both have a command value of 8, your Brigadiers are 7.
You each have a division of two brigades.
Each Brigade has 5 regiments plus artillery. The composition of each brigade is
different and you will draw for them.
You each have a spare brigade but it will cost you victory points to bring it on.
 

Victory against me [i.e. against Rebels]:
    Level 1 getting supply train across the creek.
    Level 2 getting supply train across and into gap.
    Level 3 getting supply train off of board.
 

Victory against each other :.
Points for routing my forces - per unit.
Points for Crossing stream - getting on hills and exiting board. Per unit.
Minus points for using spare Brigade. Cost reduces as time goes on.
Winner gets to replace Banks as corps commander.
 

All of which gave some nice twists to the game : Tony and I started with no idea of what opposition faced us, and had a 'co-operative but competitive' relationship in  aiming to beat Johnny Reb ( or Johnny Reg? )  but also jockeying to become the Corps commander!  See the picture above for the table layout - Union entering from the left (South), the river is crossable  by infantry at all points but guns must use one of three fords ( two at the roads ),  but the area North of the river is all deemed rough terrain, and Confederate troops may be concealed there. To the right hand side (North) of the table the land rises to ridges, with the central road going through at Crampton's Gap. 

The four Union brigades were shared (two each)  randomly between us, each brigade having its own distinct character - one containing mostly 'Green' but enthusiastic regiments stiffened by one veteran unit,  another made up of colourful Zouave regiments with high  morale plus a unit of sharpshooters, the other two comprising  more straightfoward 'regular' regiments.  I drew the Zouaves and one of the regular brigades, Tony took the 'Green' brigade and the other regular one.  Not being an ACW expert and having never played Black Powder, I thought of myself as an inexperienced Division commander, in his first campaign. Maybe I was acting the son of a US Senator, with no military experience,  who had joined up to do his bit for the Union and been gifted a Division  to  command after a bit of Senatorial/Parental string-pulling?  I was happy to watch and learn from my more experienced colleague, and I figured he was probably going to get to be the Corps commander! 

I knew nothing about Black Powder and was pleasantly surprised - the simplicity of the rules made them easy to pick up, and  allowed the game to move along at a good pace, with quite large forces - the Union commanders had 20 regiments between them, but this didn't seem to be a particular  burden. The 'command dice roll' mechanic is  simple  (each Brigade Commander rolls 2 dice for each order they issue, requiring to score less than or equal to their command rating for the order to be successful )   and seemed to work pretty well, ensuring that not all orders got through or got obeyed, but also that units could obey the orders with different levels of enthusiam - taking a normal move, or a double or even triple! You need to be careful how you describe the orders you are suggesting - 'advance as far as possible' can spring a surprise if you roll up a triple move, as I was to find out.  

The 'dice gods' tended to take a hand with interesting results - my Zouave brigade was more keen than I expected in marching up the right-hand turnpike ( I did specify 'go as far as possible' ) with the result  that the leading regiment was caught in column by a volley from Confederates concealed behind cover on the ridge - causing some damage and disorder, and hurried re-deployment into firing line!  The brigade shook out into lines and began a slow advance towards the enemy lining the ridge, exchanging fire and giving and taking hits and 'disorder' results.  The firing mechanism was simple but gave reasonable results, I thought - aside from casualites,  a 6 on the 'to hit' dice caused disorder to the target for the next move, reducing their effectiveness, so with luck you could 'keep their heads down' while you advanced, unless you took a disorder yourself!    . 

Zouave brigade shooting its way forward..
 

On the other hand, my 'regular brigade' started off steadily advancing, crossed the river OK but then on hearing the firing as other brigades made contact, failed a string of command rolls and basically sat tight, going no further forward, even when my Divisional commander galloped over to give direct orders! I pictured my inexperienced commander perhaps trying and failing to persuade his brigadier that he really ought to finish lunch and get the men forward, and not get too involved with that looted whiskey bottle...

'Regular' brigade having a long lunch.. 
 

What with all the excitement I didn't take many pictures, but I can give an ideas of the main features of the game : essentially while my chaps either got embroiled in a firefight or sat things out, Tony was much more dynamic and aggressive, and made good use of his 'green' brigade on our left  - the 'green' units had lower 'stamina' (taking less hits before having to check morale), but were also more likely to get stuck in with a charge to contact, so Tony used them to lead the attack. 

Tony's 'cannon fodder' lead the charge
 

He expected them to be cannon-fodder, I think, hopefully weakening their opponents for the more experienced brigade to finish off - but one of the 'green' units charged in and just would not be repulsed, hanging in there for several turns of melee, which allowed their veteran regiment comrades to punch through the confederate line and take the ridge. Great work!  Tony then had another whole brigade coming up right behind, ready to storm over the ridge - the Confederate position on our left now  looked very fragile in  comparison. That forced Reg to move reserves over there, with the ironic result that a  great big gap opened up in the Rebel position in the middle, which my regular brigade could have just walked through, if only I had been able to get them to move! 

The ridge taken (top left), Rebs look hard-pressed! 

That was pretty much how it ended; the Confederate right was hard pressed by Tony's aggressive advance,  their left holding up well  in a firefight with my Zouaves. It occurred later that neither of us thought to send any units straight up the central turnpike and through the gap, maybe we both  assumed that would be storngly held and therefore avoided it - we assumed wrong! So the game was pretty much a draw between Confederate and Union, but in the competition between Union commanders, Tony won the prize and would assume command of  V Corps. Well deserved!   I was happy to have a learning experience with the rules and see how they worked,  and what tactics might work best,  and I thought it all went pretty well - except for those command rolls!  

 

view from the Confederate left

As already stated, I liked the simple mechanisms of the rules, which made it easy to get a fairly 'big battle' moving along, and with what seemed like a reasonable ACW period 'feel'.  I'd say the biggest drawback with the rules is the size of the rulebook, which led to a few instances of play being held up while players leafed through the book for a rule clarification. I gather there is quite a lot of 'fluff' and 'eye candy' in the rulebook, which slows down any search. Also the 'basic rules plus supplements' approach tends to muliply this effect, since you need to check in the supplement too, in case it overrules the main rulebook!. But those issues would lessen with further experience - Reg summed things up when he said he has just  played so many more games since finding these rules,  just because they run so briskly and simply, giving a decent chance of a clear outcome to the game. ( Incidentally, for a contrasting view of the same rules, I enjoyed a post from Trebian at Wargaming for Grown-Ups - in particular the comments below that post, which include a pretty good, positive and constructive  discussion between Trebian ( Graham) and Professor Phil Dutre : both making good points, I thought ).

I'm afraid I'm not going to rush out and spend £35(!) on the Black Powder rulebook  (and another £20 for a 7YW supplement?) - sorry Tony! But I'd be only too pleased to join the gents for more games - in fact there were discussions about an ECW game, using the related Pike and Shotte set, which sounds right up my street - watch this space. 

Just to round things off, Tony also took us through a try-out game of Blood Red Skies, the WW2 aerial combat game also from Warlord Games ( Tony is a big fan of Warlord, though rumours of him being on a commission from them are strongly denied..) .  I was very interested to try this, as WW2 aerial games are a favourite that I rarely get to play. 

opposing formations close..

 Please excuse the lack of a nice gaming mat in the pictures, but it was only a trial run.. The scenario was cut-down version of a Luftwaffe surprise attack on Manston in 1940 - Tony took the Germans with a formation of He111s escorted by Me110s,  while for the RAF Reg had Hurricanes (furthest from camera) and I had Spitfires and Boulton Paul Defiants - which were bound to be 'interesting' to use!  As you can see from the close ranges, we very quickly got to 'mix it' with the raiders : 

and getting stuck in!
 

Reg and I soon learned to be wary of the battery of cannon in the nose of the Me110 - Spitfires and Hurricanes were a bit under-gunned by comparison, so don't go for a frontal attack on them!  We lost a couple of Hurricanes and a Spitfire, I think, and were on the verge of having our whole formation broken and forced to retire, but just by the skin of out teeth we won by shooting down 2 of the 3 Heinkels and forcing the raiders to turn for home. A slightly pyrrhic victory! Good fun though, and interesting - admittedly there was quite a lot to take on board with absolutely no prior knowledge of the rules mechanisms, but I'd certainly give it another go.  The game takes an interesting approach to the eternal problem of depicting altitude, and the advantages of being higher than your opponent, and how to portray that in an essentally two-dimensional setup. They have a concept of planes being 'advantaged', 'disadvantaged' ( denoted by the 'nose up' or 'nose down' attitudes of the models ) or 'neutral' . This seems to roll up factors like height, speed and pilot ability into one of those 3 settings for each aircraft at any given point, and the players can spend 'actions' in their move to get into a better level of advantage - I think you can't shoot at another fighter unless you have a better level than them. That seemed quite an ingenious concept. Also worth noting that the rules group aircraft into units, with morale effects, so if losses get too high the unit will be forced to retire rather than every 'plane for himself', which I thought seemed right. So, another game that I'd be interested to try again, and test my supposed expertise in the subject matter. 

Overall that was a pretty good re-introduction to face-to-face gaming, and a very big thank-you is due to Tony and Reg inviting me, your enthusiasm  is highly infectious. Thanks both of you, that was really enjoyable!  Let's hope we can do it again before too long.   

Now I am trying to get back into a painting routine, hopefully finding a shady spot in the garden in the current hot weather. I have some French 7YW infantry progressing nicely, and a possible diversion into a completely different period and scale (oh dear..)  And still need to set up and play a WW2 Italian campaign game with Rapid Fire Reloaded - later this week, perhaps. Until then keep well, everyone.

Friday, 16 June 2023

Broadside and Bull Run : it's all about the people

Last week was a good wargaming week, and on thinking back about it, that was all because of the people. 

Young's Branch : a 'blue wall' attacks..
 

It started with two evening Zoom sessions, of well over 3 hours each, where I was lucky enough to be one of the players in Jonathan Freitag's  big ACW game of First Bull Run, aka  Young's Branch. I commanded Burnside's brigade in the first session, and Tyler's division ( I also got to be Sherman as a result)  in the second, with my Union comrades played by bloggers  Tony/MS Foy and Chris/Nundanket , and our Confederate opposition by Mark/Jolly Broom Man and my old buddy Dave/St.Cyr.    Jon's account is well worth a read, he makes us sound like quite competent generals - not sure I quite measure up to that! I won't try to outdo his brilliant  battle report, and lovely pictures of the spectacularly massed model soldiers. Suffice to say that  we Yankees triumphed in the end, after some hard fighting - poor old Burnside's brigade got 'broken' quite early on. I think we got some good breaks in that our troops seemed to arrive a bit quicker than the opposition, and we managed to get our regiments and brigades deployed into mutually-supportive firing lines and concentrate an impressive mass of fire on the most important points. Much kudos to Tony also, who drew on  his extensive  'Command and Colours' experience to suggest that we make sure to 'rotate' badly shot-up units out of the firing line, so they would not be destroyed - thus their brigades would not be 'broken' ( which would give Victory Points to the opposition ).  That was proper generalship, and a good example of Jon's rules encouraging authentic behaviour from us commanders. 

On the other hand, yours truly provided a moment of possibly quite rubbish generalship, but my excuse is the traditional one of 'the dice let me down' and also 'trying something chancy on the final move'. We had all  found ourselves using ranged musketry exclusively when getting into combat with opposing units, and no-one had tried an actual charge into melee contact; but as brigade commander William Tecumsah Sherman, I thought - 'I wonder what would happen?'.. I  had pushed  two regiments onto the heights at Robinson House, and a single  Rebel regiment presented a tempting flank - 'charge, boys!' But with 8 dice to roll and advantage for the flank attack, I managed only 2 hits ( and I think Mark 'saved' even them ), suffered losses myself and was 'bounced' back from whence I came! Oh well, 'War is Hell', I suppose.. 

Sherman's Charge ( Jon's pictures, many thanks! )


 It was all in all a great game, enthralling and challenging, and the best part was the interaction with such a great group of people. Huge thanks to all the other players,  and especially to Jon for doing such a great job of running such a large game so successfully!  Thanks for the patience and good humour of both Jon and our opponents, as we Unionists developed rather a 'discursive' command style - I guess we were fighting for democracy, after all! 

And then on Saturday, to Gillingham for the Broadside show staged by the Milton Hundred Wargames Club - which was excellent, as always.  I like the fact that it is a slightly (considerably!)  smaller affair than the Salutes and Partisans of this world - it makes it a very manageable day with no need to rush around to see all the games and traders, and with less crowds it's easier to get a good long look at the games and chat with the players and demonstrators. Quite a few of the games had been at larger shows already, so even though they were 'repeats' so to speak, it was great to have a much more unhurried look at them. Without further ado, here are some pictures of games I liked: 

Shepway Wargames Club  - Hahuasen '89, a rather beautiful rendition of Cold War period Germany, played in 15mm with modified 'Battlegroup' rules, I think. 

Harriers to the attack!
 

Battle of Cawnpore, Indian Mutiny 1857 - Hailsham Wargamers 

Was this a crucial dice roll? We may never know..

RED and white and BLOOD RED SNOW - Skirmish Wargames Club (Russian Civil War, 54mm)


 
The figures were just lovely

My personal favourite was Eagles & Lions at Carentan by Retired Wargamers Reloaded, using Rapid Fire Reloaded rules and 15mm figures on a just fantastic layout.   I had already seen it at SELWG, and Salute, and Partizan ( though I think they have been doing slightly different scenarios each time ), but this time there was a much better chance to take some time and have a good look and a good chat with the guys staging it. I thought it was great, and was impressed that the Rapid Fire rules allow such a large setup to be played as a proper game, it's not just a static display. I think it deserves more than one picture, if you'll humour me:


 



Having had a good look and taken some pictures, I had a chat with one of  the Retired Wargamers Reloaded guys, and after some minutes thought 'I know this bloke' - it turned out to be Tony Toms, who had been a fellow member of Rainham Wargames Club when we were teenagers to early twenties - which is nigh on 40 years ago! I moved away in the 80s and we lost touch, well before emails and mobiles etc, of course.  It was fantastic to see him again, we had a really good chat and are now back in touch, which is great news, one of those people I have often thought 'wonder what happened to him?' I think that pleasant surprise was the best part of the day - funny, I had probably looked at that game on 2 or 3 other occasions without twigging who it was! Which goes to show the advantage of a smaller show..

 More games : Luxembourg 1940 - Deal Wargames


 - another large game, 20mm this time, being played using Rapid Fire

Of course Postie's Rejects were there, with Skirmish at St Francis Cove 1784 - A Smugglers Adventure.

Sorry this isn't my greatest picture, but the terrain looked really good with the cliffs and beach etc - there are many, many more pictures of this (and loads of other games ) on 'Rejects' blog pages by Ray Rousell and Big Lee which I thoroughly recommend! 

 

Crawley Wargames Club - First Sikh War. I think..

 


Fallujah, Iraq, 2004 - Maidstone Wargames Society

And a Napoleonic Naval Battle  - not sure who put this on, but the massed ships ( Black Seas, I think ) looked great, and they told me they are building up to doing Trafalgar with 1 model per actual ship, which will be something to behold! 


Of course there was a little shopping: I managed to sell a few surplus books to David Lanchester Books, which added to my spending money for the day.  As a result I acquired: 


 - Three WW2 dug-in gun positions from Ironclad Miniatures 

- A stone bridge from Debris of War, which can be a large bridge for 15mm troops and a small one for    20mm/25mm - versatile! 

- Plastic Soldier Co. pack of 3 Opel trucks in 1/72 - from (naturally) 1/72 Models

- A nice 3D-printed model of a Bren carrier in 1/72 from Disain Studio  

- A 'Portable Wargame' unit of  6  Seven Years War Cuirassiers from the flea market. 

Not a bad little collection, overall!  All in all, another good show - many thanks to the Milton Hundred club and all involved in the organisation,  and to all who put on games, tradestands etc.

Overall, a  very good hobby week, as you can see from the above. And the key ingredient? Of course, it's all about the people, from Jon and the guys on those Zoom sessions to all taking part at Broadside, it wouldn't be good without all of you.  I'm really glad I have returned to this slightly quirky but endlessly interesting hobby, and I think a massive part of the fun has been the people I have met both on-line and 'IRL', the new friends made and the old friends re-discovered. One of the biggest factors in meeting all those people has of course been this blog, both as a motivational tool and as a way of making contact with so many great people. So, thanks everyone for reading, commenting and welcoming- it's all about you guys.  

Now I have a fairly large painting backlog ( hmm... 7YW, Ancients, WW2 - at least its varied! ), and have realised that no actual gaming has occurred on my table for some weeks! So, better get back to some of that, inspired and energized by this past week.  Keep well, everyone.   

 

Friday, 30 December 2022

Fnurban #21: a little quiz

 I hope everyone had a pleasant Xmas, if you celebrate it.  Now, one evening over the holiday period we watched a DVD ( yes I know, a bit old-school, no streaming services here ) - 'Knives Out' ( 2019 ) by Rian Johnson, starring Daniel Craig, Christopher Plummer, Jamie Lee Curtis and many, many more. During the course of the film, something kept nagging at my mind, and at the end I did a little internet searching.. 

The result was that I congratulated myself on one of the few 'film nerd' moments I got right - I love the cinema, but these days I don't know who any of the actors or directors  are any more.  Powell and Pressburger and Kieslowski were my obsessions, and they are long gone  - though Almodovar is still producing his immaculately-mounted twaddle ( I mean that as a compliment!), so there is hope for me yet. 

Anyhoo, having spotted this little detail, I think it might make a festive quiz question for you all - and it has a 'military history' angle : the quesiton being,  what is the link between 'Knives Out' ...


      ...and Ken Burns' classic documentary series 'The American Civil War' ? 


No prizes for this, it's just a bit of festive fun.  I hope it's not too easy, or already widely discussed in the blogosphere - I may have been a bit slow on the uptake! 

Answers in the comments please -  I will use the moderation to hold back the correct answers for a day or two.  Wrong-uns will be published immediately - humourous answers welcome.  And of course, there may be links other than the one I am thinking of - it will be interesting to see if anything comes up! 

Watch this space for answers:  meanwhile keep well, everyone, and have a Happy New Year!  

*** UPDATE ***   The answer was of course, that Daniel Craig based his character Benoit Blanc's accent on that of the historian Shelby Foote, who was prominent among the experts appearing in Ken Burns' ACW series.  

Craig himself says : Shelby Foote was my inspiration. He’s a historian. If you ever saw the Ken Burns documentary, the Civil War  documentary...  It just said a southern accent but then we talked about it, we were talking about oh, we want it to be sonorous and honeyed, we started throwing back and forth references. We didn’t want it to be twangy and annoying so Shelby Foote came to mind.

Congratulations to Jon FreitagEpictetus and Chris aka Nundanket for giving the correct answer - much kudos to them!  Jon was quickest on the buzzer - luckily I didn't offer a prize, or I would now be shelling out for postage to the USA 😀

As Jon says,  Foote’s distinctive drawl is almost immediately recognizable.  He had a very stately, proper, and southern gentlemanly delivery and tone in his voice.  He was a great storyteller and writer too.   Here he is, in a tiny snippet from the series :


If you've not seen the Burns ACW series, I'd recommend it highly.  'Knives Out' ain't bad, either.

Thanks all, hope it was fun!