Showing posts with label AWI. Show all posts
Showing posts with label AWI. Show all posts

Saturday, 12 July 2025

Minifigs, Sir - hundreds of 'em!

I have recently made an interesting acquisition, which I am very pleased with - and here is a picture of it (or rather, them). 

 

What we have here is a selection of vintage Minifigs 25mm figures, painted as units of various nations from the Seven Years War and American War of Independence (or Revolution, if you prefer) periods.  How I came about them is a story that began at the recent Broadside show at Gillingham last month. One of the 'flea market' stalls there was run by the Whitehall Warlords club, and I noticed a box of figures on their table - Minifigs 25mm, painted as Bavarians of the War of Austrian Succession, I was told ( see below, but  note, they seem to have fictitious French regimental colours ) 

 

I admit I was interested, especially when the chap  (Bob Walker) doing the selling  said 'if you like those, we've got loads more we want to dispose of, 7YW and AWI mostly'.  After a bit of chat we swapped phone numbers, and over the course of a few days Bob sorted them out and 'Whatsapped'  me a series of pictures of several boxes and tins full of vintage Minifigs. - French, British, Americans, Germans, Austrians, Prussians, Russians.. The range of different nations was quite a selling point, for me - not just big contingents  of one or two armies, but manageable numbers of various nations, so loads of scope for campaigning with multiple or coalition forces,  perhaps?  Or perhaps  a sort of 'Imagi-nations' approach? All ready-painted, in a nice old-school style and easily as good as I would be able to achieve myself,  they would go perfectly with the 'mostly Minifigs' 7YW period figures I already have.

So, after a little time to think it over, I decided to buy the whole lot - the price was very reasonable, I thought - so earlier this week, on a very warm afternoon,  I took a trip to Basildon to collect and pay for my new/old recruits. In the course of looking through them and a pleasant conversation about them, I have learned their 'back-story', which itself is of some interest to me.  

As stated earlier,  these figures were being sold by the Whitehall Warlords club, and it turns out that they are from the collections of several of their members - in particular the sadly now deceased Seamus Bradley, Phil Hoare and George Warren,  and (very much alive)  current member Andrew Maxfield. It so happens that for a short period in the late 1980s I was a member of the same club - they met in the Civil Service staff sports/leisure club at Marsham Street, Victoria, and I worked nearby.  As I've mentioned before, I remember Seamus very well, and I can recall Phil and George too. I'm not sure I wiould have been involved in games with these figures ( in my memory they were having a Marlburian phase at the time ),  but all the same I think that acquiring them  is a nice connection with a piece of my wargaming past.  It's also, I hope, great  to be able to offer a 'good home' to this collection, lovingly painted long ago, and be able to make use of them and give them a new lease of life.  And from a purely practical point of view, at a stroke I have quite large forces available, for much bigger games and campaigns than I have been able to put on before - it would have taken many years to acquire and paint anywhere near this sort of collection!              

For now, of course I have the mother of all 'sorting out' jobs to do, going through them box by box and identifying nations and units - I should here give many thanks to Bob, who has given me quite a lot of information and organised the boxes and tins sensibly.  One of my early favourites is this box - Russians! 

 

I do like the green and red colour scheme, and especially the grenadiers, and these will be a great opponent for my existing  Prussian forces.    

There are some interesting features of the collection which are worth mentioning; as you may have noticed from the pictures infantry predominate, but there is a good number of assorted cavalry, and at least a dozen guns and crews of various nations.  There are indeed AWI/Revolution forces - a box of various Americans including some Native Americans, and British, French  and Hessian units. So I can have a go at refighting that conflct, while also using many of the figures for Seven Years War in Europe games - I'm not that fussy about absolute uniform accuracy! In the course of discussions with Bob we recalled how Charles Grant in The War Game etc would happily use historical French, Austrian and Prussian regiments in his fictitious  'VFS' and 'Duchy of Lorraine' armies, as well as for re-fighting hostorical battles, and that approach has some appeal for me, too. Another feature is that there are several alternative command stands with different regimental colours and standards, so the original owners were clearly going for multi-purpose forces themselves. Indeed, it seems that from Bob's inspection of the Minifigs  code numbers engraved on the figure bases, quite a large proportion  are from the AWI range, simply painted as different nations  - I wonder if some bulk buying was done, or were the AWI figures the only ones available at first, perhaps the specific 7YW ranges came later? A question for the real Minifigs nerds out there  ( it seems likely that some of  thesefigures may date from the 1970s).

All in all, I am very happy indeed to have these chaps in my collection, and look forward to putting them together on the table with my existing troops ( many of which were  from another  deceased veteran wargamer, Eric Knowles, so there is a common theme emerging - 'legacy armies'?).  I'm quite tempted to just try to put on a large and entirely fictitious  game with some old school rules, as simple as possible - the basic rules in Young and Lawford's Charge! would seem ideal - simply to enjoy the spectacle!  I'm also thinking about a multi-nation  7YW campaign, probably going back to the Soldier King boardgame  that I used a couple of years ago.  For dipping a toe into AWI, I have treated myself to a copy of  Osprey's  Rebels and Patriots rules, and I had a fortuitous find in my local Oxfam shop the other day too - a nice vintage Osprey 'Men at Arms', published 1972 and written by none other than Brigadier Peter Young.  


So that's my update - quite a big update, as it turns out!  Many thanks once again to Bob Walker and the Whitehall Warlords, very nice doing business with you!   I'm very much looking forward to 'sorting out' and organising the new troops (and I have to work out a storage solution too..) and getting them into action. As I do that, I will post updates showing what I've got, so watch this space.  

For now, we have something of a heatwave in the UK, and the best place to be is sat in the garden shade with a good book ( Washington's Army, perhaps? ) - I hope everyone else is keeping suitably cool.  I suspect my next post may feature Minifigs 7YW figures, inevitably! Meanwhile keep well, everyone.


Sunday, 9 April 2023

Forming an orderly (Painting) queue

I've been meaning to take up the paintbrushes for a while and not quite got around to it - there is plenty of unpainted lead and plastic waiting patiently in various boxes, which need my attention.  A few different circumstances combined to decide what to prioritise : 

1.  18th Century inspiration

I still have quite a few 18th Century figures awaiting painting, including lots of those that came from Eric Knowles collection and inspired me to start this blog - but what has nudged me to get some more 'tricorne' troops mustered was Neil Patterson's recent examples of lovely Spencer-Smith figures on his blog Aufklarungsabteilung.  Neil had very generously gifted  me some surplus Spencer-Smiths, and it's high time I  got some of them painted.  I've decided they will represent  troops from Saxony,  a 'third force' who may side with either  Austrians or Prussians according to whatever  the shifting alliances of my imaginary corner of Central Europe dictate. So, we have 16 infantry and 6 cavalry,  which will make a  couple of Portable Wargame units of foot and one of horse. Specific units yet  to be decided, but the cavalry will be cuirassiers, I think. I won't make as good a job as Neil has, but it should be interesting to try painting this very 'old-school' figures. The officers and ensign came already painted, but in a pale blue uniform (possibly a previous owner's  imagi-nation): sadly I can't really use that, but will try to simply give them new coats and flag while leaving other parts unchanged. Fingers crossed..

Spencer-Smiths: potential recruits for Saxony
 

While I am at it, my Prussian army really needs a further stiffening with line infantry, and I still have plenty of my 1970s-vintage Minifigs Prussian musketeers, awaiting refurbishment, so I have lined up another 16 of those for painting - two more foot units in Portable Wargame terms. Here they are, after a quick spray of grey acrylic primer  The ( slightly singed ) backdrop is a wooden box from a rather upmarket brand of ready meals available here in the UK - when  its original use is done with, quite handy as a painting tray..

Minifigs: vintage Prussians

2. Epic Freebies

The April issue of Wargames Illustrated magazine in the UK includes a free sprue of Warlord Miniatures new 'Epic ECW' figures. My copy carried the Cavalry variant, and here they are

Epic ECW from Wargames Illustrated
 

These are officially 13 or 14mm, I think, but should fit perfectly well with my 15mm 'Pike and Shot' armies, and apart from various mounted troops there are some foot figures ( possibly mounted dragoons and/or firelocks ) and a couple of small cannon - all pretty useful stuff.  I have sprayed them with primer, now just need to decide how they can be fitted in to my existing armies. On Instagram, Mike Siggins has featured the infantry sprue which is also available - he is quite impressed with them,   though less so with the cavalry, he says. They don't look too bad to me, with good but simple detail and the correct proportion that is more possible with plastics - they are hard plastic too, so they won't shed paint. And they were free! 

 

3. Trial  DBA Forces 

Following my recent post debating options for Ancient Greeks vs Persians, I took the plunge and bought sets of HaT 20mm figures - 'Alexander's Macedonian Army' (set 8088)  and 'Achaemenid Persian Army' ( set 8117 ). Full marks for Models 2U website for good prices and very prompt delivery. 


Each set is a mixture of figures from several other sets, giving a spread of all types in the relevant army and ideal for rules such as DBA.  Consulting my vintage DBA edition, I was quite easily able to select figures for a suitable army for each side ( sadly, no chariots for the Persians ). I spent a pleasant sunny Good Friday afternoon sat in the garden, cutting out  cardboard bases and lightly glueing the figures to them, just to see what they would look like  - and here they are: 

Alexander's all-conquering army..

 

..and the mighty Persian host


I was quite tempted to use 10mm or 6mm ( or even 2mm ) figures for these armies and go for the 'mass effect', but  given the rather symbolic nature of the DBA units/elements, I think larger figure scales and correspondingly fewer figures can work ( think of them more like chess pieces? ) , and these 20mm plastics are cheap too.  They will get a 'stiffener' coat of diluted PVA glue ( as they are soft plastic ), then a spray of primer, then the painting proper will commence - I am going to try a  'limited palate' approach to keep things simple. I will probably have to remove them from the bases to paint, and they come without long spears and pikes, so I will be raiding the plastic broom/brushes in the house for bristles to use for those..  I suppose I could even give them a try with the DBA rules right away, and never mind the painting - 'sacrilege' to some! 

So, now I just need to try to make a habit of picking up the paintbrushes for a short session  every day or so, and we'll see how all these various mini-projects shape up. I'm hoping that the variety will keep things interesting..

 

Jon Freitag's picture of his brilliant AWI game setup
 

Meanwhile, there has been some gaming, at a distance: I was lucky enough to be invited to one of Jon Freitag's excllent remote gaming sessions, where I played one of the British commanders in a game set in 1776 Long Island.  I'm afraid our attack on the revolting Colonials didn't go too well, but it was great fun all the same - many thanks to Jon ( who has documented proceedings in a typically well-presented  battle report  )  for brilliant hosting,  and my fellow players Chris 'Nundanket' , Mark 'Jolly Broom Man' and Steve ( of Postie's Rejects fame ). A really pleasant evening was had! 

Finally, I was  impressed with what Mark ( Man of Tin ) has done with the 28mm WW2 figures (acquired free with magazines) which I passed on recently : he is 'kit-bashing' them into  inter-wars imagi-nations skirmish forces, and  provides an interesting  progress report and insight into his approach, here - I will be fascinated to see how they look when painted up.  Great to know they are being used so well, when they could so easily have just been thrown away! 

That's all for now, but as you see I have plenty to be going on with. Keep well, everyone, and a Happy Easter to you all. 


 

 


 

 

 

 

Monday, 20 March 2023

No-Score Draw at Germantown

 Faced with the proverbial rainy day ( or at least a 'long morning' ), I took the opportunity to try out a recent purchase:Germantown, a board game from Decision Games 'Mini Game Series'.

I had recently picked this up when I happened to be in the vicinity of  the veteran games shop Leisure Games in Finchley - which I used to visit regularly in the 1990s, but I had not set foot in for 20 years or more. It was nice to see them still trading, with a massive selection of games, of course!  I couldn't leave without buying something, and this was one of the cheapest games they had(!)  - but also an interesting follow-up to my recent on-line gaming experience courtesy of blogger Nundanket and his 'Loose Files and American Scramble' AWI games. 

To quote from the game: A British campaign in the late summer of 1777 had defeated George Washington's American army to capture Philadelphia. The British dispersed their strength to hold the city, reduce Colonial forts along the Delaware River, and watch the Americans, who hovered nearby. Washington saw an opportunity to attack the weakened British at Germantown. The complicated American plan fell apart in dense fog, but a few breaks going their way would have endangered the British position in eastern Pennsylvania. The game uses a simplified 'fast play' version of Decision Games Musket and Saber series rules, and uses a small set of only 40  counters and a mini-map ( 11 by 17 inches ) - so very easy to set up and start playing. The main rules cover  just 4 pages, with a couple more pages for the scenario-specific rules. 


Here it is, with the opposing forces in the second turn ( 06:30 hrs ). The British and Hessians ( red and green counters ) begin deployed around Germantown,  and the Americans arrive in  several columns from four separate roads to the West, North and East - they win a major victory if they can occupy the Market Square of Germantown, or at least one hex of the British camp ( on the hill, just to the South of the town ). The British win a major victory if they can destroy all the American units - no small task. Each hex width  represents about 350m on the ground, and units represent Brigades and Battalions - the Americans also have one battery of artillery, and the British have one unit of cavalry ( part of a small reinforcing column arriving later ).  Some of the units ( American militia and Hessian Jaegers ) can act as light infantry, and make skirmishing attacks rather than getting in close with musket and bayonet. 

The rules are quite simple, with alternate moves and simple D6 die rolls for combat, morale etc. I liked the combat resolution table and its use of the combat strength difference between the opposing units, rather than the old-school 'SPI' style use of ratios ( 2 to 1,  3 to 1 etc ), which I never liked. Combat results can be retreats, routs and step losses - most units can take two step losses, being  'flipped' to the reverse of the counter with lower  strength  for the first one,  then destroyed if another loss is taken - and/or 'disruption' which reduces their combat ability. Both step losses and disruption can be recovered.  Units can 'stack' up to 3 per hex without adverse effect, but only one unit per hex counts for combat, so the stacks very soon shake out into battle lines of single units for best effect - this seems right given the 350m per hex and brigade-size units. Another crucial rule is that when one side's units enter the enemy units' Zones of Control, all the enemy hexes contacted must be attacked - if you decide not to attack the enemy in a hex you have contacted, then the units in that hex can counter-attack you, with their combat factors doubled.  You may decide to concentrate your attack on only some of the contacted enemy, but you have to be confident that you can weather the resultant counter-attacks!  ( it can make sense, if you need to concentrate on the strongest enemy units, maybe ignore the weakest  as their counter-attack will not be too strong, and they may decline to attack)

A major feature of this scenario is the effect of fog - each turn a dice is rolled to decide if the morning fog persists ( with more chance of it clearing as the day goes on, but then a return at the end of the day)  and the presence of fog has some fairly drastic effects.  Movement allowances are randomised and reduced, even road movement is slower, and woods and watercourses have serious effects on movement and combat - there are many small 'brooks' and 'light woods' hexes, and in fog turns these are uprated to 'stream' and 'dense woods' which limit movement and cause combat strengths to be halved.   I get the idea - imagine trying to get a unit of  drilled infantry in strict line formation  to advance and attack across a series of brooks and through woodland in dense fog!  To some extent the the fog blanketed the rules too at the start, as one had to keep remembering that this or that terrain hex  now  behaved like a different terrain hex, but the rules are really pretty simple, and soon picked up. Units on hills get a combat factor bonus in fog, which makes some sense!  

Another important  scenario feature  is the simulation of ammunition shortages for the Americans - after the first few turns the British player gets to choose a number of American units each turn which must take a morale check, and if they fail they will become 'disrupted' , which makes them less capable, especially in the attack. This is quite a bonus for the British, as the number of units to be checked goes up to five in later turns - the disrupted units either have to stop for a turn to recover, or remain  much less useful in any combat. 

And so, to the battle. As you might expect, the fog certainly slowed down the initial American advances, and gave the British time to organise - they elected to use their Hessians ( including  a Jaeger rifles unit )  to  defend their left against US militia,  and to   divide their main British infantry force into two, each division trying to block the progress of one of the columns of  American regulars. The game starts at '05:00 hours', and the fog did not lift until 11:00 ( Turn 5 ), and as a result the main American forces were pretty slow in their advance. By 8:30 ( Turn 3) the Hessians had begun a long series of combats ( lots of skirmishing  in and out of the woods )  with the American militia in the west, in which they held their own and secured the British left flank. The American main forces bumbled their way down the roads, bumping into two outlying  British battalions north of Germantown, and forcing them to retreat - one of them shut themselve up in the Chew House, which becomes a bastion.  There are a whole list of special rules for this house/bastion - but the effect was simply that the battalion occupying it was bypassed and left alone, and took no further part in the proceedings. 

11:00 hrs - US militia ( pale blue, lower right ) threaten the camp
 

As soon as the fog lifted, everything kicked off , the main American forces in the North  making a general advance and attack which went quite well, forcing the British brigades to retreat - and on the Britsh turn, their counter-attacks were easily repulsed, owing to a whole series of low die rolls giving 'Attacker retreat' results.  Meanwhile the US militia on the Eastern flank threatened to sack the British camp  - arriving only one hex away from a rather sneaky victory. Fortunately for the British, their reinforcement of three Grenadier battalions arrived from the South and attacked the militia, while 4th British brigade (wisely left at the camp as a 'backstop' reserve)  hurried to join them.  The fight went badly for them, though - 4th Brigade suffering an 'exchange' step loss against one militia brigade who had occupied some woods, and the grenadiers being forced to retreat - the dice were distinctly American that turn! 

So when Turn 6 ( 12:30 ) began, American militia were still one hex from the British camp and a possible victory - only to be foiled by the 'ammunition shortage' special rule. The British were only too happy to impose an  'ammo check' on the nearest  militia unit, which  promptly became disrupted and could not advance. This may well have saved the day! 

Over the next few turns, it was to-and-fro stuff, especially in the centre around Germantown, with both sides trying to keep a battle line and launch strong attacks on their opponents, and neither gaining a real advantage - I seemed to develop a habit of rolling a '1'  whenever an attacking force had a good advantage, often resulting in 'Attacker Retreat' results. Neither side's troops seemed very determined in the attack! But overall, the Americans made progress and pushed the British back. By half-way through  the 14:00 turn ( Turn 7 of 9 ), the British commander Howe and his Guards brigade had been forced to abandon the crucial Market Square. The game was only saved then because all the American units attacking Howe had been 'disrupted' by the fiendish ammunition shortages, and disrupted units cannot advance after combat...

14:00 Market Square cleared - but Americans can't advance!
 

In the British phase, Howe was able to re-occupy the Market Square, and by 15:30 had  his main force formed  into a strong defensive line protecting the town from the North -  though the sneaky American Militia still lurked in the East, again threatening to overrun the British Camp, as the British and Hessian Grenadiers had been drawn into the central fight ( 'all hands to the pumps!'). 

15:30: Brtish line stabilised, but watch those militia..
 

The Grenadiers and depleted 4th Brigade were hurriedly sent back to save the camp, intercepting those militia units, who would not be able to bypass the defenders' Zones of Control.  And then, at 17:00, the final turn, one last American push, perhaps - and the fog returned! In the centre, Washington's forces  ( despite 4 units disrupted by ammunition shortage,  launched two big attacks as the fog came down -  but  in both cases rolled the seemingly inevitable '1', only forcing their opponents back a little, without losses.  The last American push had stalled.  The British line had held, and on their last turn, Howe decided to do nothing - the return of fog meant that any combat into or out of  brook/stream or woods hexes would be difficult, and might well result in bloody repulses. It was enough to have hung on to Germantown. 

17:00 final situation: fog returns and Brits have held out
 

And so it ended.  The Hessians  on the British left had done well, with a strong infantry brigade and a jaeger unit combining conventional attacks and skirmishing to push  back double their numbers of American regulars and militia. On the right, the British and Hessian Grenadiers had saved the camp from lurking militia, and in the centre the Thin Red Line had held. So, no Major  American victory  - and vey obviously no British Major win ( this requires 'No Colonial untis remain on the map' - could that really ever happen ? ).  The rules say that a minor victory then goes to whichever side has gained the most Victory Points (VPs)   - and VPs are gained at the rate of 2 VPs per eliminated unit  ( step losses to units still on the table do not count towards VPs ).   And the funny thing was, what with all those '1's rolled in the big attacks, and all those 'Attacker Retreat' and 'Defender Retreat' outcomes, in all those to-and-fro combats, precisely zero units  had been completely eliminated on either side! So, the final score was British 0 VP, Americans 0 VP.  A 'no-score draw'!  

I suppose I could have felt like a lower-league football fan on a drizzly winter Saturday afternoon after their local lads ground out a 0-0 'result' - but it had been more fun that that ( and warmer and dryer!). It had been quite a tense game, both sides had advantages and disadvantages : the British had slightly more powerful units with better morale, but less of them, while the Americans had the numbers, with their regulars almost as good as the British in combat power, and their militia able to use the wooded terrain for skirnishing  to good effect,  but a big problem with ammuntion shortages weakening their attacks and the persistent fog delaying them significantly. I felt that if the dice had decreed the fog  lifted at 08:00 instead of 11:00, things could have been very different - and it could have gone either way!  Both sides seemed equally incapable fo 'rolling high' at the moment of crucial attacks, and this led to a lot of  'retreat' combat outcomes with few actual losses, hence the inability of either side to actually eliminate enemy units!  Perhaps that  somehow ties in with the fogginess of the day - were both sides troops a bit disheartened by all that stumbling around in the fog, and not inclined to press their attacks with vigour? Sometimes the dice gods tell a story..  

Overall, I liked the game, and will give it another go : I liked very manageable size ( larger board games seem to me sometines rather long-winded to set up and play, alas! ),  the fairly simple rules and mechanisms, though there were a few questions arising, perhaps inevitable with simple rules and with lots of scenario-specific rules sometines 'countermanding' the basic rule set (the British 'Queens Rangers' cavalry unit was a challenge - moving fast, it was able to range far behind enemy lines, but I could never quite see how it would be able to actually use its 'charge' ability - it ended up just 'lurking' ineffectually, as you may see in the pictures ).  It's an interesting scenario, and I know other bloggers have used it - for example Norm at Battlefields and Warriors, who ran a splendid PBEM mini-campaign game, which I now need to go and read myself, to see how I probably should have played it(!).   I think the game would also suit another one of  Norm's excellent concepts, that of taking part of the action from a board game battle and playing it out as a small-to-medium game with figures on the tabletop. I don't currently have 'AWI' armies available, but perhaps it might translate to somewhere in central Europe, c. 1760 - Prussians replacing the British holding the town, Austrians (with plenty of Grenzers )  looming through the fog?  

Right, I'm off to read Norm's account of his version of Germantown.. Back to the actual toy soldiers next time, I hope - maybe even a bit of painting? Its about time! Meanwhile keep well, everyone.