Thursday, June 30, 2022

My Huguenot Army of the French Wars of Religion Revealed

A little slower in the production than the Catholic army due to competing attentions, but here is the completed Huguenot army of Henri of Navarre at the battle of Coutras, 1587... plus a random landsknecht unit.

My starting point for gaming this period is to produce the armies for the battle of Coutras.  Then to enlarge to cover units and battles both before and after.  Well, the armies are now complete.

Here are some pictures.

Cavalry in the front line with "enfants perdus" posted between each unit.  Reiters are on the far right.  Second and third lines contain the infantry.

A closer shot of the Huguenot pistoliers with the arquebusier carrying "enfants perdus" in between each.

From the rear you can see the arquebusier units closest and the pike and shot in the centre line.  The Huguenot armies were always short of pike and often fielded pike light units, or units without pike at all.

Three pike and shot units.

The pike and shot units in front of 15mm Franco-Prussian War figures.  The 2mm figures are from Irregular, the 15mm from Essex Miniatures


Next up is to finish the rules. Essentially this requires completing the cards for the card driven part of the game. So movement and action/event cards.  I'm not usually too bothered one way or the other about card systems in wargames, but felt that after my research this was a great way to inject the period specific feel to the games.  After that I aim to paint more 2mm buildings.


Wednesday, June 22, 2022

Koenig Krieg Variation Takes Shape!

... and the shape is a hex!

Being a little behind the curve on hosting remote games, I am now trying to find ways to improve my umpiring output.  Having had the honour to participate in a remote game hosted by Jonathan of Palouse Wargaming Journal, I experienced what a well organised and executed remote game looks like.

The experience of using a hex or grid format for moving and firing seems, on reflection, to make player order giving much easier and clearer, removes the potential for error and even possible player/umpire tension.  I also wanted to use a set of rules that I already use in face to face battles.  That way the mechanisms remain familiar to the participants.

So, the other evening I put on a test game with some Rejects with an Austrian War of Succession scenario.  I adapted Koenig Krieg rules to hex movement and ranges, and played it with only one other adaptation.  I was aware of the possibility of a fast unit moving through the hexes to the front and adjacent of an enemy without the enemy evening getting the chance to react.  So, I put in a zone of control to prohibit this type of move.

An Austrian infantry brigade hold the hill in the centre.  Whilst to the left, the French (2 infantry and 2 cavalry brigades) are tasked to oust them.  Meanwhile, two Austrian cavalry brigades are rushing to support from the right.


The first, and main, problem I encountered was the reflected glare off the table.  The table is just painted and then marked in dots for the hexes.  The paint seems to have a satin sheen to it.

The glare is more marked in this picture.

The view from the hill towards the approaching French.

I was trying to juggle two cameras and find positions that gave a clear view.  So, I didn't take photographs.  But here are a couple of pictures of the situation at the end of the evening.

Cavalry have engaged on the near flank with the heavier Austrian horse prevailing.

French horse frontally assault the hill against fresh and undamaged Austrian infantry... not a good move!

All in all the rules played well and the comment was that they made playing in an 18th century fashion the best way to win.  There was a slight niggle over artillery movement, which has taken me 30 seconds to remedy, and a discussion about squares in 18th century rules - which we have collectively chosen to ignore... squares that is.

The main issues were technical:  cameras positions; glare from the table; and the visibility of the dots.

So, the next steps are:

  1. Try a matt varnish - I have plenty, so that is a free option.  If this works, the camera issue may be resolved.
  2. Join the dots to make the hexes more visible.  I originally went for dots to make them less intrusive, but none of the players said they are bothered about lines over the table
  3. Try a game using non-hex rules to compare.  For this I can lay down my terrain tiles which do not reflect the light.



Sunday, June 12, 2022

Keeping Track in Volley and Bayonet Games

In Volley and Bayonet the rules are really shaped around keeping a roster of the units so that their strength points can be marked off as they suffer casualties.  This is great for providing a degree of fog of war and nervous tension to a game.  However, sometimes it is just nice to set up a quick game and/or allow the players to keep track, and take some of the burden off the umpire.

The main things that need to be recorded and kept track of in a Volley and Bayonet unit are:

1. Morale grade, usually between 3 and 6.

2. Unit strength during the game.  A Napoleon infantry brigade might start with between 4 and 6 points.

3. Whether the unit is stationary (infantry and artillery only).  In other words, it is deployed and in optimal condition/formation to defend against attacks.

4. If the unit is out of command.

5. If the unit is disordered.

6. If the unit is routing.

7. If the unit is permanently disordered.  A condition that a unit adopts if it ever has the misfortune to rout, and then rallies.

Now, items 1 and 2 would be dealt with on the roster.  But items 4 - 7 would have to be counters with the unit on the table.  For example, the following use pipe cleaners:

Yellow pipe cleaner to show a disordered unit.

Yellow and red pipe cleaners to denote that a unit is routing.

A blue pipe cleaner to signify that a unit is stationary.

I think you get the drift... and I haven't even put up photos with markers for out of command!

So, to tidy up a little AND to be able to ditch the paperwork of a roster, if I so choose, I've decided to try out a multi-coloured dice system.

The unit will have a green die to show the morale.  This number does not change during the game.  It also has a white die for the strength points.  This can and does reduce during a game.

Infantry unit with morale of 5 and current strength of 4.

Now if the unit becomes stationary in order to better defend a position, a blue die is placed.  The number showing is immaterial.  It's the colour that matters.

The same unit but now marked as stationary.

If the unit becomes out of command then replace the white strength die with a red one, making sure to keep the same current strength number showing.

The infantry now marked as out of command.

Now if the unit should become disordered, the green morale die is swapped for a yellow die making sure to keep the right number showing.

Yellow disorder die now in place and still showing the units morale rating.

If these merry fellows were to now rout, a red die would be placed in the empty position.  Routing units would be highlighted by having both yellow and red dice at the ends.

Yellow and red equals a routing unit.  It doesn't matter what number the red die is.  It's the colour that counts.


With a bit of luck and a dashing leader this unit rallies.  However, the damage is done and they are now permanently disordered.  So, replace the yellow die with the green morale die - keep the number right! This shows that they have rallied from routing.  The red die now stays with the unit... forever!

The red die on the right shows that this unit is permanently disordered.

"But what do you do if the unit is permanently disordered and out of command," I hear you ask.  Well, simply do as we did earlier.  Replace the white strength point die with a red one.

This is a regiment in some difficulty!  Permanently disordered AND out of command.

Now if you are thinking where do you put the blue stationary unit die if a unit is permanently disordered, you don't.  In Volley and Bayonet, disordered units can never be considered stationary.

And there you have it!  

Hopefully it will control the table top detritus and offer players the chance to keep track whilst unburdening the umpire from keeping rosters from time to time.  I'll have to see how this works in anger on the gaming table.  Plus, adopting it for other rule sets as appropriate.



Sunday, June 5, 2022

Broadside Show - A Little Battle and Show Report

The Rejects all trotted down to Gillingham to what is our local show, Broadside, hosted by the Milton Hundred Wargames Club.  It was an excellent show, which seemed to get a good turn out of games, traders and visitors.  A large chunk of the day was happily spent talking to people as they visited the game.

Our demonstration game was conceived, designed and produced by Lee, who by the way has already put out a show report - find it here.

The game was an excellent French Foreign Legion affair with a Laurel and Hardy twist based on the film Beau Hunks.  Have a look on YouTube, it's 30 minutes well invested.

I'm not even going to cover the whole show.  Ray and Lee took enormous quantities of photos of everything and have or will publish their reports.  So, I'm just going to give a brief run down of our demo game and then a couple of pictures of my favourite other game at the show.

Lee and the Rejects put the finishing touches to setting up the table.  You can make out the Foreign Legion patrol marching on from the near corner on their way back to the fort.

Ray eats his breakfast as he contemplates the combat... or how much he is going to spend at the show, and how to sneak the goods in without his wife seeing it!

Lee produced a superb and informative display about the game, the period and the idea of reality versus Hollywood.  He made some nice quiz cards as well.

The three wise monkeys! Ray, Dave and Postie.

They're not laughing now that Surjit, Steve and I have moved our Berber forces onto the table in turn one.

However, the Berbers were the first to suffer from some Laurel and Hardy antics!

Lee had created two games in one.  The first was a straight Foreign Legion versus Berbers game, where the Berbers have to cut off the patrol and stop a rescue from the fort.  The winner is determined by points - mostly won from destroying enemy units.

The other game inside a game was card driven.  At the end of each turn two cards were drawn from the deck if the Laurel and Hardy figures contacted a French officer.  The cards either described a slapstick moment, produced an event which could affect a unit, or a Jeanie-Weanie Card.  A heart-broken Hardy joined the Foreign Legion to forget the girl who had recently jilted him.  Only to discover that everyone else in the legion had been jilted by Jeanie-Weanie as well!  If a Jeanie-Weanie card was turned this was added to our heroes' pile.  If they had enough cards at the end, Stan and Ollie could actually be the winners.

This whole idea was very popular and enjoyed by visitors to the table.  Well done Lee.


The Jeanie-Weanie Cards and Event Cards

Legion mounted infantry deploy in the rocky outcrop as the Berber horde advance on them.

After an initial setback the Berber camelry force the mounted infantry back and take control of the centre.

Steve occupies the hill with sharpshooters in order to occupy the legionnaires that are emerging from the fort.

Meanwhile, the French column is coming under increasing pressure.

The Foreign Legion are reduced to defending the walls and some rough ground.  By this time the Berbers have learnt to reduce their losses from rifle fire by throwing out skirmish screens.

Lee makes what Ray considers is a dubious umpiring decision, and replies with a long and loud "wwwwhhhhhaaaaaaaat!

Wave after wave of Berber cavalry is pushing the French back.  Though the mounted infantry still annoy the Berbers in the centre.

However, a ferocious charge by the warriors eliminate the French mounted infantry to a man.  Now they eye up the units deployed from the fort on the right.

The French are looking increasingly exposed as the integrity of their defensive position is slowly undermined by determined cavalry charges.

French units start collapsing and being eliminated under the merciless advance of the Berber cavalry.

The legionnaire units from the fort are wiped out by cavalry and the Berber warriors.  Lee calls it a Berber victory.  It was hard fought and the first half of the game looked tough for the Berbers.  But once the melee tough cavalry were screened from French fire by skirmishers, the tide turned.

Stan and Ollie wandering around the battlefield causing mayhem wherever they went!

This was a lovely looking game, brilliantly organised and put together.  It is no wonder that this was voted Best Demonstration Game.  Well done Lee, thoroughly deserved.

What follows are just a few photos of my favourite other game at Broadside.  A Mexican Revolution game from Shepway Wargamers.  I just thought that it was well-crafted with lovely models, including a couple of great looking planes.






Well, what a splendid day I had with the Rejects at Broadside.  The show was brilliant and very enjoyable.  There was a happy buzz about the place.  Well done to the Milton Hundred Wargames Club.

And a last well done again to Lee for his great game and demonstration of how to put a successful one together - regardless of prize.  The Rejects enjoy doing this exclusive for Broadside and really find pleasure in talking to everyone who visits us.

Now for a day to rest and recover.