Thursday, December 19, 2024

Oh Little Town... for Gaming with!

When I started my 28mm French Revolutionary Wars collection a couple of decades ago, I set it in 1796 Italy.  In doing so I purchased a number of Mediterranean buildings and walls from Hovels.  Some got painted. Most did not!  I did not realise just how much wasn't painted until I checked through the shelves. 

Along with a load of walls, this is what I found and then promptly decided to paint them up.

Front...

... and back.

I got these walls painted up as well.


As I had the newly painted buildings out, I thought that I might as well get some of the older ones on display as well.

I had forgotten how quickly these paint up.  In putting acrylic to resin, I find myself encouraged and feeling renewed for figure painting after this quick win.


Tuesday, November 19, 2024

Are Command and Control Mechanisms Really Needed In Wargames?

I was listening to a podcast on the Yarkshire Gamers Reet Big Wargames Podcast where George Nafziger was being interviewed.  I found it a very interesting and entertaining episode.  You can find it here.

One interesting point that George Nafziger made was about command and control in wargames.  He was asked how he found wargamers replicate command structures and how that operates on the table.  His response was as follows:

"I've been in some games where you've got to roll to see if your order gets there and if it doesn't get there then it doesn't move, and I think that is very inaccurate because there would have been initiative taken on the part of the local commander.  So, nobody would ever be out of command.  I think that's a made up problem by the game designer."

My immediate reaction was to consider that answer as quite controversial (well, as controversial as a rule mechanism can be considered!).  Especially, as we are now so used to rules that include some form of command and control device whether it is initiative rolls to move units or brigades, command radius, or some form of card activation.  All of which I am happy with.  Indeed, my own home made rules tend to include some form of command and control mechanism.  In fact, I would imagine that rules published nowadays would be criticised for lacking such a concept.

However, upon reflection I did wonder whether Mr Nafziger had a point.  It is entirely feasible that in the absence of an order being sent by a general, the local commander - be it of a squad, platoon, battalion or regiment - would have to use their initiative in the face of the enemy and on the field of battle.  This could include doing something or nothing.  Maybe it is wrong to assume that the absence of an order equals inaction.  Plus, it has been my observation over the decades of gaming that once you put two gamers on the same side, enough "friction" is created without the need to have rules that generate command and control friction.  Perhaps, one should not always assume that if a player can move everything that they are destined to make the best decisions or have the necessary luck with dice or card to be successful.  In this sense their "command" decisions may impact their "control" ability.

So, to what extent do you agree that command and control is a "made up problem by the game designer"?


Tuesday, November 12, 2024

Guinea Pigs Remembered

The other day, I found myself taking my son to a plastic surgery appointment at the Queen Victoria Hospital in East Grinstead.  I got unreasonably excited at this as this is the hospital famous for pioneering and treating so many RAF aircrew for burns and the use of plastic surgery during World War Two.  Such pioneering techniques and holistic treatment of those aircrew being led by Sir Archibald McIndoe.  Those that were treated formed themselves into the "Guinea Pig Club".  A name to reflect the entirely new nature of McIndoe's work.

So, it felt like a privilege to find the roll of honour board.

The Roll of Honour board, as you might expect in a hospital, obscured by trolleys.

The inscription along the bottom reads, "The above are members of the Guinea Pig Club, founded in 1941, for allied serving airforce men who were treated at the Queen Victoria Hospital during the Second World War."

The work of McIndoe and his team was about more than just treating the horrific burns and injuries suffered. They were also concerned with enabling the men to function and thrive despite their physical and mental scars.  In this respect they were ahead of their time in showing that injury and disability should be no barrier.

To this day, the hospital maintains strong links with military patients and continues to treat service men and women. They also support the training of military staff.

What an honour to spend a few moments reflecting on the work done by the Queen Victoria Hospital, McIndoe, and the "Guinea Pigs".

Thursday, November 7, 2024

The Battle of Mikata Ga Hara, 1572 - A Battle Report

With Jonathan's table all set up for the Battle of Mikata Ga Hara, we arranged for a head to head clash.  Follow this link to Jonathan's the briefing for the game

I was given the choice of sides.  So, I chose to take Ieyasu's smaller force.  I guess I just like the challenge of being an under dog.  Jonathan, meanwhile, controlled Takeda's army.  

Jonathan used as the rules his finely honed Samurai version of Basic Impetus.

The opening deployment.  My forces (Ieyasu) closest to the camera.
My plan was to spend turn one getting forces into position to then hit one command of the enemy as hard and as quickly as I could.  You will see that this plan quickly unravelled.

Before engaging Takeda, I aimed to form a line so that any attack would be met by supporting units.

I think I went a little too early.  Archery and then a charge against the enemy centre and forward bow units met with initial success before being repelled.  Meanwhile, on my right I advanced my line and sent Ashigaru spear into a wooded area and engagedthe enemy...

...this met with success until it too was hurled back to its starting position and the worse for wear.

Takeda was now bringing his cavalry forward in the centre.  He clearly saw a hole in the line just begging to be exploited.

And so it was that Takeda's Samurai spear cavalry charged my central bow unit...

... inflicting casualties, then pursuing in the hope of a kill...

... and so it was!  Takeda had punched a nasty great hole through my centre.

However, now disordered and isolated, would Takeda's cavalry fall prey to Ieyasu's own Samurai cavalry?  With them turning to face, that seemed to be the intention.  Meanwhile, Ieyasu's lines redressed themselves...

... and then advanced on the left, whilst a unit of Samurai foot launched itself forward to split the centre from the Takeda right.

Having thrown back both a bow and a light cavalry unit the route towards Takeda's tent was opening up.  But at the same time, Ieyasu's Samurai cavalry fell upon the rear of enemy Samurai cavalry.

The result was devastating.  Takeda's spear cavalry were annihilated.

With barely a pause for breath, Ieyasu's foot Samurai decided to attack the retreating units that blocked the route to the tent.

Without mercy, Takeda's bows were dispatched and the supporting missile cavalry compelled to fall back further in disorder.  Takeda's tent was next...

... until a firm defence threw the assailants back.  Despite this setback, Ieyasu's right were still holding and the left was weakened but engaged.

In an attempt to start buying time for space.  I started pulling back the bow on the left, whilst charging the spear at the hill...

... which also ended up going backwards anyway!

With the Ieyasu left looking very thin, Takeda was in position to deal with the troublesome, yet very weakened Samurai foot in the centre, while at the same time advancing against my right.  This despite a desperate melee that only momentarily held up the advance.

As Takeda's cavalry crashed into the rear of Ieyasu's advanced Samurai unit in the centre, the result was never in doubt, and with their elimination the battle was won by Takeda.

Afterthoughts
A well deserved and hard fought victory for Jonathan as Takeda.  It was close... very close, with Takeda being only two points away from collapse themselves.

This was a thoroughly enjoyable evening online playing an excellent, balanced and well conceived scenario.  Once again Jonathan has worked his magic.  How I would love to have his gift.

Whilst my pre-battle plan fell apart at the first contact (I had forgotten how disruptive having a victorious and pursuing unit can be to the maintenance of a battle line) I was pleased that I gave Jonathan something to think about (at least I hope so) and that this was a game that had a number of critical decision making moments in it.  Jonathan did well with his cavalry and was measured with his advance and attacks.  It may be true to say that as the battle progressed, I was compelled to make some desperate decisions to prevent from being overrun and to score some points as well.

I love the big multiplayer games that I have with the Rejects.  However, it was a real treat to go head to head for a change.  Thank you Jonathan for a splendid game and a thoroughly enjoyable evening.


Tuesday, November 5, 2024

The Battle of Litchfield - AAR

A gaggle of Rejects assembled in the Shed of War at Lee's behest to fight a "what if" scenario on the Battle of Bosworth. What follows is the briefing from Lee.

"What if Richard’s spy network had been slightly better informed about the intentions of the Stanleys and the route of Henry Tudor's march towards the midlands? Richard was not a timid commander and had shown his willingness to take the initiative in the campaigns he had fought on behalf of his brother, Edward IV. Would Richard have seen an opportunity to stop the Stanleys from formalising their support for Henry by catching the much smaller Lancastrian army a few days earlier than happened historically?
In today's game, Richard III’s army left Leichester as soon as Northumberland and his Array arrived. The combined army camp at Ambion Hill while the King considered his options. The ridge of high ground from Ambion hill to Stoke Golding crosses Henry's route. It is a good defensive position, but the flat lowlands are marshy and limit space for his swollen army to exploit their numbers. Richard also knows that the Stanleys are shadowing Henry and despite the King's demands for loyalty, he cannot be entirely certain of their allegiance. So he decides to attack Henry before he can join forces with the Stanleys. If the army presses on now they can resupply at Atherston and catch Henry at Litchfield in two days time.
Meanwhile, Henry has been conversing with the Stanleys and plans to meet at Litchfield to formalise their agreement. The Stanley's army is about a day march to the North East but William and Thomas Stanley, and their household troops, divert to the town to meet Henry Tudor. This is when news of the advancing Yorkist army is received. Henry’s army is outnumbered and Sir William Stanley is forced to decide to defend his Son-on-Law. He sends a rider to bring the rest of his army, knowing they will probably arrive too late to change the outcome. Henry’s most experienced commander, Oxford has just enough time to deploy the army on a ridge crossing the road to Litchfield and orders his archers and crossbowmen to prepare hasty defences."

Rules: Test of Resolve
Figures: 6mm Baccus
Lancastrian Players:  Colin, Ray and Stuart
Yorkist Players:  Steve, Surjit and me.

The opening dispositions.  The larger Yorkist army is on the left.  The smaller Lancastrian army deployed on the hill.

Lee presiding over the game

Yorkist knights bracing themselves for battle.

The Yorkist army advances to the stream where the muddy banks provide a small impediment to their progress towards Henry Tudor's force.

Surjit, controlling Norfolk's battle, advances faster than the rest of the army and begins organising his approach against the Lancastrian left.  Norfolk would end up playing the major role in defining the outcome of the engagement.

The Yorkist line now advance beyond the stream.  Not quite in shooting distance yet!

Norfolk (nearest to us) has begun shooting from the town whilst retinue bill and array position themselves to attack the hastily prepared positions of the Lancastrians.

A view from Norfolks position by the village towards Henry Tudor's position.

Two companies of array bound up the hill to sweep the defending archers away...

... only to find themselves swept away!

As the rest of the Yorkist line creeps forward, Norfolk is not deterred and launches troops up the hill once more.


This time Norfolk destroys the archers and can now be classed as on the hill.  However, there are two units of nasty looking mercenary pikemen ready to counterattack.

The rest of the Yorkist line now have the range to shoot.  Some effective shooting takes place, and is returned from the defenders.

The mercenary pike charge in.  However, the fighting is hard from all and they fail to eject Norfolk from the hill.

One pike unit is destroyed and the second is caught up in a long struggle.  It is beginning to look like the Lancastrian flank is creaking under the strain.

Along the whole line, the Lancastrians are putting up a stubborn defence as the Yorkists hurl themselves up the slope.

Norfolk finally eliminates the last of the pike.  The Lancastrian left flank has been turned.  The situation for the Henry Tudor has gone from bleak to grave.

However, Yorkist impetuosity in charging their royal knights against Henry's has stalled.  With the Lancastrian knights now trying to chase down Richard himself and his company of knights.  This could mark a dramatic turn of fortune in the battle!

Meanwhile, the whole Lancastrian left flank have had enough and have fled the field.

Fortune favours the Yorkists.  The Lancastrian knights fail to destroy Richard and his knights.  With this failure and the complete collapse of the left half his army, Henry Tudor calls it a day and retires from the field while he can.

A Yorkist victory!

That was a fantastic game.  The card driven nature of the actions made for a delightfully unpredictable game.  Which, if played again, could easily produce a very different result.  In general, the cards in the first half of the game favoured the Lancastrians, which was when they needed them least.  Then favoured the Yorkist in the second half, when they needed it most.

The combat was hard fought with a lot of melees going on for multiple rounds.  No bad thing bearing in mind the nature of the warfare in this period.

Lee did a great job in preparing and executing this scenario.  His umpiring was fair and patient (a special trait required for dealing with the Rejects in the shed).  However, he looked exhausted by the end.

A thoroughly enjoyable game.  I hope that Lee puts on more Test of Resolve games.


Wednesday, October 30, 2024

Shiloh Revisited

Having fought Shiloh with Jonathan (see my report here), the Rejects wanted a return match with the sides swapped.  So, with me and Lee leading the Confederate attack, Steve and Ray assumed the Federal defence.

The opening dispositions.

Lee had command of the forward Confederate brigades (Pond and Cleburne), and quickly advanced to the creek.  In response the Union right moved to the creek to oppose any crossing and arranged their batteries on the ridge.  So far, the Rebels were able to get their reserves onto the table.

Cleburne had tried to cross the creek but was repelled by a stubborn Union defence.  Little else moved in what was a very quick turn shortened by the dice.  Pond was unable to enter the creek.

With the Feds doing an inspired job of defending the banks of the creek and inflicting rifle and artillery damage on Cleburne, it was slow going for the attackers.  However, Pond's brigade was now in the creek in force.  All Rebel reserves were now on the table and edging towards the creek and bridge.

Cleburne and Pond force the issue on the left by pushing the Union brigade of McDowell back.  However, it has taken time and now the Federal's can activate Raith's brigade.  They start their move to reinforce the ridge.  Meanwhile, The first of the Rebel reserves close in on the bridge.

Pond begins to turn the Union right flank by destroying by McDowell and his brigade.  However, Raith has now deployed.  The ridge is looking like a tough nut to crack.

Pond continued his sweep on the Union right.  However, the Union commanders were putting up a tenacious and dogged defence - making the Rebels fight hard for every inch of ground and successfully denying the bridge to the Confederate reserves.

Pond was keeping up the pressure on the left and the reserves were preparing to cross the creek.  Slowly but surely casualties were being chipped off the Union troops.  But despite their incredible and determined defence, Buckland's brigade was annihilated.

With Pond continuing to turn the Union flank and the Rebel artillery beginning to be a bit more effective, Hildebrand's brigade is wiped out and the commander killed.  With that the battle is won for the Confederates.

That was an incredibly hard fought and close game.  The Rebels won on the last guaranteed turn of the game.  The Union defence was inspired in their tactics, and aided somewhat by chance.  However, they needed to be good enough players to take advantage of that.

The Rebels got their reserves on and even managed to get a unit across the creek before the end.  Lee played a really good game with Pond and Cleburne.  He must be given full credit for the Rebel victory.

That this scenario was so close and that either side could have been victorious is a testament to the excellent planning, organisation and preparation by Jonathan.

A memorable evening.


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