Saturday, February 25, 2023

Vive Le Roi!

 My Breton "Chouans" are now ready for battle the new (old) way.


The figures are a real mishmash.They started as a mix of 1837 Upper Canadian rebels, 1812 militia, pirates and spanish guerillas, conscripted for a one off game. Since then various additional figures have been converted based on the handful of pictures I've been able to find. 90% are original sculpts, home cast, then converted to fit the new role and to provide variety. The 10% include some Perry Spanish guerrillas and converted Prince August cowboys and SYW figures. 

All in all, probably no more that Hollywood levels of historical accuracy but that works for me in this context.

4 stands of pikemen, 6 stands of skirmishers with muskets and 2 leaders. The flag is the Bourbons' "unstained banner", a white cross on a white field. (I need to have another go at two shades of white.....) 

Having added a 5'x1' unpainted extension to my table I decided to throw one of my cloths over it. I decided that this one with fields, forest and roads painted on would make for the simplest setup. I need to add a few more hedges etc and round up some teamsters for the mule train, maybe add some more French cavalry (just because), and then give it a go.

Wednesday, February 22, 2023

The Next Step

After spending too much time worrying (like a terrier) at my rules, I decided it was time to test one of the scenarios I plan to run, a slightly bigger version than I ran last summer.  

Starting to lay out terrain and take note of what needs to be repaired, replaced, or added.

The tables at Huzzah! will be 5'x8'. My 5'x4' table at home just isn't really "doing it" for me in general and doesn't quite capture the full feel of the scenario. With one side needing to be up against the wall and me needing to reach the middle from somewhere I decided to just add a foot on one end, something that I had had an argument with myself about when I replaced the table top last year. I'd seriously considered a 5'x5' table then, but wanted the extra space. A few things have changed and I'm now testing a 5'x5' tabletop. A foot or so of ocean on one end of the larger table will nicely fill the table while leaving room  off the gaming cloth for coffee cups, tape measures, dice etc, 

By the time another minor snow event hits us on Friday, I should have sufficiently finished refurbishing, repairing and laying out terrain, and be ready to playtest again.

Sunday, February 19, 2023

Battle for the Ridge: Day 2

Having pulled themselves together over the night, and the Scarlet Pimpernal having switched the rules without the French realizing it, the British were back on Saturday morning.

The French must have been celebrating through the night as the reinforcements were slow in moving from the town in the morning. This took a little bit of pressure off the Brits. 


A prolonged close range firefight ensued with the opposing cavalry shouting insults and taunts at their counterparts without either being willing to risking leaving a hole in the line. 


For what seemed an eternity, the two lines stood and traded point blank fire. Casualties were heavy on both sides but neither would give ground or risk a charge.


At last as the sun began to sink towards the horizon, the Debrouiller Regiment wavered. The General rushed over waving his hat to encourage them but a cannister round found him and the emigres broke. The situation was desperate! Col Grey took command and putting himself at the head of the 42nd and with the pipes urging them on, led them forward with the bayonet. Their battered French opponents broke and fled.

The hill was solidly in British hands and the French in full retreat.
  

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The main difference between this version of the rules and the one used in the first game, was that instead of a stand being removed for every 4 hits, the hits were accumulated until the unit had 8 or 12 hits depending on the troop types. That not only kept more figures on the table but it meant there was room to take a pounding and come back. 

There are still some minor tweaking to do but the biggest thing is to reconsider for the 100th time whether I can stick to the original idea in Morschauser's rules that had inspired the earliest versions of Hearts of Tin, and lump pointblank shooting with charges with cold steel into one type of potentially deadly combat called "melee" while all shooting at effective ranges is "shooting" or divide combat into 3 zones: long range shooting that has  minimal effect but can slowly weaken units, effective close range shooting that can break units, and charges with cold steel which are largely about opposed will but can also be bloody. 

My brain tells me that the long range shooting can be safely "factored in" (ie ignored) and close range shooting and cold steel lumped together. After all, that's what I've been doing for the last 2 decades since  Rob handed me a copy of Morschauser at a used book stand at a Cold Wars convention, but from the back of my brain, my older British wargaming roots occasionally urge a return to long range, short range and melee. In theory, its a mere matter of a modifier here or there but in practice, the whole thing seems to shift players' attitudes and choices in ways that often negatively affect the games, even if only dragging them on beyond the time available. 

There's also the variance between Morschauser's "every stand is a unit" and the traditional the battalion or higher is the unit unless its a man-to-man "skirmish" (in the gaming rather than historical sense). 

I'll have another quick consult with me and myself but I'm pretty sure we'll eventually back Morschauser in most of these questions if we can't find a compromise.