Thursday, 21 April 2011

Rebasing

While preparing for a game a couple of weeks back I picked up my fusiliers to find several figures loose from the base and the flag still needing fixed from the last time they were used. So I decided it was time for a rebase and touch up. Unfortunately I couldn't find an easy way off re-fixing the flag without damaging it, so it has now retired after over 30 years service. The unit has also changed from the 7th to the 23rd Foot.


Background is my scratch built southern mansion that will take the whole unit

In addition I also rebased my German (Hessian/Brunswick) grenadiers, just to see how much easier it was to rebase figures that were still firmly fixed to their bases.


Overall starting from existing basing didn't save much time, so for other units I may just rebase from scratch.

Monday, 22 February 2010

Inspirational figures

I spotted the review of the Trident Designs 40mm Hessians in the latest WI, it's not my scale, but the site has lots of inspiring eye candy convering a lot of the AWI.

Trident Designs link

Monday, 25 January 2010

River crossings

having just been experimenting with a recreation of the French crossing of the Rhine at Huningue on 11 Sept 1793 using rafts. See my Frundsberg blog for more details (link).

I worked on the basis that the river (Rhine) is 20" wide and that each move the raft moves 1dav across the river, unless.

a) The result is less than or equal to half the strength of the current, it which case the direction is reversed

b) If it is greater than (a) but still less than the current then the raft does not move either way.

Drifting

Once all the refts have moved drift them downstream by the following

1" If within 4" of the bank
2" If within 8" of the bank and over 4"
4" otherwise

Drift the boats in sequence from the most downstream, any raft that hits another pushes the downstream boat further downstream and the downstream raft checks for collision

Collisions

roll 1d6 for the downstream raft 6 = sinks, 5 all crew/passengers soaked, 1-4 OK

Artillery fire

If the target is hit by artillery roll 1d6 in addition 6 = sinks, 5 all crew/passengers soaked 1-4 OK

If a miss 6 all crew/passengers soaked 1-5 OK

Effect of soaking
Soaked units are not able to use their muskets for the remainder of the game and addionally have an additional -1 on their morale.

Wednesday, 25 November 2009

French Revolution variant completed

After another play test last week the rules have now advanced to a stage where I can publish them. They can be found with my other rules over on esnips.

Some changes could be easily applied to the AWI such as inspirational commanders, Tarleton immediately comes to mind. Note that although this boosts the morale of the unit he is attached to, it does make him more likely to be killed!!

The terrain chart is a new attempt to find a better system as I am not that keen on predictable penalties.

The typical size forces I am using in games is 10/14 infantry, 4/6 cavalry and 2/3 artillery units.

Saturday, 21 March 2009

SYW Regimental Variant

Given the small scale of the Hetzenberg Battle I was asked to fight recently I decided to run it at roughly a double scale to my normal SYW games, i.e. 48 figure units rather than 24. I had debated using either the rules from "Charge" or "The War Game" directly, but I decided on a variant of my AWI/SYW rules, but still influenced by them.

An infantry regiment is made up of 4 companies each of 2 infantry bases (standard AWI unit), the cavalry has 3 squadrons each of 2 bases and an artillery battery has two guns. The infantry regiment may have up to one grenadier company and/or one light infantry company. To cover the larger size of most Hussar regiments, consider the unit represents a battalion (half a regiment) or add an extra squadron. Dragoon regiments may add a squadron of light dragoons where appropriate. Each regiment will need a Colonel (I use my existing brigadiers for this).


Unit cohesion is represented by all the companies being within 6" of another or the Colonel unless performing a compulsory morale action, rout, etc. Cavalry and artillery can be up to 12" apart. Colonels wherever possible should be with a nominated company/squadron.

Morale changes (morale effect firing or being charged test)
Colonel with unit +1
More senior officer +2

Morale changes (shaken)
Any other sub unit of the regiment routing last move -1

I have been testing an alternative being charged test but I'll cover this in a separate variant.

Loss for regimental colours if the subunit carrying them routs as a result of an enemy charge roll 2d6 a result of 11 or 12 means the colour was lost. If the rout was from melee a roll of 10 or higher results in the colour being lost. Optional effect of the loss of the colour roll 1d6 3 or less -1 on any shaken morale tests; 4 or 5; no effect 6 +1 on any shaken morale tests.
If a regiment remains stationary without firing or suffering any casualties then the Colonel may reallocate strength points between the sub-units, provided none exceed their original value. This allows the disbanding of a weak sub-unit in order to strengthen the remainder.
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Other options:
  • Forcing the companies to adopt their correct positions by seniority - having had one infantry regiment in the Hetzenberg game get out of order, it was quite confusing and I guess the difficulties of command and control in this situation was why the ordering was used a lot despite the apparent effort involved..
  • Square can only be formed by regiment

Monday, 2 February 2009

French Revolution variant

I'm going to use the AWI rules with my French and Austrian forces and initially I'll use the rules fairly straight, but I'm sure in time they will change.

Firstly I want to represent the faster French manoeuvring, so I will incorporate the go-for-it rule from Bloodbowl. Once movement is completed the French player can attempt to move one unit per general an extra 3" if infantry or 6" if cavalry.  on a roll of 4+ they will succeed.

Commanders will be able to "inspire" units this will directly effect the units basic morale when under fire, etc.  I will probably give commanders a separate inspiration value to reflect this.  When it is applied the commander in positioned with the unit, but at the front/side, when attached normally they will go to the rear.  Hopefully this will reflect actions such as the bridge at Arcole.  The downside is that the same "inspiration" is added to any risk to general roll thus increasing the chance of injury!

Permitted formations will now include a battalion square (2 bases back to back) and a regimental square (4 bases in a block with one base pointing in each direction), either taking a full move to form

Austrian units my be "stubborn" so that if they receive a rout result from a shaken test, it may be converted to a retire a full move shaken instead on a roll of 4+.

Please use the comments to suggest further ideas
 

Tuesday, 18 November 2008

AWI Terrain

Over a number of years I have built some specific terrain for the rules so for those who have expressed an interest here they are.
Firstly a modular range of fortifications. The original items were supplied in resin by Marbeth (I think) and the straight run of gabions had 11 gabions in it. To fit with my 45mm base sizes I cut of the end gabion to make a double length (rear) and then in half to provide a single length (front). I then used a pair of spare gabions to create a gun embrasure with matchstick timbers on the inside and the "earth" built up from plastic padding car repair kit with kitty litter mixed in to give bulk and texture.
Right angle bends were made with 6 gabion lengths using the filler to round off the ends

The buildings are constructed to a standard size of 50mm by 100mm on a 60mm by 120mm base. This size allows a full unit of infantry to drop neatly into the building. If it wasn't for the flag then the roof would fit back on again. I have one double sized building, which will hold two units and is made in the style of a colonial mansion.

The basic construction for most small buildings was a thin card template, glued onto a MDF base. Door and window surrounds were added from matchsticks A chimney was added from balsa and textured with tetrion. Then strips of thin card were glued onto the structure overlapped to give a clapboard effect. The roofs were made similarly with card shingles/tiles. The barn containing the figures was made out of "Wills" wooden panel plasticard. The mansion is more substantial and built out of foamcore with commercial window frames.

Will