Sunday, 15 October 2023

54mm ACW battle report

 Having spent the last few months painting up my American Civil War collection I was keen to put them into action.

So for the test game we simply lined up two equal forces to see how they would get on. The battle was fought on a Table 6 foot by 12 foot.

The infantry regiments consist of four bases each of four figures so 16 figures in a regiment, eight figures in a cavalry unit, three guns and crew and an artillery battery.

So the battle started well for the union who for the first couple of turns seemed to have the advantage however the Confederates fought them to a stalemate on their left flank and their position was weakened when one of the regiments refused to face a confederate charge and ran only rally when it reached the edge of the table but too late to play any part in the rest of the battle.

In the centre the game developed into a battle of attrition between firing lines which the confederates won due to superior luck. Union brought their artillery to close range to try to give them an advantage but by the time it happened it was too late to change the course of the battle. Union right now collapsed in the face of superior confederate numbers.

The whole game using the Neil Thomas rules only took about 2 1/2 hours to play, the number of units on each side was 12 infantry regiments one cavalry unit and two artillery batteries.

The figures are a mix of manufacturers including BMC, IMEX, HAT, and a lot of Call to Arms. Cavalry are Britons.

Because we were trying out the rules for the first time I did not have a complex scenario it was simply a case of matching up two equal forces.

The rules used were adapted from the Neil Thomas Napoleonics rules and with the amendments they worked really well for American Civil War.

The amendments to the Neil Thomas rules for Acw including move distances and range actually worked really well.

I will post these in a later post as I'm going to make a few amendments to them.

The command rule worked well it gave just enough friction for the game too little be a little bit unpredictable without it being dominant.

My original idea was that a failed morale test would result in D4 casualties, but actually we played it as per the rules so a failed test meant loss of another base.

The inter penetration rule worked really well because it meant that we could bring forward fresh units to replace those that were degraded, though there is a risk that the interpenetrated unit would suffer more casualties as a result.

The exception was that if an interpenetrated unit failed a morale test as a result of being interpenetrated, then it threw a D4 to see how many hits it took. This works really well 'cause it means that sometimes an interpenetrated unit takes no casualties at all, or if you're unlucky you might lose a base, which I think reflects the loss of morale which could happen if a worn unit was replaced by a fresh one.

The test to charge and test receive rules also worked well and were just right for Acw. So we had cases when chargers refused to charge, and in one case a fresh charged unit refused to stand and ran off instead. They ran for two more moves and only rallied when they were just about to leave the table.

So most of the time the infantry stood and shot at each other, and then there were occasional charges when the opposing generals thought that they had the advantage, which I thought was very American Civil War.

Coming into range rule did not work, it's easy to forget which units have come into range that turn so it's a little bit of fiddling. What I am planning to do is to adopt the system from Rank and File. So in Rank and File players take turns to move but firing is simultaneous which I think is a better system.

Neither of us knew what to do with our cavalry so both of us ended up charging each others guns, which is probably not very American Civil War and also I forgot that the cavalry would need to test to charge.

However overall I was really pleased with the way that the rules worked and hope that you will be happy to give them a try at some point. It was also really good to get all of the figures on the table it is quite a spectacular sight. 










































Sunday, 30 July 2023

Boxer Rebellion wargame in 54mm

 

I have collected and painted figures for most of the colonial conflicts but I think my favourite is possibly the boxer rebellion.

The Chinese figures are really good fun to paint due to the variety in their appearance, a characteristic which is shared by the multinational western forces opposed to them which means you can field all sorts of different nationalities and uniforms.

Armies in Plastic of course produce a terrific range of boxer rebellion figures, sadly these are pretty much unavailable in the UK, but I was able to build up my collection before this became the case.

I decided that I thought it was time for another boxer rebellion game, inspiration of this came from the excellent Mark Fastoso supplement to the Sword and the Flame called Admiral Seymour 's relief expedition. The scenario is quite a simple one, the western forces are on the offensive and must capture two Chinese villages.

The western forces are comprised of British infantry, U.S. Marines, irregulars. The Chinese had oodles of boxers plus some Chinese regulars and a couple of cavalry. I thought this would be an interesting scenario because in a lot of colonial games the western forces form a firing line and the natives obligingly charge and are shot down in droves. This one is a bit different because it's the western forces who are on the offensive.

The Chinese forces outnumbered the westerners by over 2 to 1 but I thought this was reasonable given the huge disparity in troop quality.

The initial setup meant that while the western forces were concentrated at one end of the board, the Chinese forces were spread across the board and the there was potential for the westerners to defeat them in detail. The Chinese also had the disadvantage of having a poor command structure.

The game started with the western forces moving forward towards the village covering either flank bringing down fire on whatever Chinese units they could see.

Chinese cautiously reinforced the village and started setting up a second line of defence presumably with the idea of defending in depth.

Westerners now attacked the village in force supporting the attack on both sides. The Chinese forces had a turn when most of them refused to do anything which led to much cursing and swearing on the part of the Chinese player and presumably a few summary executions of the leaders of the boxer units. The Chinese regulars also seemed very unwilling to go forward.

The westerners now pretty much had control of the village it and started to move into the woods on their left flank, it was clear that their plan was to roll up the Chinese flank and try to avoid the two pieces of Chinese artillery.

Seeing that he was being outmanoeuvred the Chinese player now started to throw forward boxers in large numbers. Some of these make contact with the Europeans and desperate combat ensued. The westerners generally won these combats due to their better training and morale however they were building up a steady number of casualties.

The fight for the village now became increasingly desperate with the two units of western irregulars bearing the brunt of it.

The Chinese player decided to change tactics and instead of playing defensively to go for an all out offensive, throwing forward the boxers ruthlessly and spending their lives like water while the Chinese regulars came up to reinforce.

This tactic was beginning to work although the boxers were dying in droves, they were gradually wearing down the westerners who decided to consolidate and pull back to form a defensive line.

The battleground was strewn with boxer bodies now, but the Chinese Mandarin player was indifferent to their losses and threw forward the Chinese regulars and the cavalry who are all armed with modern repeating rifles who started to bring the westerners under concentrated fire.

Both sides had taken significant casualties now and we decided to do a count as our usual practice is to play until one side has lost over 50% of its force at which point the other side is declared the winner.

We found that the western forces were a couple of bases over the 50%, while the Chinese were just below the 50% mark. So the westerners had lost but the Chinese casualties, given that they had started the game with twice as many units as the westerners, had been pretty horrific.

However the westerners were no clearly on the defensive and there was no chance of them capturing both villages therefore the game was declared a Chinese victory.

It had been a very exciting game for both players and particularly challenging for the Chinese player, who by either luck or judgement used exactly the right tactics to wear down the western forces with the regulars before bringing up his better troops. These tactics are also very historical as one could imagine the Chinese Mandarin ruthlessly ordering the luckless boxer peasants forward and keeping his better troops in reserve. However the Chinese commander failed to make any use at all of his artillery.

On the western side the western commander was probably a bit too gung ho and moved units forward into positions where they could be charged by Chinese quite early on in the game. The westerners almost inevitably won these combats due to their superior training and morale they could not afford the small but steady stream of casualties that they incurred.

Overall it was a great game, the Armies in Plastic figures look superb on the table top and the adapted rules worked well. I have adapted the Neil Thomas rules for the game and this was the first time that we had tried them.  I've made a couple of amendments but the amended version is pasted in below below the photos if anyone wants to give them a try.


















Neil Thomas Ancient and Medieval rules adapted for Boxer Rebellion

Sequence

A player chooses a unit and chooses to activate it – choices are

Move and fire

Fire and move

Charge/march move

Artillery may half move and fire or full move and not fire

Command Friction

Western forces – D8

Boxer forces – D6

On a roll of 1 the unit may not activate

Movement

Infantry 12, cavalry 24, artillery, 6 and fire, 12 and not fire.

March/charge infantry only - +D8

Friendly units may interpenetrate.

Boxers are not slowed by terrain.

Firing

Western troops and chinese regular – 1 dice per base, range 24, hit on 4+

Western trained troops at close range (less than 6 inches) hit on 3+

Carbines – 18. Cavalry hit on 5+

Boxers – 1 dice per 2 bases rounding down

Western Artillery – fires each turn – average die, no saves. Close range less than 12 inches average die plus D3.

Chinese artillery – fires alternate turns, range 48.

Machine guns – fires each turn, range of 24 fires each turn – average die, no saves. Close range less than 12 inches average die plus D3.

When a unit loses a base as a result of firing, take a morale check as normal. If it fails, roll a D4, that is the number of extra casualties it receives.

Save throws

Western regulars, Chinese regulars and Tigermen – 4+

Western Artillery crew – 3 plus

Chinese artillery crew – 4 plus

Boxers – 5 plus

Cavalry – 5+

Melee

1 dice per base hitting on 4+

Tigermen and cavalry roll an extra die per base in the first round of combat, and an extra die per 2 bases remaining rounding down in subsequent rounds.

Cavalry may only charge units they outnumber.

C in C adds an extra dice to a unit in melee.

Count up casualties after combat – the losing side must take a morale check.

If it fails, proceed as follows –

Chinese regulars, Boxers, European irregulars – fall back 2 moves. May not activate next turn.

European regulars – fall back 1 move may not activate next turn.

Winning units do not pursue.

If cavalry beat infantry, the infantry do not fall back. The combat continues until 1 side is eliminated.

Only losers take a morale check.

Base removal

A base is removed on the accumulation of 4 hits as usual.

Artillery may be shot at, and can take 8 hits

Morale

Boxers, Western irregulars – levy

Western and chinese regulars – average

Tigermen, US Marines and British Naval Brigade – elite

Morale does not apply to artillery

 


Blackbeard's Revenge

  So as it was Ed's birthday he requested that we play the pirate game again, which I have previously reported on this blog and I was ve...