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I paint small metal and plastic figures and rarely get to play with them. But that is fine with me.
Showing posts with label ACW Project. Show all posts
Showing posts with label ACW Project. Show all posts

25 August 2016

Comrade! (Part 9!)

Two more 28mm WW2 Soviet Tank Riders done and also two more stands of 15mm Confederate infantry. Onward and upward!
Two new members of my Tank Riders squad. Junior Sergeant on the left, another SMG nutter on the right.

The lads call him "Beetroot Head" due to him both suffering from the cold due to refusing to wear a cap and also his face turning furiously red when yelling commands.

After Mike at the MadPadreWargames blog made mention that my Telogreika uniforms were too brown, I went back over some of them with a greenish khaki to make them less so. 

An angry face for sure. No idea where this head came from - perhaps Gripping Beast or Games Workshop? To make it fit better I added a clumsy Greenstuff scarf about his neck. 

This chap looks like he's loping onward ready to spray the hated invader! A little snow added to his knee for fun.

Snow on the boot. 


And two more stands of Reb' infantry for Saturday's game. Standard stuff - range of brown trews and hats and grey jackets. From the tabletop they look just fine and rather motley.


Four more stands of Confederate infantry to go and also four more Tank Riders. Thanks for taking time to stop by!

17 August 2016

RF&F

On the 27th I'll be playing a multi-player game of Regimental Fire & Fury at Stewart's place, providing the Confederate forces for the day.

According to the scenario that he's devised I'm short a regiment of infantry, so, once more to the brushes my friends!

Command base and a base (Representing roughly a company ingame) of Confederate Zouaves. In this case, they are painted up in the uniform of the Louisiana Tigers. 

Only 6 bases to go! These will also double up nicely for our Longstreet campaign.
After I painted the Zouaves, I quickly decided that one base/company was enough! They took as long to paint as 3 regular Reb' infantry bases! >_<

Also started work on a couple more Soviets - more on those will be posted soon.

26 July 2016

Longstreet Campaign Mid 1862 (game 3)

*No fancy pre-amble to this battle. Just imagine – it’s the 18th of September 1862 and the Battle of Sharpsburg is just over, the bloodiest day to date in any American war. Jean-Claude Pedisclaux’s brigade was held in reserve and didn’t see combat during the Battle, but is used in a rear-guard action to aid in giving retreating forces time to safely get away. The twin hill-ridges are seen as a position to hold the pursuing Federal forces who would otherwise set up their deadly artillery batteries to bombard the Confederate columns.  General CJ Thompson’s brigade leads the vanguard of the pursuing Yankee army.*

On Saturday, Stewart came over in the evening so we could continue our ongoing Longstreet campaign – as the title suggests “Game 3”.

Per our previous two games, we randomly rolled up the scenario for the day and got yet another defensive one, “The Hilltop”. With my bonus from last Campaign Card draw in scouting, I easily won the pre-game scouting roll to determine who is Attacker/Defender and chose to defend the two hills that were the objectives of this game. (Stewart’s now TWO full batteries of Artillery would have to come to me, thus taking away that nasty advantage to a certain degree for some of the game. Well, until they got in range!)

The set up with the two hills on the left and my Confederate forces defending, on the right are the Union forces. the brown line along the center of the board is a sodden creek (I had no better terrain.). I had to set up first, so was forced to spread my forces out in anticipation of Stewart's main thrust.

1. Defending the left hill are my new fresh Veteran cavalry, dismounted and the Seasoned 3rd Louisiana Rifles
2. On the right hill were my new Virginian infantry, small artillery battery and the 12th Florida Infantry
3. I held the 26th Florida Cavalry in the center, ready to redeploy to help shore up an inevitable gap
4. The Louisiana 4th Rifles were staying a little back in the trees, ready to march forward to support the larger recruits on the hill if needed.
5. Stewart's main thrust was going to be at the forces on the left hill, seemingly my weakest front. All his infantry regiments were marching in column in order to close the gap all the quicker and his artillery limbered for the same reason.
6. Stewart's left flank was a diversion to try to keep my forces there contained whilst his main thrust went in. (Oo err missus)

The Yankees prepared for war!

And it begins! Though it was a slow start and we must have spent 4 turns just moving...

My poor brave boys on a hill, watching as thousands of Federal troops quick-march in order to push us off the hills.

On my right flank, Stewart sends a 6-stand infantry regiment down the flank, my 3rd LO Rifles move up from behind the trees to meet them, forming a neat line with the Virginian Recruits on the hill-crest. Stew also sends two tine 2-base regiments around the swamp, more distractions - my artillery limber up and move ahead for better firing lanes.

The Union forces on my left flank advance swiftly en masse! I bring up the Florida infantry and Cavalry (And dismount them) to bolster my boys on the hill. Being in the woods will help protect them from artillery bombardment.

Another turn of movement and I play a dirty-trick card. Stewart's large regiment of fresh recruits get's confused and wheel left into the path of another regiment. That will slow them down some more!

Changes in formation and the blue lines are drawn, rifles at the ready! Yikes!

On the right flank, the Union advance a little more toward the hill. My boys wait.

Now my turn to curse as Confusion reigns within my own ranks and the perfectly set up cavalry on the left-most hill decide to march down the slope some, away from the hillcrest and the safety it affords! Sickle's curse?

"That's right, the Yankee guns are in range now you dolts! Do we back up General?!"

On the right flank, I choose to advance my boys off the hill. Those Yankee boys are vets and my right-most regiment will need all the help they can get.

The big Federal guns open up and the brave defenders start suffering casualties. The left most Union infantry regiments attempt to flank the hill.

On the right, some more movement by the federal regiments toward the hill. My own troops either stay put, dour in their resolve to receive the inevitable charge or shuffle for better shots. Troops are almost in  rifle range on both sides of the battle.

The big guns keep hammering at the brave defenders whilst near the center of the field, near the muddy creek amongst the trees, my regiments prepare to meet the oncoming blue lines.

Cavalry carbines at the hillcrest take out a company's worth of Yankees!

Whilst on the right, the Reb' guns also bark out and wipe a small regiment out!

Now the Union lines fire back. The trees though are thick and no casualties taken.

Things are truly underway now. Men are dying on both sides.  

Yet more Rebel shenanigans! A vindictive Colonel creates a reason NOT to carry on the march up the left flank!

Smoke everywhere as rifles thunder. Not many casualties though, the Feds can also benefit from the cover of the woods.

Some more movement. The Union continue their attempt to outflank my boys, who in turn correct their facing accordingly. In the center, two full regiments enter the woods, hoping to bring cold steel to bear!

On the right, the remaining 2-base regiment tries to get out of range of the Confederate guns by marching behind the swamp. My regiments move forward to get into rifle range.

On the left in the center, my boys see blue uniforms and with a rebel yell, CHARGE!

On the right, brave Floridians do likewise! (This massed charge of 14 or so bases earns me an extra EP victory point!)

The combat is fierce and deadly with mixed results on both sides. Regiments pull back to lick their wounds momentarily. The Yankee flank march continues...

In the center deadly enemies offer baleful stares through the trees, daring eachother to try again.

On the right, the Union Vet's pushed back the poor Reb's. 

The flank regiments are closing in. So many blue uniforms....

The Union veterans on the right flank charge at my infantry again! Their numbers are overwhelming and the Southern boys are pushed back up the hill. (Stewart also gets +1EP for a massed charge)

In the center, the Confederate regiments pull back, considering to just pour fire into the oncoming Union infantry.

200 brave men of the south stand before the Yankee invader, daring him to assault again.

The Union gun batteries split up, the center-most intending to commit counter-battery-fire against my Southern artillery. My lines pull back slightly, to better stay organised and provide supporting fire for eachother.

Now all splendidly lined up, across my whole entire line rifles erupt and miniballs blast apart Northern bodies.

No different in the center.

Even the small survivors on the far right. 

It all counts and severe casualties are caused in the Yankee lines. 

All capped off with my artillery finally blasting the other tiny regiment apart on the right flank. 
With so many bases lost in a single turn Stewart is forced to make a force morale check. a 1-4 on a d6 and he continues (And probably puts my boys to flight.), but, he rolls a 6! The massed casualties on the Northern army are too many to bear and the order to withdraw is given. General Pedisclaux's boys jeer at the back of the retreating Yankees, though their victory was at some cost as their own regiments suffered this day.

The inter-battle phase was the last thing we were able to fit in as it was late by the time the battle was over. Actual losses were calculated for our forces and the effects of Typhoid in the camps. This saw the remainder of my brigade lose way too many bases.... a 1-in-6 chance to lose a base of troops can be SO devastating! Campaign cards saw me finally getting some Artillery reinforcements, infantry for a couple regiments and yet another full cavalry regiment of Veterans. In order to see my army stay at the minimum army size for hte campaign in 1862, I also got a new regiment of recruits. 

[O and my general was promoted to 3 Eagles, whilst Stewart's was not and stayed at 2 Eagles. After this battle, we are tying on EP's with 13 each.]

My Confederate Brigade now looks like this:


Think we'll be getting in Game 4 in a month or two as we both felt a game of Regimental Fire and Fury or the new Sharp's Practice 2 was in order to mix things up a bit. 

Hopefully next up a post with some more Winter Soviets, AND some new buildings for my snowy Ostfront Bolt Action games!





11 July 2016

Longstreet Campaign Early 1862 (game 2)

"Cher Père,

The winter so far North of our beloved warm Louisiana has proven difficult on the men who are so used to their warm bayous and Southern hospitality.  Whilst we are all made to feel 'brothers-in-arms' here in Virginia, there are grumblings amongst the ranks that the local Virginians are treated far more civilly by the local civilian population and Quartermasters alike. I have done what I can to silence such rumours, but fear that the cold and rains of this wretched season only add fuel to their ire. 

We have been tasked with seeking an errant Yankee force that has been reported to have been sent as a feint with an intent to draw out the main of our army. The gallant General Lee though is not fooled and my brave regiments have the honour of rooting them out and sending the Northern Invader (A new Virginian term I've since taken on) home with their tail betwixt their legs!

Merci à maman pour la confiture. It was most delicious and of great comfort this past sodden week. My love as always to sweet Monique and Estelle. 


Meilleures salutations

Jean Claude."

The first inter-battle section of the campaign saw the Union forces thoroughly ravaged by bouts of camp fever and Stewart saw most of his regiments devastated as men were too sick or just plain dead from poor sanitation and gammy tummies. My own forces suffered also, though not as severely. We both received reinforcements (Notes on these I've since misplaced - of course.) and our forces looked very different from our beginning rosters in the first game.

From memory almost every one of Stewart's regiments bumped up to "Seasoned" (Obviously due to the jolly good thrashing they received from my stout Rebs!). He also drew a card that gave one of his regiments a bump to Veteran status and another one "Old Reliables" which means they are immune against Confusion effects during battle. He also got a brand new, fresh 10-base regiment of Eager recruits, but his poor cavalry ended up being only 2 bases strong! His general, due to the previous defeat (We decided after his roll failed.) was not promoted.

My own Confederates gained a 6-base regiment of Eager recruits (Which was convenient as that was exactly how many I had painted prior to the day in case I even got recruits!) and some extra bases within the remaining infantry regiments to bulk them up after the dysentery casualties. My general also got to add a new ability "Friend in the Statehouse" (Stewart's general drew this when we first began the campaign.), which was helpful and bumped up my army's minimum size by 4 bases. In turn, my own general was promoted for his victory to a 2 Eagle General.

We played another defensive scenario (Rolled at random), I think called "Defend the farmhouse" or some such, but this time I rolled poorly for scouting and ended up having to attack Stewart's entrenched army (We considered my poor scouting roll to account for the fact that Stewart's army had time to prepare for the Rebel arrival.)... The following pictures will illustrate how bleeding difficult is to assault a dug in army! Hope you enjoy.

My army marches in from right to left. I split my force in two, with the 2x Louisiana regiments and new Virginians heading directly at the farmhouse supported by my artillery (Now sadly only two guns.) who were heading for the hill ridge facing the blue lines. The other part of my force was racing through to try a flanking manuever with my Cavalry and Floridian Infantry trying to doubletime it and hope to find a weak seam in those defenses. The Yankee defenders were very well positioned and knew that their own artillery had good fields of fire to smash the Rebs with, especially if they march through the bottleneck between the hill and rocky outcrop to the north.

That's a long way to have to march. And not nearly enough men to march with...

The Union lines were thin, but determined. The red bead was used to represent the veteran regiment, the blue bead "Old Reliables." This formation had to hold the line until turn five when  the Northern reserves came on, in this case, a full 10-base regiment of infantry! 

After a turn or three, my artillery are where I wanted them to be and my infantry are in column, trying to close the gap as quickly as they can before the Union artillery can cause too much damage. Unfortunately, our scouts did not see a well hidden swampy area near the farm! The Confederate approach is even MORE bottle-necked!

On the left flank, Stewart's tiny 2-stand cavalry regiment and my own  6-stand dismount and trade fire. My rolling though is so poor that this ends up going on for about 6 turns with NO CASUALTIES!!! Badly stalling my planned flanking maneuver. The Florida infantry in column though use the woods as cover in case the artillery decide to look for new targets.

The commander of the Florida infantry, seeing the cavalry struggle so form a line to help rid the battlefield of the stubborn Union cavalry. (It doesn't help much though...)

Meanwhile, some careful maneuvers by the Louisiana regiments cancel the impeding effects of the swamp and close to charge-range, but leave them perilously open to rifle fire. At the bottom, the Virginians taunt a regiment of Union recruits out from the cover of their wall, ready to charge! (But Stewart played "Old Rivals", cancelling their attack move altogether! Drat. Those poor Virginian boys are stranded in the open now as well.)

On the left flank, Stew is very clever, keeping his cavalry back each turn, moving just out of charge range. 

Finally, a mass of carbine fire eradicates those pesky Northerner cavalry, but too late to continue the flanking maneuver! Stewart's large reinforcing infantry regiment marches in column onto the field of battle! Double-drats! Meanwhile over on the right flank the Rebel Artillery, Louisianan and Virginian infantry trade fire with the Union defenders.

Yankee return fire is pretty nasty.

Things are truly stalled on the left flank and casualties are mounting. Will the young General call a general retreat?!

Mais non. One last round of fire boys!

Ugh... Stewart's canister shot get's bonus dice and wipes out the poor 3rd Louisiana Rifles. :(

Undaunted, General Jean-Claude Pedisclaux sounds the charge and with a Rebel Yell the Southern lines slam into the Northerners. 

But it's not enough. Not nearly. Even with extra dice rolled the charge fails. A devastating loss for the Confederates. 
Another very fun game. And another that clearly illustrates the difficulty in the Longstreet rules set for two (mostly) equal forces to play an "Attacker assaults Defensive position" scenario. Historically, no general would attempt such an assault without at least 3-1 odds in their favour, at least in my mind. O well.

The post-battle section was not so kind to my General and he was denied promotion, whereas Stewart's was and  is now a 2nd Eagle General like my own.

None of his regiments’ Elan levels changed and he gained a bunch of recruits and replacements for his losses in order to bring up his army size to the minimum required for the Union at this stage in the war. This included new guns for his existing artillery battery and a 2nd battery. No bueno.

Campaign Score-wise (Score is kept tracking “Epic Points” that are awarded for mass charges during battles and of course winning said battle.), Stewart’s win took him a point ahead of my total 10 to 9. I’ll have to change that next battle!

My own troops did not fare so well post-scrap.
*edit – I found my notes, though they aren’t as good as I remembered*
3rd LO = 5 Bases-strong due to battlefield losses and dysentry. Now Seasoned.
4th LO = 6 Bases-strong “              “ now Seasoned Veteran.
12th FL = 5 Bases-strong “              “ remain Eager.
26th FL Cav = 4 Bases-strong "               "now Seasoned.
16th TX Art = received no reinforcements, remain 1x 6lb Cannon and 1x light rifle. :(
15th VA = Disbanded after a rather nasty batch of possum stew!
Recruits
7th VA Cav = 8 Bases-strong Eager Veteran (From Campaign card draw “Rebel Cavaliers”)
6th VA = 8 Bases-strong Eager Recruits

I also drew Priority (+4 dummy cards to my deck for next game) and Broken Code (+2 to my next Scouting Roll in our next game) from the campaign deck which will be handy but damn I needed Artillery replacements instead...

Game 3 and 4 are scheduled to be played on the 23rd of this month!