In which I blog about my miniature wargaming and whatever else takes my interest!

In which I blog about my miniature wargaming and whatever else takes my interest!

Sunday, May 26, 2024

General d'Armee 2

Scott has a new division of Württemberg troops to break in and the new edition of General d'Armee, so a small game was arranged to start learning the rules.

We decided that it was 1813 and Napoleon and the Allies were fighting to the last German. I fielded a mixed division of Prussians and Russians roughly equal to Scott's force; 8 battalions of infantry and 2 regiments of cavalry. His artillery battery was large at 3 models so I took 2x regular sized batteries.

Prussians 

Prussian dragoons and Russian uhlans

Russians

Württemberg cavalry brigade 

Württemberg Light infantry

Big artillery battery wearing proper helmets

Württemberg dragoons get stuck in. I opted to be aggressive and stand and fire instead of forming square, which hurt him badly (both regiments retired "Worn") but after two charges cost me the Jaeger battalion.


Prussian artillery

Skirmish lines skirmishing. Skirmish fire is a lot less bloody.

Württemberg fusiliers wearing proper helmets as well!

Scott enjoying himself. The game certainly gives a grand spectacle, which is I think the point of big Napoleonic games, rules bedamned.

Dragoons charging again! My infantry have gone into uncontrolled musketry, making them less effective

Jaegers about to be destroyed

Russian artillery. I'm not sure if Scott counted them as 12 pounders?

My cavalry charge!


Prussians enjoying the autumn colours


Württemberg Light Infantry storm my battery!

You can see all the hits the Lights have taken charging the guns.

The initiative mechanic is interesting. Roll 2d6 high roll wins. But for every hesitant or broken brigade you add an extra dice and must use the two lowest rolls. So the extra dice give you more chances to roll badly.

Supports in charges can add reroll attempts, but you need to weigh the risk of rolling worse vs how bad the result is now.

Fire combat is less bloody. So smaller forces are more viable and give a better game. With the first edition I always felt that a single division wasn't enough for the game, but now it seems fine. 

There are some ideas that are new and require a bit of thought to wrap your head around, but they're interesting.

More games are required, and I should maybe buy my own copy.

Thursday, May 9, 2024

Promising and Problematic Plastic Quar

As I said last week, this arrived last Monday. 24 plastic Coftyrans,  24 plastic Crusaders, 2 siocast Coftyran officers, and 3 siocast Crusader Anti-tractor grenade launchers. 


My order was from an early batch of the siocast and not as flexible as they were supposed to be. But the warheads glued back on with superglue after some accelerator, patience, and appeals to the Ancestors. 
Eek!

Warheads fixed

Comparing with older metal

Later batches of the siocast figures will include the plastic bases, but I'm okay with using fender washers so these guys don't bounce around in the box.
Coftyran officers

Comparing siocast with metal. Height is fine. Chubbier, and bigger heads.

After experimentally assembling a few figures I decided to lay out all my sections to help me visualize what I needed to build.

Crusaders need a variety of types. Assistants to the Torpedo launchers, Ryshi gunners for the 4th section, a couple of NCOs.

This helped me realize that I mainly needed section leaders and LMGs for the Royalists. 

This also helped me realize that I've got a good start on Support Weapons for a second company for each side.

Trying a few conversions. Gave myself a nasty cut working on Mr Armless, so I decided that I should go watch Star Trek. 

Coftyran bombers, Cryfen LMG gunners, and Yawdryls with Doru SMGs.

Had the inspiration to use metal bits to accessorize the plastics. The Bombers are suitably burdened with extra grenades

Ryshi gunners get some extra magazine pouches 

I like the extra magazine pouches so much I should retrofit some to my metal Ryshi gunners

Any of the rifle firing or carrying poses were a real pain to get both arms glued on and the left hand gripping the weapon and things oriented in an appropriate direction before the glue set. Fortunately I learned a while ago to glue the head on last so you can have him sighting along the barrel, or at least close enough.

Made a Medic for the Coftyrans. Crusader small packs become medical bags

Another view of Coftyran Medic. He's looking rather pugilistic. 

I was trying to make a Coftyran gunner holding a heavy shell, but it was a complete, glue covered, bodge. A suitable right arm being lacking, unlike the Crusader sprue that has a right arm with enough room to convincingly put an artillery shell in there. I think it was originally holding a ryshi heavy automatic ryhfle.

I managed a shell carrying gunner for the Crusaders

Coftyran gunners, without packs. Or shells.

Crusader Yawdryl waving troops forward.

I was trying to make a Yawdryl gesturing. I was hoping to have him doing the "knife hand" gesture, but didn't like the result. So I repositioned the left hand and put a pouch under it as if he's reaching for a magazine.

A nice detail on the Coftyran sprue is a pack with baguettes sticking out. Don't worry, the Crusaders got one of the baguette packs too. 

Coftyran Yawdryls pointing and gesturing. Although lined up it looks like their rehearsing for Alwyndvision.

Of course I always see people doing amazing conversions of plastics on Social Media, but it seems my vision for chopping, swapping, and gluing is limited. Or I just don't have enough spare bits? Of course, swapping arms and torsos and weapons between different medieval kits to make a cool Middle Earth hero is perhaps more reasonable than hoping some WW2 arms might work for Quar. 

Zombiesmith are doing 3d print .stls for extra arms, bodies, heads, and equipment that couldn't fit on the sprues, so I'll compose myself and wait for them to go on sale. They will be available printed out or as .stls.

I have 10 plastic Crusaders, along with 2 metal mortar quar, and 9 Coftyrans left over, waiting.

For now I'll paint what I've assembled, which should get me enough figures for assaulting the Battery at Brequar Manor.

Wednesday, May 8, 2024

Leveling Up

Having achieved a significant milestone this week, I can now claim to be a source of sage advice and ancestral wisdom. 

It is essentially this:


Someone be a love and put the kettle on please?




Sunday, May 5, 2024

Through the Mud and the Quar

I set up ALL THE TERRAIN last weekend intending to have a game, but between, prepping stats for the tractors, fatigue and being distracted by the plastics arriving, I didn't get to it until this weekend.

Used the "Quar of Command" notes and "Cocking Up the Mud and the Blood" to have the Coftyrans assault the Crusader trenches. The Coftyrans got twice the Support Points, opting for a all the tractors, a towed field gun and two barrage elements. "Cocking Up the Mud and the Blood" lets you build a preparatory artillery plan. You can apply artillery fire to try and cut the wire, counter battery fire (interdicts the SOS Barrage), and shell the supporting trenches to delay deployment. The defenders can pick an SOS Barrage with two pre-plotted targets.


Terrain set up covering a 6.5'x4.5' area



Royalists get some initial good command dice rolls with useful activation and a few double turns. A section finds a gap in the wire and pushes up to the first trench

Crusader deployment is frustrated by falling Royalist heavy artillery. They only get one section into each forward trench

Defenders take casualties and shock

Royalist right hand section advances under fire

Royalist left wing section advances

Center section pushes up to the trench but are shredded by close range Bogen fire and vollies of grenades. They break with 11 shock and 5 ryhflers, rallying with the help of a pig in some shell craters further back.

Draepkindl arrives a bit late to support the assault

MMG team lays down supporting fire, but keeps jamming. Any automatic weapons would jam if they rolled more 1s than 6s


Crusaders get their mortar set up

Some heavy support finally successfully deploys

By this time the Crusaders had a complete Chain of Command Dice, which they used to end the turn and thus end the barrage on their trenches. This effectively shut down the Royalist attack.

Royalist right in the woods taking fire from the H11 section opposite. Casualties and shock are piling up.

With the artillery lifted the Crusaders get their Heavy Shotgun teams deployed.

HSG on right shredding Royalists opposite

The mortar only has 3 FP, but it ignores cover and got a good hit on the center section trying to rally, killing two and breaking them a second time.


H11 section and an HSG effectively holding the left hand trench

Another HSG and the bomber section effectively holding the right hand trench

Right hand section with 7 shock and down to four ryhflers! The Coftyran commander used a couple of pigs to remove shock from the center and right sections.


Coftyran field gun loses the firefight against the Crusader HSG

Game over, quar! 2 ryhflers and 7 shock. Center section is broken by mortar fire

Crusader Force Morale was still at 11. Royalist FM was down to 5 and they only had 6 ryhflers left to attack with.

The Royalists should have concentrated their attack in one sector, using the tractors as bullet magnets to distract fire from the ryhflers. 

I still need to iron out the activation. 8-10 quar sections are a bit unwieldly. But with 5 quar sections it becomes fuzzy which is a team and which is a section. So I need to clarify that in my own mind. I've said I'll bring this to a friend's in June, so I should try and firm things up.

I could just use Xenos Rampant, but I like the detail of different weapons. Otherwise how is a bomber section throwing grenades (Armour Piercing- reduce cover by one), different from a Heavy Shotgun?

More thought required.