Showing posts with label Irregular Miniatures. Show all posts
Showing posts with label Irregular Miniatures. Show all posts

Thursday, July 6, 2023

 War at Saber Point book review


The book is about the Banastre Tarleton and the British Legion. It is detailed and provides good ideas for Osprey's Rebels and Patriots.


British Legion Light Dragoons by Irregular Miniatures, UK.





Sunday, May 16, 2021

Solo ACW-Battle of Allegheny Mountain, Dec. 13th, 1861

 I had a little extra time so I brought out my home grown ACW rules that I call "Brigadier." The inspiration for the rules was from two sets of rules titled Rally Around the Flag. The first set came out in the 1970s or so while the second came out 30 years later. I took the ideas from both sets that I found useful in order to produce a solo game, although, they would work just fine with two players.

My game board is small at 4' by 4' and the figure scale is 20-24mm. Games on my board usually have 2 brigades per side at the most, with each brigade having between 3-6 units included.

I use a command point activation system (CPs) that limit how many actions units within a brigade can perform in a turn. Brigade commanders dice each turn to see if their base CP allowance is modified. Wild cards allow for interesting twists in the game.

Regiment sizes range from 4 bases to 8 bases with 6 being average. Some special units have only two bases.

This is the second time I'm play testing my rules. I selected a scenario from the Potomac Wargame Club , Across a Deadly Field, titled The Battle of Allegheny Mountain, an early war battle. 

I use a dark green "blanket" from the fabric store to cover hills. This battle was fought basically on a mountain so I added rocky out crops for effect. It is my view that most ACW battles were fought over terrain with gave limited visibility. A situation like Pickett's charge was probably a rarity.

I think my game table captured the effect I was looking for. 

Historically, the battle was a bust for the Union and so was the game! I played as the Union player while the Rebs were the AI.

Although, the game is solo, my AI is not truly fully automated. I always play the weaker side and tend to stack the deck with the AI, but when it comes to making AI decisions, I make the most likely and when in doubt dice for the decision. It works well. I have a good "feel" for the period and I've had interesting and fun results.

Combat is resolved on the basis of total base removal, a step down system that works for me.

The Union's orders were to clear the heights and take the camp\fort-a tall, not very realistic order, but that's the way it was!

The OB for the game was:

CSA

Colonel Edward Johnson (who would be nicknamed "Allegheny Johnson" for his victory) +1 competence

12th GA, Veteran, RM, 6 bases

Reger's Va. Bn., Average, RM, 4 bases

9th VA Bn., Average, SB, 4 bases

31st VA., Average, SB, 6 bases

52nd VA., Ross's Bn., SB, 3 bases

Lee's VA., Battery, 6lb SB, 2 gun models, Green (in camp\fort)

Dabney's Cavalry, Green, BLC, 2 bases

USA

Brigadier Robert Milroy, average competence in this battle, later pounded by Stonewall Jackson in the Valley Campaign)

13th IN, Average, RM, 4 bases

25th OH, Green, RM, 6 bases

32nd OH, Green, RM, 6 bases

Bracken's Cavalry, Green, BLC, 2 bases

Colonel Gideon Moody's Command, average competence

9th IN, Green, RM, 6 bases

2nd W. VA., Green, 4 bases

One of the advantages of a solo game is you can take detailed notes of the the action. I played the game over two days, taking the time to document the major actions. Although the game only lasted four turns the card sequence and variables made for a lot going on in those four turns!

Game summary, more detail with picture captions (cards determine sequence)

Turn 1: Moody's 9th IN and 2nd W. VA advanced on Union left; Dabney's cavalry reacts, moves and fires on 2nd W. VA getting a lucky hit. 2nd VA survives morale toss. Dabney's cavalry gets to move again to cover this time and fires, but misses. 9th VA Btn advances. Milroy confused, orders 25th and 32nd Ohio to advance on Union right. 25th Ohio gets to advance again into cover, but target is obscure and misses.  Reger's VA Bn. moves into cover opposite 25th OH but also misses. Johnson was confident this turn. Action on both flanks with the Union getting slightly the worst of it.

Turn 2: Moody confident, 2nd W.VA advances into cover, 9th IN wheels to fire at Dabney's cavalry but no effect. Dabney's cavalry fires and moves (to cover) getting a hit on the 9th IN. 9th IN survives morale toss. Johnson confident, 31st VA wheels and fires at 2nd W.VA but NE, Reger's VA. Bn fires on 25th Ohio,gets hit and 25th OH skedaddles. Milroy "bumbling about" but moves to rally 25th OH and succeeds. Reger's Va Bn moves and fires on 25th OH again and the 25th skedaddles again. Moody's command "gets their dander up" and charges ahead firing at 31st VA but NE. 2nd W.VA ends up in a bad position, Union right badly pushed back by Reger.

Turn 3: 2nd W. VA withdraws back into cover, fires at 31st VA but NE. 12th GA (rated vet) advances out of fortification to support Reger sensing victory on CSA left. Johnson confused but enough CP to fire the 31st VA at 2nd W. VA scoring a hit. 2nd W. VA survives morale but is at 1\2 strength. Milroy's dander is up, rallies 25th OH again, 32nd OH charges and fires at 31st VA scoring a hit, 31st VA skedaddles. 13th IN advances. Moody indecisive orders 2nd W.VA out of harms way. 12th GA advances to threaten Union center.  CSA general advance sensing victory but 31st VA sets the advance back a bit.

Turn 4: Moody confident, 2nd W.Va. continues to move out of harms way, 9th IN fires at Dabney's cavalry to NE. Milroy stable, 32nd OH wheels, flanks and fires at 9th Va Bn and hits, 9th Va Bn, passes morale. 25th OH fires at Reger's Bn, NE. Bracken's cavalry moves to support faltering Union center. 12th GA fires at 13th IN and hits, 13th IN passes morale toss, 13th IN fires at 12th GA NE., 12th GA charges 13th IN inflicts one hit, 13th IN misses, melee continues for three sequences before 13th IN skedaddles. Milroy moves to rally 13 IN and rallies the badly battered unit. Johnson rallies the 31st VA, 12th GA poised to smash remnants of Union center while Reger presses on Union left. Confederate right is stable and could advance on Union left. The Federal forces cannot possibly obtain the victory conditions at this point and withdraw. Union loses 8 bases to the Confederate 2 bases.

Nice view of the Confederate initial deployment

Union initial deployment. The skylight is messing with my lighting! 

The 25th and 32nd Ohio. The 25th will advance to the cover directly ahead. Reger's Va Bn is opposite of them headed in the same direction.

The Union left and left center. The unit in the lead on the far right of the picture is the hapless 2nd W. VA. 

Most of the Confederate units patiently wait.

The nasty fight in the cover between Reger's VA Bn and the 25th OH. The OH boys skedaddle 2x from the intense fire from  Reger's VA Bn.

Dabney's CSA cavalry are content to skirmish with the 9th IN.

Reger's VA Bn cracks opens the Union right.

The 2nd W. VA is in a tough spot as the 31st VA bears down on them!

Dabney's CSA cavalry lets the 9th IN have the position (wisely).

The 13th IN routs the 31st VA in the only bright spot on the Union side.

The 9th IN is content to hold their position while the rest of the Union army is n trouble.

The 13th IN cannot follow up the rout of the 31st VA.

Reger's VA Bn really got things going for the South!

This picture captures the rolling terrain of the mountain. Most of the fire fights were at very close range due to sighting restrictions.

The veteran 12th GA delivers the final blow and is poised to roll up the Union center.

A rallied 31st VA and 9th VA Btn are ready to deal with the 13th IN who are very much alone!







Saturday, May 30, 2020

Little Sugar Creek ACW Solo Game

During the lockdown I've continued to experiment with solo games. My friend Jim has given me pointers over the past months and I've learned to develop my own systems. Like Jim has told me; it's not like you can go out and buy a set of solo rules that fit for everything.

Frankly, I've found the experience most enjoyable. I have yet to have an argument with myself! I also have yet to win a game and that is encouraging.

For this game I modified a scenario from my collection of ACW scenarios called Little Sugar Creek or Dunagin's Farm. The battle was fought in Arkansas on February 17th, 1862.

Historically, the battle was little more than a skirmish. It factored into the Pea Ridge Campaign. One of the features of the campaign was the Confederate withdrawal from Missouri into Arkansas in the hopes of uniting the army. Federal forces followed the Confederates in pursuit and came into contact with the Confederate rearguard near Little Sugar Creek and Dunagin's Farm.

I took some liberties with the Order of Battle settling for what I simply called a Union pursuit versus a Confederate rear guard.

The rules used were based on an old set called Rally Round the Flag from the 80's. The set emphasizes a regiment/brigade scale. A second set called Rally Round the Flag was printed a number of years ago but is quite different although it did give me come concepts that I integrated into my system.

The main one was the idea of Command Points. In my system a brigade receives one command point for each unit in the brigade. A brigade consists of the brigade commander and each unit of infantry, cavalry and artillery assigned to the brigade. Most brigades will start with 3-5 command points per turn.

Command points are modified by a 10-sided die roll. This represents a certain amount of Fog of War. It costs command points to maneuver so it's possible to have an abundance of the command points to do what you want but it's also possible to end up with few thus forcing the making of priority decisions. Brigades are activated in general way with the draw of an assigned card. Jokers are included as more FOW as an individual unit will get a "free move" even if they have moved or fired before. The AI gets more Jokers than me in my system. It makes for a tough opponent!

I also eliminated single figure removal from the equation. Instead, the charts have been adjusted to remove stands. The number of stands in a unit is fixed at six. Instead of taking a figure out at a time the loss of a stand represents a step down in the unit's effectiveness. It has a bearing on their morale and combat ability. It's more of a board game concept than anything else but for what I'm shooting for it works rather well.  Well, that's enough about my rules so here is the Order of Battle I used the game.

Union

Ellis's Cavalry Brigade (3 CPs)

3rd Illinois (IL) Cavalry BLC Green
1st Missouri (MO) Cavalry (US) RM Green

Dodge's Brigade (4 CPs)

35th Illinois (IL) RM Green
4th Iowa (IA), SBM Average
4th Iowa (IA) Battery 6lb SB Average

Vandever's Brigade (3 CPs)

9th Iowa (IA) RM Average
25th Missouri (MO) Militia (US) SB Green
3rd Iowa (IA) Battery 6lb SB Average

Confederates

Herbert's Brigade (3 CPs)

14th Arkansas (AR) SBM Average
13th Arkansas (AR) SBM Average
3rd Louisiana  (LA) RM Crack

Little's Brigade (4 CPs)

1st Missouri (MO) Cavalry (CS) SBM Average
2nd Missouri (MO) (CS) SBM Average
3rd Missouri (MO) (CS) SBM Average
Clark's Missouri (MO) Battery 6lb SB Average

Historically, Ellis's cavalry went in mounted and soon retired when Ellis realized he had bite off more than he could chew. For purposes of the game I dismounted all the cavalry and assumed that the Union would press the Confederate rear guard. The Confederates were commanded by the AI.

1st MO (US) Cavalry leads Dodge's Brigade. The unit did have six stands and the pic was taken prior to the game when I was still considering a four stand unit. The figures are a mixture of Musket Miniatures and RSM.
Same as above but it's the 3rd IL screening the artillery and Vandever's Brigade.Figures are New Line Designs
Ellis and his staff checking things out. Ellis would die on the very first turn thus crippling his small brigade.
The two Union batteries moving up. My thought was to get the artillery up and pound the Confederate line of battle. Most of the Confederates were armed with SBM so I sought to outrange them. 

A nice view of Dodge's Brigade
One of the Union batteries got ahead of the other in a free move. 
This one is hurrying up. The escort are classic Airfix figures!
Little's 1st MO (CS) Cavalry screening the 2nd and 3rd MO. The unit includes Airfix, Accurate  RSM and Musket Miniatures figures.
The 2d and 3rd MO (CS). Figures are New Line Designs
13th Arkansas, again an admixture of figures and this time with a few Irregular Miniatures.
Same as above except it's the 14th Arkansas

Clark's MO Battery. The officer is Airfix and the crew are Musket Miniatures.
Part of the Confederate force withdrawing while the rear guard holds.

The 4th IA. The figures are Strelets from the Union Infantry Firing set.
The Union Artillery deploys. Airfix crews on Musket Miniatures cannon.
The 14th Arkansas routs from artillery fire but would recover. The 13th Arkansas and the 3rd Louisiana hold the line.
I counted on the Union Artillery to blow a whole in the Confederate line. It went well at first.
The Standard Bearer's in the Strelets sets leave much to be desired so you have to convert. Otherwise, the figures are excellent except that they do not mix well with other brands imo.
The crack 3rd LA. It was the only CSA unit with rifled muskets and thus had a chance of getting a hit. It was amazing how often they missed. Great FOW!
This illustrates the reasonable line of battle both sides had just before everything fell apart for the Union. The CS MO Brigade is on the left. The 1st MO (CS) cavalry have badly handled the 1st MO (US) cavalry.THe Confederate AI only needs to hold and so far the Union can't get anything going besides routing the 13th AR on the other flank. What happens next is a tribute to the FOW command system.
According the sequence Dodge's entire brigade "got their dander up" changing the CS MO brigade. The 1st (CS) MO Cavalry easily routs their Union cousins 1st Mo Cavalry. Next in the sequence Confederate artillery routes the 35th IL while the (CS) Mo Brigade also get their dander up. The way the cards fell meant that the 1st MO (CS) cavalry effectively rolled up the Union flank backed by the two MO Infantry regiments. Great day for CS MO.

Friday, December 13, 2019

Loyalist Legion for the AWI

I've been way behind with the blog but here are some pictures from a fairly recent Rebels and Patriots game.

The basic idea behind the game was a Loyalist force (Tories) have been returning from a raid in New Jersey. A Patriot force of militia has been tasked with stopping them.

The Patriots won a narrow victory as the Tories could not break through. The key fighting took place around the farmstead.

Some of the pictures were posed prior to the game.


Tory Dragoons (Tarleton's) and Emmerich's Mounted Chasseurs.The figures are a mixed bag from  Irregular Miniatures, Historifigs (formerly Scuby) and Airfix

Patriot Militia, figures by Accurate.

Tarleton's Legion Cavalry as Shock in Rebels and Patriots. Figures are 20mm Irregular Miniatures from the UK.

Patriot Militia again.

Emmerich's Chasseurs

Patriot Militia, all Airfix!

The collection of Patriot Militia was painted over 40 years ago. All Airfix! They have stood the test of time.

Airfix conversions. In Rebels and Patriots a unit like this represent mounted skirmishers.

Irregular Miniatures dismounted Dragoons attempt to hold the farmhouse against Rebel militia.


Tory Dragoons in the lead folioed by Tory military followed by the Volunteers of Ireland (Loyalists is red coats) All are Irregular Miniatures. 

The Queen's Rangers. The figures are Historifgs (formerly Jack Scruby. The scale is 25mm but they fit well with Airfix or 20mm figures.

The Royal Regiment of New York or Johnson's Royal Breens. Figures by Airfix.

Patriot militia. The flags are hand painted. Figures by Airfix

Virginia Patriot rifle regiment


The Volunteers of Ireland get in front of the Tory Militia.

The Queen's Rangers and dismounted dragoons hold part of the farmstead but can advance no further as just about everything else has collapsed.

A saber charge by the Tory Dragoons almost turned the tide but they stalled and were shot up beyond repair.