Sunday, May 22, 2022

Wars of the Roses: Retinue Archers of the Duke of Exeter


These men belong to the retinue of Sir Henry Holland of Darlington, 3rd Duke of Exeter . 


They wear his livery, Argent and Gules. 


The Duke was a steadfast supporter of the Lancastrian cause. 


He and his men fought at a number of the battles of the Wars of the Roses.

These included Blore Heath,  Northampton,  Wakefield 


Second St Albans,  Towton, and Barnet.


Wednesday, May 18, 2022

Regimiento de Infanteria de Linea "León"

Needing to take a short break from painting units for the Wars of the Roses, a new Infantry Regiment is added to my Spanish Napoleonic Army. 


This regiment has its origins dating back all the way to 1695, when a 1,000 man "New Tercio of  León" was raised.


The regiment had red/scarlet facings on the lapels and cuffs, white piped red on the collar, and brass buttons. These are Perry figures. 


Seeking a bit of differentiation form the other Spanish regiment that I had painted with red facings, I used Delta Ceramcoat "Poppy Orange" here. It still looks pretty red/scarlet in bue, although the differe3nce in color can be seen in contrast with the red plumes. 


The Colunella (Colonel's flag) flag bears the shield of Leon in the corners - a red (originally, purple) Lion on a white field. 


The Kingdom of León was of course joined to Castile at the time of the Reconquista of the Iberian peninsula from the Moors, forming the foundation of modern Spain. 

Sunday, May 15, 2022

The Price of Crowns 2 Kingdom of Wurttemburg Kickstarter delivers... and another begins!

 Several days ago, a rather large and quite heavy box arrived from Germany, containing the spoils of this great Kickstarter by Lucas Luber and Piano Games. It was well packed in eco-friendly shredded paoper4 and cardboard to protect the figures. It was quite a treasure hunt searching through it for the goodies, and I could easily have missed a smaller pack or two, but ultimately the weight of the metal gave them away, and they were all tracked down, including a single figure that had escaped from his baggie somehow! 


I then set about the pleasant task of organizing the figures into the units that they will ultimately become!


I got enough line infantry to make 6 units (my usual Napoleonic infantry units have 18 figures). The gap in column 3 above was left by the figure who had deserted from his company but was later successfully found, and returned to the ranks! 


An unfortunately blurry photo of the Grenadiers with the transverse crests; I don't know anyone else who makes these. There has been speculation as to their reality, but Rawkins book and drawings by Faber du Faur. I will include three of these in each unit.


Because I only use 1 flag per unit, I got three of command set 3 and one of set 2 (from the 2nd Kickstarter, which has only Officers, NCO's, and a drummer). I now see that I need a second of set 2.  Like the rest, these are really excellent figures. At the toop is the infantry casualty set as well. 


I went all in on tjhe cavalry, too; these are the Leibjager Guard - green and black uniforms, bearskin, etc. There was only one squadron of them!  They may get repurposed as pre 1810 French Carabiniers Cavalry in the bearskin, which I don't have in my collection. 


These re the Grenadier Guards - blue coats, cuirass, bearskin. The Leibjagers also wore the cuirass on occasions, so I think I may wind up doing 5 figures as them, and 5 as the Grenadiers (borrowing a spare from those above - my cavalry units have 8 figures). 


These are the Wurttemburg Chevauxlagers - excellent sculpts... not sure if the standard bearer in helmet is correct, but maybe! There wwere two regiments wearing dark blue coats, one with red and one with yellow facings. 


These are the Jagers zu Pferde, green coats, once again 2 regiments  with one faced rose pink and the other yellow. Rawkins gives interesting details about the crests (white over green and yellow over green respectively), and trumpeters wearing yellow jackets faced as per the troopers coats. From 1805 - 1810, the second, yellow faced unit, also wore "scharawaden" breeches, yellow from the waist to the mid thigh, and dark green in the lower portions!


The Gar4d du Corps, once again only a single squadron existed, yellow jackets, black facings. 


Wurttemburg Artillery. I got 2 each 6 lbers and howitzers, and one each of the horse and foot crews  in loading and firing poses. I use 2 guns with 6 crew for all but heavy batteries, so there will be a few crew left over. I like to include a mounted figure for Horse batteries, and thus will use spare figures from the Jagers zy Pferde and perhaps the helmeted figure in the chevauxleger pack for that.


Command figures in their baggies; Crown Prince Friedrich Wilhelm with his Great Dane, French General Vandamme, who commanded the Wurttemburg Corps in 1809, and 3 mouinted officers, one in bicorn, one in helmet, and one in light infantry shako.

There were 2 Jager units - dark green faced black, shakos with green cloth turbans. Snazzy!


Wurttemburg Light infantry; green jackets faced light blue, with yellow crossbelts; quite striking. The light infantry performed especially well at the battle of Eckmuhl; the line infantry were not engaged. 


Finally, we have the Garderegiment zu Fuß; dark blue coats faced black, piped white. Looking suitably relaxed in camp; most of the time these chaps remained in Stuttgart! 

The only criticism I would make about these otherwise superb figures is that the muskets and bayonets are quite slender, and thus prone to breakage. This is particularly true because the white metal alloy used is quite stiff and not very malleable; most likely it is lead free given its relatively light weight and stiffness, as well as origins in the EU (less lead in the environment is unquestionably a Good Thing). It might be worth considering making these a bit more robust in the future.  I won't be using the flagpoles provided for the same reason, replacing them with floral wire,

There are uniform guides and flags for free download at the Pianowargames site; my copy of Rawkins e-book on the Kingdom will come in handy as well. When completed, the force will have:

Infantry
6 Line Battalions (regiments to me)
1 Light Battalion
1 Jager Battalion
1 Guard Battalion
all of 18 figures each, plus a small handful (6) of skirmishers and the Casualty figures (5).

Cavalry
1 Chevauxleger regiment
1 Jager zu Pferde regiment
1 Guard du Corps "regiment"
1 Leibjager/Grenadier Guard combined regiment
all of 8 figures, except 10 for the last one 
A few extra figures, likely to be used as Cavalry brigade commanders 

Artillery
1 Foot Battery
1 Horse Battery
each of 6 crew and 2 guns
a few spare figures, possibly for use as sappers/for command bases. 

Command:
General Vandamme
Prince Friedrich Wilhelm
3 additional mounted command

Total: 173 Foot, etc,,  34 Cavalry, 12 Artillery with 4 guns, 6 command.



Not content to have completed this project, with the last of the figures mailed out, Lucas has started his 3rd Kickstarter, this time dealing with the armies Hessen-Darmstatdt and Wurzburg. I've already pledged for 4 Hessian units, a battery, and High Command, and am eagerly awaiting the availability of the Hessian Chevauxlegers! The base project was funded within 3 hours!


























Thursday, May 12, 2022

Wars of the Roses: Retinue Billmen of Sir Henry Grey

 

This Retinue unit was raised by Sir Henry Grey, 7th Lord Grey of Codnor..   


The men wear the Gules and Vert livery of Lord Grey. 


Lord Grey and his men fought at Wakefield  and Second St Albans for the  Lancastrian cause.


Ijn true Wars of the Roses fashion, he and his men then fought at Barnet, Tewkesbury, and 
Bosworth for the Yorkist cause!


Interestingly, Codmor Castle and Manor was sold to King Henry VII in 1501, for ghsi son, the Prince of York (aka the future King Henry VIII). 

After I finished thias unit I realized that I hadn't really completed the trumpet banner, so a siomple design was added afterwards. 


Saturday, May 7, 2022

Birthday Book Bash!

 

My fellow bibliophile friends presented me with several new books on the occasion of my birthday a while back. This is one II certainly didn't habe. It appears that opur halting Napoleonic Imaginations campaign is going to see a lot more seaside action, so it was good timing. 

Peaking of that, Joe has decried the Black Seas will be the rules of choice for such ships and engagements, so I picked up a pdf copy myself! I have at least 2 other sets of Napoleonic Age of Sail rules sets to try out, and even a few more ships that I can build. I need to retire so that I can play more!  :-)


A bit outside of my core interests, but you have to love the name, right?  :-)
Actually, I read quite a bit about Peter back in Middle school, when I was researching the history of the Russian Navy. 


This was unexpected. On first read thorough, it reminded me of a development of Neil Thomas' One Hour Wargames... which isn't necessarily a bad thing. Another set to put on the table... some day! 


This is a bit of an odd one, although Napoleon was well known to be superstitious. And, of course, there was his usual question about an officer... "Is he Lucky?".

Wednesday, May 4, 2022

Wars of the Roses: Retinue Billmen of Sir Richard Tunstall

 


This unit wears the Argent and Sable livery of Sir Richard Tunstall of Thurland.



Thurland castle is located in Lancashire. 


Perhaps unsurprisingly, then, Sir Richard adhered to the Lancastrian faction. 


Thurland Castle; it was badly damaged in a siege during the Civil War in 1643, and then again by a major fire in 1876, thus much of the existing structure is of Victorian origin. 


Sir Richard Tunstall of Thursland
Thunstall and his men fought at Wakefield, Second St Albans, Towton, Hedgeley Moor, and  Hexham.


A flag will be added later this Spring. 


Being of Retinue status, the men have more armor for protection. 


Annie, one of my daughter's dogs, doing what she loves best - Agility competition!

Sunday, May 1, 2022

Austerlitz at the Gardiner Library, Gardiner, NY

HMGS Next Gen ran a game day at the Gardiner Library in Gardiner, NY, this past Saturday. The venue is lovely, and has a large, very well lit room for events. In addition to my large game there were two more rational sized games run by Jared (Peninsular Napoleonic, I believe), and Greg and Eddie (? North Africa, World War 2?).


View of the table and players from the North early on in the game. Wesley, Thomas, and Levi played the French, while Milo, Ryder, and Ben played the Allies.


The French Cavalry Reserve under Murat is charged by their Austrian ciounterpart under Liechtenstein. 

Lunch break; the Library provided doughnuts, coffee, Pizza, water, soda, fruit juice, and even Oreos. Carolyn commented that this was the only group where there's NEVER anything left over!


The afatermath of the great cavalry charge; the French had hot dice and won every melee decisively, all but eliminating the opposing command. this p[ut all of the Allied forces in the North in grave danger!


Lannes's men battle it out with Kolowrat near Jirskowitz and Puntowitz. 


The Austrians come out the worst for it once again!


As happened in the actual battle, the Russians in the South had difficulty maneuvering and bringing their big advantage in numbers to bear on Davout's command holding Tellnitz and Sokolnitz, despite both of Davout's Artillery units being eliminated on the very first move - incredible shooting by the Russians!


Over view of the center in mid game; the Russians have descended the Pratzen heights in an attempt to take some of the pressure of of their Right; however, the French Imperial Guard has entered the table to add punch to Soult's attack, which will start soon after. 

We played quite a few turns and ended as the Russian Imperial Guard reserves were arriving to bolster the Allied Right. Most of the guys would happily have continued playing. Overall, I'd give the French the edge in the battle, although they were unlikely to achieve the decisive victory that Napoleon did in the actual battle! 

The available tables allowed for a 5 x 12 foot area, which actually worked better; I chopped 4" off the top edge and 8" off the bottom edge of the map above, which worked fine. 



Gratuitous shot of s mass of Hyacinths by our mailbox this week. 



Orders of Battle are based upon the following ratio

1 unit = 1500 Infantry, 1000 Cavalry or 16 Guns.

French Army - Emperor Napoleon I, Leadership +2

*Special - Any French Infantry whose Corps commander is within 6 boxes of Napoleon, and are within command radius of their own Commander,  may add 1 box to its move. If Napoleon is lost, the French lose.

 

3rd Corps, Marshal Davout, Leadership +2

2 Light Infantry

4 Line Infantry  (Advancing)

1 Foot Battery

1 Heavy Cavalry (Dragoons)

1 Light Cavalry

1 Horse Artillery

SHAKEN: 5 units lost

  • Half of Davout’s infantry starts off the table, and enters on the 1st French Move. 

 

4th Corps - Marshal Soult, Leadership +1

2 Light Infantry

7 Line Infantry (Firing, Attacking)

2 Foot Artillery

1 Heavy Cavalry (Dragoons)

SHAKEN: 6 units lost

  • 1 unit of Light Infantry and 2 of Line Infantry start off the table and enter on the 2nd French Move. They will likely need to reinforce Davout. 

 

1st Corps, Marshal Bernadotte, Leadership +0 

5 Line Infantry (Marching)

1 Foot Artillery

1 Light Infantry

SHAKEN: 4 units lost

 

5th Corps - Marshal Lannes, Leadership +1

2 Light Infantry

8 Line Infantry (Bicornes)

2 Foot Artillery

1 Light Cavalry

SHAKEN: 7 units lost

 

Reserve Cavalry Corps, Marshal Murat, Leadership +1

4 Heavy Cavalry

2 Light Cavalry

1 Horse Artillery

SHAKEN: 4 units lost

 

Imperial Guard, Marshal Bessieres, Leadership +0

2 Guard Infantry

2 Guard Cavalry

2 Grenadiers

2 Guard Horse Artillery

SHAKEN: 4 units lost

  • May enter on the 3rd French Move or thereafter at Napoleon’s discretion. 

 

 

ALLIED ARMY: Tsar Alexander I, General Mikhail Kutusov, Leadership -2

Allies move first, Advanced Guard and 1st Column must move towards and/or attack Tellnitz and Sokolnitzat maximum movement the first 3 turns. 

 

Advance Guard of the Army - Major General Prince Bagration, Leadership +0

1 Light Infantry

3 Line Infantry  (Marching)

2 Light Cavalry

2 Heavy Cavalry (Dragoons)

1 Foot Artillery

1 Horse Artillery 

SHAKEN: 5 units lost

 

1st Column  - Lieutenant General Buxhowden, Leadership +0

1 Light Infantry

1 Grenadier

4 Line Infantry (Advancing)

1 Foot Artillery

1 Horse Artillery

1 Light Cavalry

SHAKEN: 5 units lost

 

2nd Column - Lieutenant General Langeron , Leadership -1

1 Light Infantry

1 Grenadier

4 Line Infantry (Overcoats - Old Glory) 

1 Heavy Cavalry

1 Foot Artillery

SHAKEN: 4 units lost

3rd Column - Lieutenant General Prebyshevsky, Leadership +0

1 Light Infantry

4 Line Infantry (Assorted Minifigs)

2 Foot Artillery

SHAKEN: 4 units lost

 

4th Column - Feldzeugmeister Kolwrat, Leadership -1 

1 Light Infantry

6 Line Infantry

1 Grenadier

2 Foot Artillery

SHAKEN: 5 units lost

 

5th Column - Feldmarschal Leutnant Prinz Johann von Liechtenstein, Leadership +1 

2 Heavy Cavalry

3 Light cavalry (1 is Lancer)

1 Horse Artillery

SHAKEN: 3 units lost


Russian Imperial Guard - Grand Duke Constantine, Leadership +1

3 Guard Infantry

1 Guard Foot Artillery

2 Guard Cavalry

1 Guard Horse Artillery

SHAKEN: 4 units lost

  • Imperial Guard and C-in-C may not enter the table until the Pratzen ridge is under attack by French

  • infantry (close range fire or melee).



Morschauser-style gridded Horse and Musket Rules, Mark 4.4

Organize the Army into commands, each with a Leader. Leaders only affect their Command.

Players alternate turns. Dice for who goes first at the beginning of the game unless otherwise specified by the game scenario. All movement and shooting is +/- 45 degrees from unit’s front.

MOVEMENT

Unit Type

Move-boxes

Hits

Melee- Front

Melee- Other

Morale Point

Militia Infantry

2

4

5

6

5

Light Infantry

3

4

5

6

3

Infantry

2

5

4

6

4

Grenadiers

2

6

3

5

3

Light Cavalry

5

4

3

6

4

Heavy Cavalry

4

6

2

5

3

Foot Artillery

2

4

6

6

4

Horse Artillery

4

3

6

6

3

Guard Infantry

2

8

3

5

2

Guard Cavalry

4

8

2

5

2

Leaders

6

2

5

5

-


Counts as 1.5 boxes to move, or measure range, on the diagonal

Costs  1/2 box for each turn of 45 degrees

Increase Move by 50% if the entire move is along a road. 

Crossing a stream costs 1 box of movement

Units may move directly to their rear or flank  at half speed, maintaining facing.

Only Light Infantry may enter woods. Cavalry and Artillery may not enter buildings.

If entering an enemy zone of control [ZOC] (within the 3 boxes to the front) must stop, and

melee will result. Must face into the box of at least one enemy unit whose ZOC you enter.

Infantry units may take ½ move to form into or come out of Square formation

Infantry Units in Square formation have no flanks or rear, but may not move..



MISSILE FIRE (Shooting)    Closer Range is half or less of Maximum range

Unit Type

Range-boxes

To Hit: Long Range

To Hit: Close Range

Militia Infantry

4

6

5,6

Light Infantry

5

5, 6

4,5,6

Infantry

4

6

5,6

Grenadiers, Guard

4

6

5,6

Light Cavalry

3

Double 6

6

Heavy Cavalry

N/A

N/A

N/A

Artillery

12

5, 6

4,5,6

Units may Fire at the beginning or end of their move, but not in between; EXCEPTION - Foot Artillery may not fire at all if it moves, other than to change facing.  Field of fire is +/- 45 degrees.

Roll as many D6 as there are hits remaining to the unit. Exception: Squares may fire no more than 1 D6 from any face. 

Mark each unit that shoots with a “smoke” marker; remove the smoke as the first action of each player’s turn.

Units that do not have smoke markers on them may shoot back if shot at or at any enemy units that enter their ZOC; they are then marked with smoke as well. 

Units in a stream or ford may not shoot. Units on hills may shoot over friends if the distance from the shooter to the friendly unit(s) is less than thet from the friends to the target. 


Minus 1 to die roll if shooting into woods, at targets behind walls, or in buildings.

Minus 1 to die roll if  their Command is Shaken. 

Plus 1 to die roll for Guard Artillery when shooting - a "7" = 2 hits at close range only


Units suffering 2 or more hits due to fire in a single turn roll a D6 for every 2 hits; if the roll is less than their Morale Point, they must Fall Back 2 boxes, facing the enemy. Shaken units subtract 1. 


MORALE

Command MoraleWhen ½ of the units in a Command have been removed it becomes Shaken and must immediately retreat 4 boxes. Units which are part of a Shaken Command move at half

speed, except to the rear (retreating), and suffer an additional minus 1 penalty to shooting, morale rolls, and melee. 

Army Morale When HALF of the Commands in an army are Shaken the General must concede. 


MELEE

All attacking units facing into a box containing an enemy unit fight in melee.

All defending units who are attacked fight in Melee

All defending units which have an enemy in their ZOC may fight in melee. 

Resolve multiple unit melees so as to involve the fewest possible units in each. 

All units in Melee roll as many dice as they have hits remaining.

Each die that has a score greater than or equal to the Melee rating of that unit is a hit!

Use the “Other” rating for units attacked in  the flank or rear, or if Cavalry attacking Infantry in Square. 


Minus 1 to die roll when attacking uphill, from stream, into woods, or units in buildings.

Minus 1 to die roll if their Command is Shaken. 

Plus 1 to die roll for Lance armed cavalry when fighting infantry only. 


Units losing a melee (causing fewer hits than the enemy) Fall Back 2 boxes, facing the enemy.

If both units score the same number of hits, and neither is eliminated, check morale as per fire for every 2 hits suffered

Victorious units MAY move into the box vacated by the enemy. 



LEADERS

Must stay w/in 6 boxes of his command; units farther away move ½ speed (round up) 

Leaders can’t shoot, but do participate in melees.

If a Leader is in a box that is shot at or engaged in Melee, roll 2D6, on a total score of 2 or 3,

the leader takes a hit. 2 hits eliminates a Leader, all his units then move half speed (round up)

May Rally 1 unit within 6 boxes at the start of their Move:

1.2 = Fail, 3,4,5 = unit  regains 1 hit, 6+ unit regains 2 hits!

Subtract 1 for units belonging to a Shaken command


Leader Quality 

Assigned Historically, or  Roll a D6 for each Leader at the start of the game:

1 = Abysmal (minus 2 to Rally rolls)

2= Poor (minus 1 to Rally rolls)

3,4 = Average (no change)

5 = Good  (plus 1 to rally rolls) 

,6 = Superior (plus 2 to rally rolls)