Rules for Old Wargamers with Short Attention Spans!

Having played Black Powder for some years now, our group has been looking for a set of Skirmish rules for the Black powder era that would enable us to game using a limited number of figures. We all have quite large Napoleonic Armies but when it comes to, say, the AWI, French Indian Wars and similar periods, some of us are still playing catch up with painting. So skirmish rules are the way to go. We had been playing Muskets and Tomahawks but in truth, the groups enthusiasm to learn a new set of rules was on the wane. The other issue was that we were playing M&T’s fairly irregularly so the rules just weren’t sticking in our brains….

muskets & tomahawks from Studio Tomahawk.

muskets & tomahawks from Studio Tomahawk.

The first Skirmish game that actually introduced me to the hobby was ‘Sharp Practice’. With the launch of the new version, complete with the cards, this seemed to be the answer to our problems. The Sharp Practice rules set has a depth to it that really encourages you to develop characters and scenarios and provides a ‘rich’ game play ( no pun intended) that develops into a story line of it’s own.  Unfortunately, we encountered the same issues. Although we were familiar with the rules mechanism, the lack of experience and consistency meant that we were having to constantly refer back to the rule book to resolve queries. Of course, it didn’t help that half of our group had sort of read the new rules and the other half played in blissful ignorance, happy to do what ever they could get away with!

sharpe practiceThe group decided that we needed a simple set of rules that would allow us to play a skirmish game on a Thursday evening that would not tax the brain too much and would be something that could be read quickly and absorbed. Step forward, Andy Callan, veteran rules writer, who volunteered to put the two rules sets together and simplify them down to two sides of A4 paper. Andy has been writing rules and war games scenarios for many years. His rules set ‘Loose Files and American Scramble’ appeared in the very first edition of Wargames Illustrated ( why the hell we aren’t using these at the club is another mystery to me…..) and his current joint project with Peter Dennis is the Paper Soldiers rules sets & armies published by Helion Books that I have previewed here

The rules are not an attempt to replace the other two rules sets. In fact, I would suggest that either are a mandatory addition to war gamers collections but Andy’s rule set serves two purposes. Firstly, it is a quick, playable set of rules that will allow you to explore either a Black powder period or campaign without committing to vast numbers of figures. Secondly, the rules are a good introduction to Card driven activation games. Many players are not familiar with this style of play and are more used to the  U Go – I Go turn sequence of most rules sets. The card driven rules activate units in a random sequence on either side. This can be frustrating to players that like to implement carefully made ‘chess like’ strategies. However, if you would like a more ‘cinematic’ type of game, with tense stand offs and risky gambles, the card mechanism is one of the best ways to achieve this.  If you do like the way Andy’s abridged rules play and would like more detail, including army lists, either of the two rule sets, Muskets & Tomahawks or Sharp Practice are ideal. Once again, I would heartily endorse both!

So if you fancy a go at this style of play, the rules are contained here in a PDF in the link below. Hopefully, if I have the technology working correctly, you should be able to click the link and down load these for free. If you are worried about how to make the cards, there are a couple of simple solutions. First of all, just cut them out of card board – an empty cereal packet will do – remember to write on the blank side though… If you prefer a less ‘Blue Peter’ approach, use an old deck of cards and place stickers on them with the Officers names, and the other miscellaneous card types written on. If you don’t have an old ceck of cards, pop down to the local pound shop and get one. You should be able to pick them up for a pound….. Anyway, I hope that you will give the rules a go and have fun playing them:

SharpTomahawks

 

‘Sharp Tomahawks!’

Sharp Tomahawks

Sharp Tomahawks

Last week, following our game of Muskets and Tomahawks, our resident rules writer Andy Callan went away to see if he could come up with a simplified version of the game. Here is Andy’s explanation of how he went about the task :

‘The Nottingham White Hart wargamers regularly play a number of different games – Sharpe Practice and Muskets & Tomahawks amongst them. Whilst these are games we can enjoy playing, we don’t play them often enough for the rules to get fixed in our minds and we often find ourselves getting the two sets confused and then wasting time trying to find stuff in the rule books.

So, I set myself the task of taking inspiration from these two sets and coming up with something that we would have a chance of remembering (two sides of A4, tops!). I was aiming for a set of hybrid rules with a card-driven turn sequence and simple but consistent rules for Firing and Hand to Hand Combat.  The cards would be usable in any “Black Powder era” setting and the “stripped-down” rules would serve as a core set to which any “period-specific” bells and whistles could be added, on a game by game basis. Army lists and scenarios could either be made up or adapted from published sources.

The result is “Big Skirmishes/Small Battles – rules for old wargamers with short attention spans”  (or “Sharpe Tomahawks”, if you like…).

See what you think…’

Andy not only produced a simple set of rules but also went to the trouble of designing a Scenario that would let us put the rules to the test. In this weeks blog, I’ll show you the way the scenario played out with a short battle report. Next week, I will include the rules that we used along with some clarifications, so if you fancy giving it a go yourselves, you can download the rules and scenario. First of all, the players briefing from Andy:

The Emmenemmthal Valley, Austrian Tyrol, 1809

A long battlefield, dotted with woods, with a road and a stream down its length, crossed by a stone bridge at the half way point. The game is played end to end, down the length of the table.

A French foraging party has been sent up the valley to seize stocks of the local cheese and whatever else they can lay their hands on. Their commanding officer, Capitaine Vachequirit, has a sideline acting as an agent for Marshal Murat, with orders to “liberate” any fine artworks suitable to decorate the new royal palace at Naples.

Apart from its cheese, the valley is famous for a jewel-encrusted statue of the Virgin Mary (known locally as “the Madonna with the big rubies”), so the godless French have seized her and slung her in a wagon along with all the looted food and schnapps.

Having accomplished their dirty deeds, they are now making their way back down the valley, somewhat encumbered by an over-loaded, ox-drawn wagon. But the church bells are ringing out and armed men can be seen gathering on the hillsides…

Cast list :-

The French : Caporal Camembert, Sergeant Rocquefort, Lieutenant Brie, Capitaine Vachequirit.

The Austrians : Corporal Strudl, Sergeant Schnitzl, Leutnant Lauda, Captain von Trapp.

The French column advances, receiving fire from the defending Austrians in the woods.

The French column advances, receiving fire from the defending Austrians in the woods.

The Battle 

The initial Austrian deployment was hidden from the French at the start of the game. As the French column moved down the road, Tyrolean Landsturm skirmishers opened fire from the woods on the head of the French Column. The French response was to send their Skirmishers into the woods in an attempt to drive the Austrians out.

Skirmishers engage at the woods edge.

Skirmishers engage at the woods edge.

Despite the bravery of Sergeant Rocquefort, the French were repulsed by the gallant Corporal Strudl and the Austrians held their ground. However, enough time had been bought to allow the French Convoy to by pass the woods. Once again the French were surprised by the appearance of Sergeant Schnitzl leading the Tyrolean Landwehr who was concealed in the village. They took up position by the road and attempted to halt the column.

Austrian Militia take up position

Austrian Militia take up position

The Militia bravely stood against the elite French Grenadiers led by Corporal Camembert but despite their best efforts the French bullied their way past with the convoy, mauling the Austrians in the process.

The French convoy presses forwards

The French convoy presses forwards

It appeared that the French were in the ascendancy, Capitaine Vachequirit was licking his lips at the thought of all of the Cheese that he would be enjoying. However, Austrian reinforcements were on the way! First of all a Cavalry Regiment led by Leutnant Lauda galloped onto the field, threatening the French Flank.

Hussars!

Hussars!

The Austrian optimism was somewhat short lived, Leutnant Lauda was somewhat of a dullard and despite a gallant charge, failed to press home a decisive attack. The French were shaken and the Militia were gradually taking a toll of the French Column. Although the French had now reached the bridge, yet another Austrian reinforcement column had arrived in the shape of  Captain von Trapp and two units of regular line infantry.

The French crest the bridge

The French reach the village

With the light fading ( literally, the room in the pub could do with a few extra light bulbs!) the French convoy had finally made the bridge and French Skirmishers were in possession of the village. The bad news was that open road lay before them and three fresh units of Austrians, including the rifle armed Tyrolean Jagers were patiently waiting. With a somewhat weakened force and the Austrian militia snapping at their heels, the French were feeling vulnerable.

The French gain the Village

The French gain the Village

A truce was called and it was agreed that the French could leave the valley with their Arms and honour but the Cart Stayed! With terms agreed, the commanders retired to the bar to discuss the game!

Post match analysis!

For a first run through the game played very well. As a result of some of the play, Andy has modified the rules slightly, to make the cavalry a bit more effective when charging and to tighten up the hand to hand combat rules. As with all Skirmish games, too many players can slow things down and with six of us involved there were times when players were left with too little to do. The rules set certainly has the advantage of being straight forward and I think will be an ideal ‘Beer & Pretzels’ rules set for an evenings relaxed gaming. In next weeks blog, I’ll publish the full rules , along with the full scenario details.

The Scenario is broken!

I desperately want the Rules set, Muskets and Tomahawks, to work. I see it as a key part of my Gaming toolkit. The idea is to have a number of rules sets that both myself and my wargaming buddies are familiar with that will allow us to play games across the Historical breadth of the hobby without having to spend too much time having to refer to the rules whilst actually playing. In theory, as we are all building armies, it makes sense to start with a set of skirmish rules and grow from there So we have graduated from Sharp Practice to Black Powder for Napoleonics, We have Saga for Dark Ages (none of us yet have a huge collection of Dark age figures), Lion Rampant for Medieval and WOTR and the idea was to use Muskets and Tomahawks as an alternative to Black powder  for the Indian Wars and the War of Independence. These are the main periods that we are collecting, although there is talk of American Civil War, the First & Second Afghan war, 55 days in Peking and so on! That is the nature of wargamers, never enough figures! But I digress…

Muskets and Tomahawks set up.

Muskets and Tomahawks set up.

We have successfully played a number of large scale games using the M&T’s rules, very much thanks to the fact that ‘Nice John’ at the club has been able to provide some superb scenery and placed his AWI figure collection at our disposal. However, we thought that rather than play another one of the large games, we would try a smaller scenario using a limited number of figures with even sides and just two players involved. The rest of us would look on and learn how to play the game properly! Jaz had kindly chosen the scenario, an Indian raid on a settlers homestead, From the M&T’s rule book and had evenly pointed up the opposing forces, provided the scenery and set us up all ready to go. The two sides comprised of four small Indian warbands on the ‘American side’ versus one friendly Indian war band and two units of British Militia.

All is peaceful as the villagers tend to their farm, unaware of the Indians sneaking up!

All is peaceful as the villagers tend to their farm, unaware of the Indians sneaking up!

The first couple of moves or so went without too much action. The Indians began to close in on the homestead, using all of the available cover to sneak into range. A two pronged attack was planned. Three bands of Indians would advance directly towards the houses, engaging the militia if necessary, whilst the fourth band would circle from the flank to engage the traitorous Mohawks that were aiding the British!

The Indians stealthly approach the Village.

The Indians stealthly approach the Village.

The Militia immediately responded by moving through the Village to take up a defensive position near to the houses. However, in the initial exchange of fire it was the Militia that were pushed back and the Indians that appeared to have the upper hand.

Militia take up position to defend the houses

Militia take up position to defend the houses

On the flank it was the Indian raiders that were getting the better of the bow armed Mohawks, and they too were forced back under fire.

The musket is more than a match for bows!

The musket is more than a match for bows!

Emboldened by their initial success, the Indian raiders pushed on towards the settlement, ready to put it to the torch. The only concern was that they had now left the cover of the surrounding woods.

The Indians race towards the houses ready to loot and burn!

The Indians race towards the houses ready to loot and burn!

At this stage, the Indian chief realised that there was a problem. Not only had he lost cover but he was running out of cards to activate his units…. The result was inevitable, the Militia poured volleys into the exposed Indians who immediately turned tail and ran. Game over man!

Militia open fire!

Militia open fire!

And as they say, that’s when the real fighting started! Well, actually it was more of a friendly debate. Could the Indians actually get to the settlement and burn it to fulfil their mission? We ran through the scenario again, with different players and even more cover for the Indians. The result played out the same – once the Indians attempted to get to the houses they were shot to pieces. The debate continued. Was the card activation the problem? We turned to the rule book and it seems as though we had made up the deck correctly. However, there was an imbalance. The Indians only had 4 cards. The British had 8. However, whilst this meant that the Indians had 16 activations, (4 cards x 4 units), the British only had 12 ( 4 cards x 1 unit and four cards x 2 units). The view was though, that the more frequent activations of the British side gave them an advantage in being more flexible to threats and more likelihood of being drawn to activate before the Indians. It was pointed out that this probably was a fair reflection of what happened when trained local militia came up against an Indian war party. Whether this was true or not, it does make it difficult to persuade someone to play the part of the Indians in a club game!

The result of all this was that we began to question the rules in general and the card activation process in particular. I’m not sure that we have used all the options for the Indians and would need to play through the rules a few more times to ensure that we are using them correctly. For the time being though, the consensus at the club was to come up with our own variation of the rules and so our Veteran Rules writer has gone away to polish up his version of ‘Sharp Tomahawks’. I’ll keep you updated!

 

The saga continues.

On the face of it, painting a war band for Saga shouldn’t really take a month. After all, around 40 figures is all that is required. I suspect that some painters out there could knock these out in a couple of days, if not faster. I know of some wargamers who will paint in concentrated bursts to complete an army and then spend a month or so without painting anything. For me it is a case of slow and steady gets there and so having completed my band of levy, the next job was to paint 8 Fiana or hearth guard.  I tend to paint in short sessions of just an hour or so but manage to get at least three of these sessions in a week.  My method means that there is always something on the painting table and when I get a spare 10 minutes, I move a project on. So although I have been spending time on the Fiana, whenever I have had a spare few minutes I have been preparing and researching the next batch of models.

2016-08-03 08.44.34

So back to the painting table and my unit of Fiana. As you can see, they are all armed with Dane Axes, which makes them pretty lethal in combat, reducing your opponents armour by one. Used at the correct time in a game, these boys will crush the opposition with their ferocity. There’s just one problem, their own armour is reduced to 4, making them a bit of a one hit wonder when faced with equal opposition.  As with my Irish Levy slingers or ‘Kerns’ I have used a fairly limited palette of earthy and drab tones. As these figures represent Hearth guard though, I have painted them with a bit of decoration on their clothes. The basing followed my usual practice of using the Vallejo Dark Earth paste, painted and dry brushed to bring out the texture. I then added some green scatter. I have also made some movement trays for my saga units. I wont be using these in the game but it makes a convenient way of storing and transporting the models. They also look a bit more organised in the figure display cabinet. ( refer to my previous Blog post ‘Round Base, Square hole’ )

Footsore Fiana in their movement tray

Footsore Fiana in their movement tray

Of course I also added some tufts to the bases to give them a bit more texture. Again, I have kept with the Javis Tufts to give the army a cohesive look.

The finished unit of Fiana, complete with tufts!

The finished unit of Fiana, complete with tufts!

I have also completed work on the Sarissa Dark Ages A frame hut. You can see it in the background of the top picture. Here is a better picture of my Irish Warband, based and in their movement trays defending their one and only hut!.

Fiana, Kern and A frame house.

Fiana, Kern and A frame house.

You will see that I have painted 8 Fiana to count as Hearth guard, these will count as two points in my Saga band. However, the plan is to paint at least two other Hearth Guard, that will serve as Curadh. These are used as single warlords and are detatched from their parent unit of Hearth guard to operate as ‘Champions’, generating their own Saga dice, benefiting from the Warlords ability and generally able to cause mayhem! The Footsore pack of Irish Heroes with Dane axes look like good candidates. Although I will use them as ‘standard Curadh’ armed with javelins in the actual game, these models look like they are the Champions that they are supposed to represent. Here they are undercoated and ready for painting.

Footsore Curadh ready for painting

Footsore Curadh ready for painting

You can see that I have use a black undercoat for these figures as the chain mail will be easier to paint by simply dry brushing with Vallejo steel. There are three figures in the photo. The one on the far right will be my Pack master for the wolf hounds that I intend to use as one unit of warriors. Now as regards the Wolfhounds, I am going to take a bit of a liberty and use the Irish Wolf hound from my own DeeZee range. He comes as part of a the ‘Large Dogs’ pack and is a very big model as you will see from the pictures below. I realise that he is out of scale but I don’t think that this will matter for the purposes of the game. I wanted my dogs to look like they really could pull down a fully armoured warrior!  You can just imagine the warriors of the time talking about their encounters with the wolfhounds…’You should have seen them Aeflaed, they were as big as ponies, ‘orrible great things that would rip your throat out!’

Irish warrior wolfhounds!

Irish warrior wolfhounds!

I’ll have to do a bit of conversion work on these as I would like to have at least three different poses. If they look the part, I’ll see about getting them cast as a pack as part of the DeeZee range, so it might be a while before these are ready. In the meantime, I have plenty more to paint!

A final note. Last weeks blog was an account of my day at the Saga Ironman Day at Wargames Illustrated. There is now a very nice video that shows how the day went and as I am in it, it seems appropriate to include a link here: