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Showing posts with label Imagi-Nation. Show all posts
Showing posts with label Imagi-Nation. Show all posts

Wednesday, December 26, 2012

For Inspection!


 ABOVE and BELOW: A painted example of the magnificent guillotine set that EUREKA MINIATURES has produced including 'The Angry Mob
Hi All
Well Christmas has come and gone, but not before I popped down to EUREKA MINIATURES to spend some of my Christmas budget on some lead to add to the pile.
There was some real treats to sample, so I thought I might take the opportunity to post a few photos and do some quick reviews of what I picked up.
First off lets have a look at one of the new additions to the AB MINIATURES range. This time Dutch Carabiniers of the 100 Day or Waterloo campaign of 1815.
As usual these are magnificent sculpts by Mr A Barton, and you will find as much detail on the 18mm minis as you would expect to find on the best 28mm miniatures out there. Very little flash, and they cleaned up very quickly. The poses are excellent, being available as either charging or with swords resting drawn but at the shoulder. I purchased 12 of these chaps, and together with the Belgian Carabiniers will make up my heavy cavalry for my Prince of Orange's Corps for LASALLE or FOG-N.

Moving on to the 28mm stuff I purchased.
As usual there was just too much to chose from. Visiting Nic's shop is always fraught with financial doom, and I spent much more than I intended.

ABOVEAB MINIATURES DUTCH CARABINIERS.

I couldn't resist this little gem:


As you can see it's a lovely little sculpt of a pretty young lady stepping out of a bath tub. You actually get a bath tub just for the little lady or one with ummm, some chap with a hat. You could easily paint up both, and she could comfortable transition from one tub to the other without any trouble fitting snugly in both. I can see her being the subject of many a 'rescue' playing a skirmish game of either Sharp PracticeSong of Drums and Shakos or Terrible Sharp Sword. She is a delightful miniature. Very feminine and with a very pretty face. Posed in the process of wrapping a towel around herself.

Now, I needed 4 'Saxon Archers' to complete my Dux Brit army, and Nic had these chaps available. Perfect I think and full of character. Sculpting and poses are excellent. Almost no flash to speak of.
The highlight of my visit however must be the magnificent guillotine set that EUREKA MINIATURES has produced.
UPDATE:  I've headed this post with a painted example that Nic was showing off at CANCON 2013. Please note! I DID NOT PAINT THIS SET. This set was on display at the EUREKA MINIATURES stand at CANCON. I believe Kosta Heristanidis painted this particular set.
This is a BIG set. It comes complete with 21 Miniatures, (counting the 'Father and Son' combo and 'Two Headless Victims' together as 4 miniatures) and the guillotine itself. You also get a basket and some heads (which I somehow didn't collect). Nic, if you read this I'll need to pick up the heads. A guillotine without a bunch of heads is like Hotcakes without syrup
 ABOVE: A great day out for the whole family.
 ABOVE: Step right up, everyone's a winner. You're sure to get ahead,.. get it? GET A HEAD! Boom Boom; I'm here all revolution. Try the veal.
 ABOVE: The next vitim for the razor. "Here my lady, let me trim your locks".
BELOW: Ya Boooo Hissss! Anyone want a ripe apple of some stale bread?
 The sculpting of these miniatures is as good as any I've ever seen. the facial expressions are excellent and posing brilliant. I love the chap inviting a victim to climb the stares to the blade, and the 'rowdy crowd' really do look the part. I'll base the miniatures individually, as the soldiers will have additional use as sentries in any number of games, and the prisoners will need rescuing not only from the guillotine but also Spanish Bandits or Russian Cossacks, (to name but a couple).
 ABOVE and BELOW: The Army is present to lend a hand and maintain order.
 BELOW: "OFF WITH 'Er HEAD"!! a view of the victim and her 'assistant' from a different angle.
 BELOW: The guillotine.
The actual guillotine itself is a very nice model, and fits together quite neatly. There was very little flash to speak of, and assembly is rather straight forward. I've pictured mine with the support post assembled separate to the actual 'stage', but you should get the idea.

 BELOW: A empty basket. Soon to be rectified.
 I understand that EUREKA MINIATURES will also be producing a cart (with extra 'victims"?) to compliment the guillotine set.
I also picked up a couple of Comic Like Lace War miniatures (see below).
Why?
Why not.
Just the thing for an Imagi-Nation. I only purchased two, but I'm thinking of increasing them to a unit of 16 and building a Battalion of the silly chaps.
 Finally I thought I'd take to opportunity to compare side by side EUREKA Miniatures Vivandiere set with WARLORD GAMES (WLG) offering.
Well, EUREKA's offering comes with a nice little cart and mule / donkey. WLG's comes with a donkey that is loaded with all manner of kit.
EUREKA's Lass stands rather casually with a barrel of Brandy or Rum, (who knows?) and wears a 'Bonnet Police' on her pretty head. She has a rather pleasant face and looks like she is waiting 'in the rear with the gear'.
As for WLGs gal. Well the model comes with two heads and two arms for you to choose from; one carrying a bottle of brandy and the other a pistol.  She's in full flight, dashing off to lift the troop's spirits. I've gone with the bottle of booze rather than the pistol. Both are nice models and I'm not sure which I prefer at this point. I feel EUREKA's looks 'prettier' but I do like the WLG donkey. Good news is they do compliment each other quite well, and I plan to have them working as some kind of 'front line supermarket', with the EUREKA Lass holding the fort as the WLG girl goes dashing off to be of some ummm,.. assistance.
Once painted I'll be able to make a call on which one I prefer.
Anyway, that' enough for now.
I did also pick up a 'Surgical Strike' team for modern gaming, and some Jazz band members and some 1920's style 'Charleston' dancers'.  I just know some gangsters (or Zombies) will spoil the dance!!
Cheers for now.
Comments Welcomed!!!

Tuesday, December 18, 2012

Farewellensburg: A MAURICE AAR

ABOVE: The Battlefield as seen from my Right Flank. I attached one notable to my Guard Du Korp Cavalry Regiment. Just prior to the the start of the battle an additional Regiment of Foot joined the Grenadiers on the right. The 'Green' Regiment of Foot Musketiers
 
Hi Team
I thought I'd take the opportunity to share another After Action Report (AAR).

This time it’s another MAURICE Game report. Stan and I decided to use two late 18th century Imagi-Nations. For this game I'll be using my 1806 Prussians as the Imagi-Nation '1780ish Germanic' State you may recall as 'The Electorate of Clements Unt Edwarts'.

My 100 point Army will look like this:

3 REGULAR ELITE Infantry (1st 2nd and 3rd Grenadiers)
3 REGULAR TRAINED Infantry (The Red, Yellow and Blue Brigades)
3 REGULAR TRAINED Cavalry (Guard Du Korps, the White Dragoons and the Blue Dragoons)
3 Artillery Battery’s

My National Advantages are (and with suitably 'Germanic' renames):

LETHAL VOLLEYS (or "Tod Feuer")

STEADY LADS (or “Hold Fast Mien Kinder”)

La BAIONETTE (or “VORWARTS”!)

Notables:

Two each. :)

Some notes on Army composition. This Army is a re-think of my previous version where I had more Artillery (4 Guns) and an ‘Irregular Infantry’ unit. Again I have made INFANTRY my dominate arm as I believe they are more powerful and versatile in this period than cavalry. Six infantry Units (Regiments or Battalions) will give me ample firepower when combined with 3 Artillery units (Batteries). Add 'LETHAL VOLLEYS' to the mix (the ability to 'Re-Roll' and failed disruption) and I think defensively the Army's firepower is quite deadly. All this firepower does come at a cost, and it means only 3 trained cavalry could be purchased. I upgraded 3 of my Infantry to ELITE and exchanged ‘CLERICS’ and ‘ARTILLERY ACADEMY’ with ‘STEADY LADS and La BAIONETTE. Total cost 99 Points. What you end up with an army suited to both the DEFENCE as well as ATTACK in my humble opinion. If I did end up as an attacker, then as such I would be entitled to the support of a Mercenary unit of either Infantry of cavalry so could increase my stock of horsemen that way. As it turned out for this battle I took an extra Regiment of Infantry.

Stan created the Free State of Northern Virginia, (FSoNV) looking very much like a mix of American Revolutionary War British and Continental Regiments? Apparently they have no issues with taxation without representation, meh.
His Army consisted of:

1 REGULAR ELITE Infantry 
5 REGULAR TRAINED Infantry 
1 REGULAR CONSCRIPT Infantry
1 REGULAR ELITE Cavalry
2 REGULAR TRAINED Cavalry  
3 Artillery Battery’s
1 Irregular Infantry Unit of Rangers (the town Garrison)

The FSoNV National Advantages were:
OBLIQUE MOVEMENT
MASION du ROI
and
LETHAL VOLLEYS

ABOVE: The battlefield as seen from my left flank.

Stan won the toss and decided to defend, so I picked another Infantry battalion to add to my force, (the Green Brigade).

The objective for me was to seize the town of Farewellenburg. My plan was rather straight forward. Break Stan’s Army or take the objective.

Stan massed his horse on his left. This was also the most likely approach to the Town for me, as attacking up hill in the face of three Artillery batterys wasn’t terribly appealing for me. Cavalry don’t shoot and in a headlong charge at my Infantry I was confident my chaps would have the better of the confrontation. I massed my Grenadiers together with the Green Brigade to lead the attack on the right (Stan’s left). My Artillery would sit behind the rough ploughed fields and support the attack on the right or aid in the defence of my left, which I decided to refuse.

My Cavalry would support the assaulting Grenadiers.

Success depended on how well my ‘Shock’ troops would do. If I could crack the FSoNV Cavalry and the infantry before Farewellenburg then I stood a reasonable chance of driving the enemy from the town. If Stan was forced to bring troops from his right to sure up his left then I might rout enough of them to break his army and make capturing the actual town irrelevant.

The battle opened with an advance by my force of Grenadiers on my right. Stan immediately charged them with is Regiments of Horse. After about three or four rounds of combat I had lost one Regiment of Grenadiers, but all of the FSoNV Cavalry was destroyed, and both of the enemy’s notables were either dead or fleeing the field. Stan started with an Army Moral of 13, but it was already down to about 6 or 5!
My Army Moral was still in rather good shape, with a fall from 13 to 11.

As the FSoNV Cavalry was battering away at my Grenadiers, Stan marched almost his entire infantry force from his right flank across to his left to confront my victorious Grenadiers.

BELOW: Stan's cavalry charge my Grenadiers,......
BELOW: And the results are: Scratch three regiments of Horse and one Regiment of Grenadiers. Stan's Infantry move 'Retrograde'. soon they will be engaged by my Grenadiers also.
Not content with destroying just Cavalry, my Grenadiers charged forward with the Bayonet. The use of a couple of “For The King” cards and a very appropriate “Grenadiers Forward” card saw the FSoNV infantry on Stan’s left flank swept away, for the loss of another regiment of Grenadiers. This was almost enough to push Stan’s army over the edge, with his Army Moral at 1. It was at this point a much beloved noble in the FSoNV Army was carried off with a shot to the head from Feldwebel Stammer of the 1st Grenadiers, (I played the 'DEATH OF A HERO' Card). This proved too much for his army and they routed just as his infantry from his right flank redeployed in preparation to repulse the battered Grenadiers. I ended the battle with my Army moral at 8.
ABOVE and BELOW: My Grenadiers close in on the FSoNV infantry as more of their Infantry redeploy from their right flank to the threatened left.
BELOW and BOTTOM: The situation at the end of the battle.


FYI, my army is all AB MINIATURES 1806 Prussians. Stan's army is a mix of Minifigs and Old Glory. There might be some ESSEX miniatures in there also.
As usual another fun game of MAURICE. All over inside 3 hours. We were left with enough time to get a game of Dux Britanniarum in. More on that in my next post.

Comments Welcomed.
Cheers

Tuesday, July 24, 2012

The Battle of Hawthorn Heights: A MAURICE AAR

We played another game of Maurice last night at the MONDAY KNIGHTS.
This time it was an ‘introductory’ battle between myself and our good friend Arnaud using Stan’s army.
Arnaud won the scouting toss and with some advice from Stan decided to defend.
The objective was the hill (Hawthorn Heights). Arnaud (or should I say Lieutenant Governor Arnaud) deployed with his three regiments of cavalry on or near the hill.
The ‘Elite’ Red Dragoon Guards were conspicuous with their tricorn hats and big chestnut horses sitting as bold as brass on the objective.
He deployed his two batteries of Artillery next in line and then his first infantry force consisting of the Governors’ Hessian Guards and two Regiments of The Line. Next were another 3 Infantry Regiments and finally a Regiment of Conscripts and a Regiment of Irregular ‘Rangers’ infantry.
The Lieutenant Governor gathered his officers and Chief of Staff around:
“As inexperienced as I might appear, I am well educated in the Arts of War. I can assure you we shall be victorious today as long as you all follow my direction to the letter. Besides, my father knows people,..”.

I decided that his Elite units were best dealt with by shooting them to death rather than trying to match them in hand to hand combat, given a cannon ball doesn’t differentiate between Guards and conscripts.
Consequently I massed all my horse on my right with my Grand battery consisting of 4 batteries of Artillery between them and my Massed infantry. Finally on my left I positioned my sole regiment of irregular infantry, Bailey’s Jaegers.
SEE DEPLOYMENTS BELOW as seen from my lines

My plan was simple:
Soften up the enemy’s left wing with artillery before launching a massed cavalry assault on the objective. I would then advance my Infantry ‘en mass’ into the enemies centre and win the day; HUZZAH!
My first turn and my grand battery commenced the bombardment. The red Dragoon Guards on the hill sustained most of the casualties, and even attempted to rally off some of the disruption. Incredibly Arnaud refused to move them back behind the safety of the hill. By my third round of bombardment they were destroyed, and at that point the other two horse regiments took their queue to retire. Lieutenant Governor Arnaud complained bitterly that his Cavalrymen were lacking in zeal. His Chief of Staff explained all the ‘Zeal’ in the Free State wouldn’t stand up to 32 Cannon,…
BELOW: The enemy horse are driven from the Heights, and my Cavalry advance.

With the destruction of the Dragoon Guards I felt confident my cavalry were now in a position to see the remaining enemy horse off. As my cavalry advanced my artillery shifted their fire onto the enemy battery and commenced a counter battery duel.
All the while my infantry stood still and patient.
BELOW: My massed cavalry regiments poised to launch their charge on the enemy horse,...
 ... as the enemy's infantry commence their advance!
 BELOW: The cavalry brawl begins with an impetuous 'rush of blood' by one of Arnaud's Light Dragoon Regiments, (I played the 'Heat of Battle' card compelling one of Arnaud's regiments to charge my horse)
Shortly a massive cavalry battle erupted on my right flank and soon both of Arnaud’s remaining horsemen were routed.
Glasses of brandy were sent crashing and smashing to the ground at Arnaud’s HQ. Musicians were hurriedly packing away violins and Chellos as the Lieutenant Governor cursed his equestrian arm:
“These horsemen are pathetic. I’ll turn them all into garrison infantry”!

The enemy started to refuse their new left flank, as the Governor’s Hessian Guards edged backwards to cover their exposed flank. Oxen were brought to their gunline in preparation of a ‘Tactical Retrograde Movement’
Oh, that’s what they are calling it when we run away now”? A gunner was heard to comment.
As Arnaud moved his left back he advanced on his right.
As that was happening drums started beating in the Electors ranks of Infantry:
Vorwarts Mein Kinder”!
The infantry advanced.
 ABOVE and BELOW: My cavalry regiments rally behind the objective, and in the 'Confusion' one of my Regiments (the Blue Dragoons) charges the ememy artillery! fortunatly no real harm was done and they withdrew. All this activity was burning up cards in my hand however,...

Even though the leftmost battalions had to cross a huge cultivated field, scouts had discovered that it was surprisingly good going, and no disruption resulted (read: a "FIND THE WAY "card was in play).
Just as suddenly as my infantry advanced, we were confronted with a major problem. Clearly our scouts were so busy congratulating themselves on discovering a path through the potato fields they had failed to notice a massive swamp directly in the line of advance of the massed infantry, (read: "That's Not On The Map" card).


The Elector moved to a position to better control the now massed but intermingled regiments of Cavalry. Much time was spent in attempting to sort the confused clump of horseflesh and motivate it to continue its attack on the enemy’s flank.
All the while the enemy infantry commenced their envelopment of my left flank.
It seemed the whole battle rotated 90 degrees. (see below)
The Elector sent messengers flying in all directions to each of the cavalry regiments:
“For God’s Sake, just get the cavalry moving; regardless of their disorder, or all will be lost”!
Soon the disrupted mass of Cavalry was crashing into the enemy’s Gun Line, hacking down both gunners and civilian contractors alike, and consequently the open flank of the Hessian Guards, Due to the disruption on the cavalry however they were unable to destroy the Guardsmen quickly.
By the time they did, the enemy infantry was pouring volleys into the flanks of my strung-out regiments.
The cavalry had also lost a regiment in the process of cutting up the Guards.
Soon my infantry collapsed under the withering fire on their exposed flank.
The battle ended with my Army Moral at 0 (obviously) and Arnaud’s at 1!
At one point Arnaud’s Army Moral had dropped to 5, and mine was still at 12. How the situation had turned.

Things I learned.
1. Always have a 'Plan B'
2. Never say die. Even when all appears lost you can still turn the battle around.
3. Open flanks = death on a stick!
4. Avoid ‘Target Fixation’ and maintain situational Awareness. Yet again I was focused so much on one part of the battle (The cavalry battle) I ignored the obvious calamity that was about to befall us (the enemy infantry massing on my left). When I did I found myself devoid of cards to remedy the situation.
As usual comments welcomed.

Wednesday, July 18, 2012

Battle Of Stansburg. Another Maurice AAR

 Hi Guys
I recently played another game of MAURICE and thought I would share.
I used my 1806 Prussians again as substitutes for my 'yet to be completed' imagi-nation, Electorate of Clements Unt Edwarts.
Stan played with a rebuilt Free State of Northern Virginia.
The battlefield was as follows.
On my right there were two lage cultivated fields (rough ground) with a long wall running along the southern edge of the field nearest to my center. This field had a small hill (Potato Hill) next to it. Running down the center of the battlefield was a road running from the north to the small hamlet of Stansburg. A road branched off heading west to the Apple Orchard.
Further north was a large hill (Observer's Mound) and on the road heaing north was the village of Puckavonyal.
I was tasked with defending.
My deployment can be seen above and below.
BELOW: My left flank. All my cavalry massed in one force making up my Left Wing Command, with the Jagers and 3 Regiments of foot making up my Center Command.

BELOW: My right flank. 3 Regiments of infantry, with one deployed behind the Tall Wall, one Regiment on Potato Hill and a thrid Regiment deployed behind the Grand Battery of my Artillery Command.

 BELOW: My notables. They achieved nothing in this batte, 'sigh'.
ABOVE: My notables for this battle.
BELOW: Stan deployed in three commands. Four infantry regiments on his left flank, including a Regiment of Mercenary Militia. In the center he massed four Infantry Regiments including his Govenor Of Free Virginian Hessian Guards plus a regiment of irregulars. Between these two Infantry commands were his tows Batteries of Artillery.

BELOW: On Stan's right he deployed his three Regiments of Horse.
Let battle begin.
A cold breeze swept across the valley floor.
The Elector is talking with his Regimental Commanders and RSMs.
"Today ve defend. I'm confident we we send ze Virginians packing like ve did last time ve met.* They have rebuilt their army however, and have worked on their Drill".
The commander of Prinz Peter's Cuirassiers spoke up;
"It will take more than fancy foot work to best us Sire"!
The Elector nodded as he looked past his officers towards the enemy forming up in the distance.
"We will let them come on and smash themselves on our Guns and muskets. Return to your regiments and prepare your men for the dance".

* See previous AAR HERE

Stan opened proceedings with a co-ordinated move by his left Infantry Command and right Cavalry command. I countered by wheeling my Grand Battery to lay on the advancing Infantry. A load groan was heard to come from the mercenary Militia as the realised they would be the fist the endure my gunners wrath.
BELOW: The Grand Battery wheels out in preparation to lay waste to the enemy infantry.
ABOVE: My artillery prepares to fire.
BELOW: Boom boom boom booom,......... boom boom boom! Within short order 3 disruption is inflicted on the mercenaries as roundshot plowes into them.

BELOW: Stan's left wing of 4 Regiments advances on my right. 

"Hmmmm, what's he at? Surely he doesn't hope to roll my right flank? the rough ground and wall will surely cause him no end of grief. I'll have shot him o shreds before he can hope to cross bayonets with me".
BELOW: Even with his 'OBLIQUE' national characteristic Stan's infantry still picked up some distruption due to the terrain. My mased cannon also added to his woes.
"He appears to be trying to get around my right. Foolish man! Now he's in range of my muskets. Pour it into them mine kinder"!!!!
BELOW: The first Volley phase of the battle. My muskets crackle and the mercenaries are reduced to a fleeing mob.
An ADC rides up to the Elector:
"Sire, the enemy have mangaed to get a Regiment pass the Long Wall"
"Ja, I see" replies the Elector, "But there seems to be some confusion in there ranks,.. look the lead Regiment is withdrawing through their own supporting Regiment! HA, das is gut. Dunderklompen"!
Below: I play a "CONFUSSION" card and Stan's attack on my right falters.
The faltering attack on my right seemed to be the que for Stan to advance in the center. Leaving his Artillery to the rear, his cetral Infantry command swept forward. (SEE BELOW)
Soon the two central commands were exchaging volleys and another one of Stans Regiments were soon feeling the hurt thanks to some hot work by my Infantry. My "LETHAL VOLLEY" characteristic was doing greater execution than Stans musketry.
BELOW: The fire-fight erupts in the center.

BELOW: More card trickery. The result was mass disruption on Stan's second infantry Regiment.
Stans Guards and the Infantry on their left flank now charged with the bayonet. The hand to hand was brutal, but my Regiments held their ground and then delivered more hot lead.
This proved too uch for the infantry on the left of Stan's Guards and they fled to the rear.
With the loss of the leading Infanrty regiment Stan moved up a 2nd line egiment into the gap. and more volleys were exchanged.
BELOW: The Fog Of War:
Stan's Guards seemed on the verge of breaking, but their Commanding Officer stepped forward to inspire his men:
"Die Hard Hessians! Look, your Govenor is watching you"! With that a mighty cheer went up and they delivered a crashing volley that broke my Regiment before them.
The Elector was not happy:
"Plug the gap! send forword Von Zillmann's Regiment; SCHNELL"!
BELOW: Von Zillmann's Regiment advances into the gap.

"That should fix th,........ WHAT! What is this"?!?!
How things can change. Suddenly two more volleys and the central command was destroyed by volleys and the bayonet. Two batteries were soon over run and moral collapsed as the Hessian Guards charged into Stansburg.

ABOVE and BELOW: It's all over. The Govenor's Hessian Guard storm into Stansburg. The Elector orders a withdrawal. Bitter defeat.
In the end Stan's army was 3 moral point from breaking, so it was a very close game.
What did I learn.
Place supporting units directly behind the regiment they are tasked to support.
Irregular units make good garrisons (well, I suspect they would).
Leathal Volleys is only a good characteristic if you actually score HITS. It's nice to be able to roll failed disruption, but it's no use to you if you can't score hits,...
This game confirms what I already knew about MAURICE. It's really really good fun.
All over in under two and a quarter hours.
Comments wlcomed.
Cheers