Friday, 31 August 2018
Thursday, 30 August 2018
My updated ruleset
This is an updated version of the rules that I posted at the end of last year, with some added extras, and a slightly longer span of time that they are useful for.
There are two forms of play that can be done using these rules, as with many other rule sets: campaign, and individual play. Individual games are simple enough, not requiring any extra explanation, but campaign play, there ae some additional gameplay elements that make strategic retreat favorable over a fight to the death situation.
If you happen to decide to play a campaign, choose some sort of campaign-ending event, such as defeating a certain amount of enemy troops, or winning a certain amount of games. The winner of each game will earn 100 points plus the amount of troops left, eg. Player 1 wins with 20 infantry left, they score 120 points. The loser also accumulates points, but only earns these for troops remaining, with no bonuses. These points are then accumulated to be used in the next game, used to get troops. Infantry costs 1 point each, cavalry 3, and artillery 10.
Movement:
This is one of the most important aspects of the game and is a core function in getting troops from one location to the other. Below is listed movement distances for troops.
Infantry in formation: 15 cm
Infantry skirmishing: 20 cm
Heavy cavalry: 25 cm
Light cavalry: 30 cm
Limbered artillery: 15 cm
Manhandled artillery: 5 cm
Troops are unable to move across water unless there is a boat or bridge. If you wish to designate a ford, then agree with the other player before the game and make sure that it's clearly designated.
Movement up hills is halved.
Movement may only be made over fences or low walls by cavalry or skirmishers, this takes a full turn to complete.
Moving through field with long grass or crops, movement is halved.
Attacking:
Attacking consists of shooting at an enemy (infantry, cavalry or cannon) or initating a melee with them with a sword, bayonet or other short ranged weapon. The intent of attacking an enemy is to defeat those enemies that you are attacking.
Shooting:
Shooting is done with a ranged weapon such as a gun or bow/arrows. Using infantry for shooting is vastly different to using cannon or other large weapon (mortar, howitzer). With infantry, both players roll 1 die, plus the modifier that the type of weapon used. With both players dice having been rolled, compare the highest of player 1's to the highest of player 2's, and so on. If one side rolls more dice then compare all of the rest to the other player's lowest dice. The other player cannot use these to kill troops, but you can. However, if one side finds itself with only half of the numbers of the enemy, the modifier is subtracted.
Weapon: Range: Modifier:
Musket 20cm +1 die
Rifle 25cm +2 dice
Bow 15cm +0 dice (unless within 5cm)
Slingshot 10cm +0 dice
Cannons:
With cannon, roll two dice. Get the total number and add 5. This is the distance that the shot flies. All troops within 2cm of the shot landing are removed from play.
Cannon are able to fire over the heads of friendly troops, so long as it is on a hill and no other troops are within 6cm of it.
Mortars/Howitzers:
These are much the same as cannon in how you fire them. As they are designed to throw a projectile high into the air, they can always make it over the heads. They, however, having explosive shells, will remove all troops within 5cm from play.
Melee:
To start a melee against the enemy, bases or weapons must be touching. Also only available to troops equipped with melee weapons (swords, bayonets, spears). This also counts for cavalry, but only if they are not charging.
Each player rolls 1 die per unit involved in the melee (plus or minus modifiers), and the enemy loses the amount of troops as the dice total.
Modifiers for melee (per unit)
Sword equipped troops - plus 2 dice
Spear equipped troops - plus 2 dice
Bayonet equipped troops - plus 1 dice
Shield or armour - minus 1 die of the opposition
Cavalry - Plus 3 dice on the turn that it starts, back to the normal modifier for the weapon on consecutive turns
Optional:
Messengers:
These are for having a specific part of the turn that is for communication between the commander and the units. The messengers can move 35cm per turn and must be within 3cm of a unit to relay orders, and must then go back to the commander before they can change the orders. These can be seperate figures, or, alternatevily, some sort of marker could be used, such as a dice.
Square formation:
If playing this rule then infantry must always form a square if charged by cavalry. However, if a unit is less than 15 figures, or is irregular infantry (tribesmen and such) then they will be unable to form a square and will instead have to form a bayonet hedge (a 2 or 3 deep line with bayonets out from the men at the front). When a square has been formed, cavalry are unable to attack the square and aren't allowed to go within 5cm of the square, and must use the rest of their move to either go around or turn back. Squares are able to fire with only 1 dice per face.
There are two forms of play that can be done using these rules, as with many other rule sets: campaign, and individual play. Individual games are simple enough, not requiring any extra explanation, but campaign play, there ae some additional gameplay elements that make strategic retreat favorable over a fight to the death situation.
If you happen to decide to play a campaign, choose some sort of campaign-ending event, such as defeating a certain amount of enemy troops, or winning a certain amount of games. The winner of each game will earn 100 points plus the amount of troops left, eg. Player 1 wins with 20 infantry left, they score 120 points. The loser also accumulates points, but only earns these for troops remaining, with no bonuses. These points are then accumulated to be used in the next game, used to get troops. Infantry costs 1 point each, cavalry 3, and artillery 10.
Movement:
This is one of the most important aspects of the game and is a core function in getting troops from one location to the other. Below is listed movement distances for troops.
Infantry in formation: 15 cm
Infantry skirmishing: 20 cm
Heavy cavalry: 25 cm
Light cavalry: 30 cm
Limbered artillery: 15 cm
Manhandled artillery: 5 cm
Troops are unable to move across water unless there is a boat or bridge. If you wish to designate a ford, then agree with the other player before the game and make sure that it's clearly designated.
Movement up hills is halved.
Movement may only be made over fences or low walls by cavalry or skirmishers, this takes a full turn to complete.
Moving through field with long grass or crops, movement is halved.
Attacking:
Attacking consists of shooting at an enemy (infantry, cavalry or cannon) or initating a melee with them with a sword, bayonet or other short ranged weapon. The intent of attacking an enemy is to defeat those enemies that you are attacking.
Shooting:
Shooting is done with a ranged weapon such as a gun or bow/arrows. Using infantry for shooting is vastly different to using cannon or other large weapon (mortar, howitzer). With infantry, both players roll 1 die, plus the modifier that the type of weapon used. With both players dice having been rolled, compare the highest of player 1's to the highest of player 2's, and so on. If one side rolls more dice then compare all of the rest to the other player's lowest dice. The other player cannot use these to kill troops, but you can. However, if one side finds itself with only half of the numbers of the enemy, the modifier is subtracted.
Weapon: Range: Modifier:
Musket 20cm +1 die
Rifle 25cm +2 dice
Bow 15cm +0 dice (unless within 5cm)
Slingshot 10cm +0 dice
Cannons:
With cannon, roll two dice. Get the total number and add 5. This is the distance that the shot flies. All troops within 2cm of the shot landing are removed from play.
Cannon are able to fire over the heads of friendly troops, so long as it is on a hill and no other troops are within 6cm of it.
Mortars/Howitzers:
These are much the same as cannon in how you fire them. As they are designed to throw a projectile high into the air, they can always make it over the heads. They, however, having explosive shells, will remove all troops within 5cm from play.
Melee:
To start a melee against the enemy, bases or weapons must be touching. Also only available to troops equipped with melee weapons (swords, bayonets, spears). This also counts for cavalry, but only if they are not charging.
Each player rolls 1 die per unit involved in the melee (plus or minus modifiers), and the enemy loses the amount of troops as the dice total.
Modifiers for melee (per unit)
Sword equipped troops - plus 2 dice
Spear equipped troops - plus 2 dice
Bayonet equipped troops - plus 1 dice
Shield or armour - minus 1 die of the opposition
Cavalry - Plus 3 dice on the turn that it starts, back to the normal modifier for the weapon on consecutive turns
Optional:
Messengers:
These are for having a specific part of the turn that is for communication between the commander and the units. The messengers can move 35cm per turn and must be within 3cm of a unit to relay orders, and must then go back to the commander before they can change the orders. These can be seperate figures, or, alternatevily, some sort of marker could be used, such as a dice.
Square formation:
If playing this rule then infantry must always form a square if charged by cavalry. However, if a unit is less than 15 figures, or is irregular infantry (tribesmen and such) then they will be unable to form a square and will instead have to form a bayonet hedge (a 2 or 3 deep line with bayonets out from the men at the front). When a square has been formed, cavalry are unable to attack the square and aren't allowed to go within 5cm of the square, and must use the rest of their move to either go around or turn back. Squares are able to fire with only 1 dice per face.
Tuesday, 28 August 2018
The Italeri Waterloo Project
I have recently made the decision to recreate, in miniature, the battle of Waterloo, completely using Italeri models, beginning with the [now out of production] Battle at La Haye Sainte set. It comes with 32 French Infantry, 32 British Infantry, 22 British 95th rifles, 4 French Artillery Pieces, and the House and Walls of La Haye Sainte. The kit has just arrived, and out of the box, it appears to be fairly well made. I already have 48 Italeri French, 48 Italeri Brits and Scots, Italeri British Artillery (4 pieces), Italeri Prussian Cuirassiers (16 cavalrymen), Italeri French Cuirassiers (12 cavalrymen), Jakob has Italeri Prussian Infantry (48 figures) and Kees has Italeri Dutch/Polish lancers (14 cavalrymen)
Dutch/Polish Lancers
Recently I was comissioned by my friend Kees to paint his Italeri Dutch/Polish Lancers. We decided that they would be painted best as the French 7th "Polska" Regiment, with blue and yellow uniforms.
These are the finished products.
These are the finished products.
Wednesday, 15 August 2018
How I get free 1:72 scale tanks for wargames.
If you are looking for model tanks in 1:72 scale and simply do not have time to build and paint them Landships II is a good site that supplies free tank models to be printed out on card and construct them. Some of the important ones include:
The A7V Sturmpanzerwagen
The Mk IV Male
The Renault FT-17
The Vickers MK E type A six ton tank
The Burstyn tank
The Mendeleev tank
The MK A Whippet
Railguns
Zeppelins
Artillery
Aircraft
And more!
This is a very worthwhile site to go on if looking for free and easy model kits for wargaming or whatever you want to use them for.
Please have a look and feel free to leave a question on this post.
The A7V Sturmpanzerwagen
The Mk IV Male
The Renault FT-17
The Vickers MK E type A six ton tank
The Burstyn tank
The Mendeleev tank
The MK A Whippet
Railguns
Zeppelins
Artillery
Aircraft
And more!
This is a very worthwhile site to go on if looking for free and easy model kits for wargaming or whatever you want to use them for.
Please have a look and feel free to leave a question on this post.
Tuesday, 14 August 2018
A Recent Napoleonic Battle
Earlier today, the French and Prussian armies clashed in a brutal skirmish for control of a table. Each side had 11 infantry and eight cavalrymen.
The battle started when the Prussian Curassiers raced forward to lure the French cavalry into a fight. However this did not succeed and the Cavalry simply cantered along in support of the infantry. The Prussians abandoned their original plan and set up a defensive line, deliberately leaving their left flank exposed.
The French marched forward and straight into a Prussian volley, they lost two men and one cavalryman while the Prussians lost one. In the meantime the French cavalry split into two groups with one group supporting the infantry and the other protecting the right flank.
The Prussians held their position and wore down the French attackers until the time was right.
The Prussian cavalry charged into the infantry, killing many. However the French fought harder than expected and killed off my cavalrymen - only to fall prey to the guns of my infantry who poured volleys into the French.
However, I, Generalfeldmarschall Jakob von Morris am not completely without mercy, I proposed my terms of surrender and they promptly agreed. Thomas' cavalry on the other hand turned and fled the battlefield. The five French prisoners were marched away while the Prussians celebrated their victory.
This was a very successful battle for me!
The battle started when the Prussian Curassiers raced forward to lure the French cavalry into a fight. However this did not succeed and the Cavalry simply cantered along in support of the infantry. The Prussians abandoned their original plan and set up a defensive line, deliberately leaving their left flank exposed.
The French marched forward and straight into a Prussian volley, they lost two men and one cavalryman while the Prussians lost one. In the meantime the French cavalry split into two groups with one group supporting the infantry and the other protecting the right flank.
The Prussians held their position and wore down the French attackers until the time was right.
The Prussian cavalry charged into the infantry, killing many. However the French fought harder than expected and killed off my cavalrymen - only to fall prey to the guns of my infantry who poured volleys into the French.
However, I, Generalfeldmarschall Jakob von Morris am not completely without mercy, I proposed my terms of surrender and they promptly agreed. Thomas' cavalry on the other hand turned and fled the battlefield. The five French prisoners were marched away while the Prussians celebrated their victory.
This was a very successful battle for me!
Thursday, 9 August 2018
An imaginary battle in Egypt
An aerial view of the battlefield |
Recently we have started a wargame of an imaginary Egyptian Napoleonic war scenario. This battle consists of 20 Dutch infantry, 20 Prussian infantry, 20 French infantry and 10-12 British AI (Artificially Intelligent) troops.
The objective was to capture the large British-held African mansion and hold it against the other armies for as long as possible. The British, unless expelled from their position would receive a steady stream of reinforcements that would eventually overwhelm us.
The game was played at school on four desks that we had pushed together, as seen in this image.
The Dutch are in the bottom left, the French in the bottom right, Prussians in the top left and British troops in the top right and center. The mansion is clearly visible in the middle.
The battle started when the Prussians(me)advanced on the British and sent four troops to guard my right flank. The Dutch prioritised capturing a building and sending a large portion of their army to attack the French.
However the British troops opened fire on the Dutch infantry and succeeded in killing three out of five Dutch soldiers, losing only two of their own.
In the meantime the French had formed a slow moving defensive formation and sent their two Voltiguers to scout ahead and take pot shots at British defenders. The poor Brits were outnumbered 3:1 but they inflicted more casualties then they suffered on the advancing Dutch and Prussian armies.
The British defend the mansion to the death. |
The Dutch suffer at the hands of the British |
Tuesday, 7 August 2018
Napoleonic Dutch Infantry arrive on the battlefield

Perhaps two months ago a friend of ours, who had recently become enthused with wargaming, ordered HaT Waterloo Dutch Infantry. The men in this kit represent Dutch troops in Wellington's army at Waterloo. However Kees, the owner of the figures, wants the men to be painted in the green and yellow uniforms of the Nassau infantrymen as seen here. Furtunately, these different infantrymen have fairly similar uniforms, so won't require too much modification.
The(unpainted)infantry have already seen much combat against the French with varying degrees of success.
Kees has asked me to paint these for him and I shall as soon as I have got the correct paints.
I am looking forward to seeing them completed and in action.
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