Category Archives: Historicals

Historical and quasi-historical gaming of various sorts. English Civil War and Thirty Years War, the Great War (World War One), the Russian Civil War and other interwar conflicts, and whatever else we wander into!

White Cossacks vs Red Machineguns

Introduced another local gamer to our Mud & Blood-powered Russian Civil War gaming on Sunday afternoon, it was a good little game although my attacking Whites kind of stampeded his defending Bolsheviks, despite the heavy machinegun they had to assist.

The scenario was another lift out of the great M&B scenario book, Stout Hearts & Iron Troopers, this time the very first scenario, “Attack on a Strongpoint”, which has two infantry sections with an HMG defending against an attacking platoon.

My attacking Whites were able to stay mostly in cover until they were very close to the edge of the hamlet, screening themselves from that lethal machinegun for the most part. There were a few tense moments when the MG caught one White section and another was thrown back after attempting to close assault one of the Red sections, but then the gun jammed, I was able to get another section in to launch a brutal close assault on the same Red section, and on the other flank my single flanking section poured some terrifyingly accurate rifle fire into the other Red section, and it was all over.

Here’s the table fairly early in the game, with my Whites in the foreground advancing and Reds visible on the edge of the hamlet.

Advance to Attack!

The one White Blind (the Russian tricolour marker on the far side of the table) is a rifle section I was able to keep on Blinds right until I got them to the hedgeline behind the church, where they unmasked and proceed to slam the Red machinegun in a hail of fire. Units coming off Blinds get bonus dice to fire, which proved devastating.

We’ll hopefully get a chance to do a larger RCW game in the next few weeks, but today’s smaller game was interesting and Nathan was interested in another go at the system sometime in the future. I’ve got another fifteen or so Bolsheviks to get off the painting table sometime soon, which will finally give me enough Red figures that they don’t have to be on the defensive all the time!

Oh, and I also have an inbound order from Copplestone with some shiny new stuff. It won’t be just infantry in our RCW games shortly, let’s just say!

A Russian Plank-Roofed Hut

Inspired by Tony’s plank-roof hut tutorial that I linked to in my recent links of interest post, I sat down with stir sticks and my Xacto knives to do up my own version of his hut.

plankroof1
A Russian-style plank-roof hut, after Tony’s tutorial.

My version is 3 inches across the front, 2 inches deep and about 2.5 inches tall to the top of the chimney.

I’ve also been amusing myself recently with fake fur and fabric dye, searching for good loking long grass. I’ll have to write up my discoveries sometime soon, it’s been… interesting.

The new hut will have it’s final paintjob this weekend, more photos of that when it happens.

Transporting the SPAD

Almost all of my gaming is done away from home, at other houses, up at the university on the weekend (our local miniatures group takes over a classroom up there every Sunday) and at conventions. So everything has to be portable or it’s useless to me. Given the relative fragility of the White Russian SPAD, especially that damned upper wing, I needed a solid way to protect it in transit.

Some scrap cardboard, a dip into my stockpile of cheap upholstery foam (normally used for lining figure cases) and some work with razor knife and hot glue gun, and I had the SPAD Caddy:

spad_caddy
A SPAD Caddy, for secure transport of my White Russian SPAD to games. Click for slightly larger version.

The base is a square of scrap cardboard, then two layers of half-inch foam with a cutout to accommodate the body and wings of the plane, and a deeper square cutout (through both layers of foam) at the front for the wheels and propeller. More scrap foam protects the tail and wingtips, and the two bits of foam forward of the tail hold the whole thing securely. The extra strip of cardboard across the front helps protect the propeller and landing gear as well as provide a convenient spot for a label.

I used the SPAD Caddy to get the SPAD and the rest of my Russian scenery and figures to Trumpeter Salute at the end of March, and it worked exactly as planned. There’s even room in my Russian Civil War scenery box (just!) for a similar caddy for the Nieuport I plan on doing for the Reds.

Even Whites Bleed Red, A RCW Encounter

The Trumpeter Salute convention last weekend saw the first full outing of my Russian Civil War forces, in a scenario I called Even Whites Bleed Red. I’m a pulp gamer at heart, so a punchy, interesting scenario title appeals, what can I say?

The scenario is set “somewhere south of Moscow, sometime early in the Russian Civil War” and has a disorganized scratch platoon of Red Guard defending a hamlet from a composite company of White forces, composed of a shorthanded platoon of White riflemen and a plaston (infantry platoon) of Cossacks, lead by an energetic and capable group of Cossack officers.

I threw in my White Russian SPAD, for additional “Ooo shiny” factor and because I had the thing painted, and off we went, with two players on each side and me GMing.

Trumpeter Salute 2012: Even Whites Bleed Red I

The SPAD appeared very early in the game, although never had much impact, neither strafing run doing much. Above, the plane machine-guns the Reds in the churchyard,

Trumpeter Salute 2012: Even Whites Bleed Red II

This game, the Reds got themselves shaken out and in position fairly quickly. They were able to get most of the Whites pinned down well outside the hamlet, and the Whites never got into position to launch more than a token assault on the place.

Trumpeter Salute 2012:  Even Whites Bleed Red III

Above, the White rifle platoon advances, one section in the foreground on the crest of the ridge, the other two behind it. In the far background, one of the Cossack sections can be seen advancing. The Cossacks had far less cover than the rifles, and the White players might have been better off funnelling their entire advance up the near edge of the board, sacrificing one section to hold the flank while the rest of the composite company pressed in toward the hamlet.

Trumpeter Salute 2012:  Even Whites Bleed Red IV

Above was the high point of the White advance, with one rifle section thrown back after attempting to storm across the railway embankment and attack the Reds along the stone wall. The Red reinforcements, one section of Red sailors and another section of Red Guard, also appeared just after this assault was thrown back, and the White players conceded the game at this point.

I’ve got some thoughts on why this game went so differently for the Whites when compared to our squirrel-obsessed playtest version, but I’ll save those for a longer followup post. Suffice to say that all four players enjoyed themselves, I enjoyed running the game, and we actually got done surprisingly quickly. Start to finish, including introducing the game to four players who’d never played it before, we were done in under three hours. Near-perfect convention game length, in other words. We could even have gone a bit longer and still had plenty of time for cleanup.

As it was, I had time to run a little demo session with a “stacked” deck to give two interested bystanders a chance to see how the Mud & Blood system worked, and get everything put away in good order!

Russian Civil War at Trumpeter Salute 2012

Ran my RCW game Saturday afternoon at the convention. Short version: everyone had a good time, but unlike our playtest a few weeks ago, the Whites got splattered, despite having more support and forces than the playtest. The Reds go going faster at the beginning and the Whites never had a chance to develop the momentum they had during the previous game.

Anyway, longer update and photos in a few days when I’m not blogging from my phone…

Zulu War: A hospital unrelieved

And so the day began, much like the day before it, but with the promise of relief. Dust clouds had been seen along the road toward the main force, maybe the good Colonel could see fit to send us some more men. Yesterday’s fight was bloody but at sundown, we still held the hospital, if only just.

-Memoirs of the Zulu War, Col. Reginald Heathe (ret.), commander of the Royal Oak Bay Volunteers 1875-1891

Sunday marked our second Zulu War game, the first to include figures from all five players who have bought in (myself, Malcolm, Dale, Bruce, and Nathan). Also debuting this game was my hospital, built on an imperial-ized version of Matakishi’s detailed plans.

In the beginning, the calm
In the beginning, the calm

The back story I concocted for this game was that my Royal Oak Bay Volunteers had found themselves under siege yesterday and had narrowly carried the day, but were holed in the hospital and required relief. This explained my single company on the table (my remaining British and Zulu are unbuilt). A large relief column was moving towards the hospital in an attempt to relieve it.

Zulus advance on the hospital
Zulus advance on the hospital

It all began well enough. Zulus appeared at one of six random locations under a blind, usually two blinds at a time. Luck meant that most of the blinds started in one of the two locations nearest the hospital, representing the forces from the day before coming back. The column moved slowly, but ground towards me. As our Zulus are “AI controlled”, the random stance they choose was to stand back and fire their muskets and chuck their spears against me. All was well, the Royal Oak Bay were holding.

Completely surrounded
Completely surrounded

At this point, it all went off the rails. The relief column got bogged down in heavy terrain and by the time any numbers of them could have arrived, Zulus were already attacking the front of the wagon train, leaving the Royal Oak Bay all alone. And then the Zulu’s charged. Given the difficulties both of us had in scoring any hits through the windows and doors, I lasted a surprising long time, outnumbered and worse in melee than the Zulu.

Skirmishing across the front
Skirmishing across the front
The hospital falls
The hospital falls

The action was hot and close. The Zulus pressing on all sides of the hospital, finally testing their spears against our bayonets. With many doors and not enough men, I was forced to step straight into the breach, holding the door nearest our relief. I parried their spears thrusts with my saber, finally driving them back. I could see the relief column, but it appeared swarmed under with Zulus. As I turned to give encouragement to my men, I saw not a single standing red coat. What I saw instead was a wall of black Zulu warriors.

– Memoirs of the Zulu War, Col. Reginald Heathe (ret.)
Attacking from three sides
Attacking from three sides

With the hospital fallen, the Zulus ground the British back, forcing them to retreat inch by inch. More Zulus appeared in the right flank of the column, but those Zulus discovered the pain of a gatling gun.

Up close and personal, with spears
Up close and personal, with spears

By nightfall, the British were tired and bloody. They retreated in poor order, leaving the hospital and this part of veldt to the Zulus for a little while longer.

In the end, there are still more Zulus
In the end, there are still more Zulus

As with our last game, we used Triumph and Tragedy, albeit heavily modified. Besides the aforementioned AI Zulus, the action is driven by cards which specify a certain command, either for the British or the Zulus. These include the basic T&T Fire, Fire and Move, Double Move, but also Zulu Charge, Zulu Command (which may change their tactics), and Hordes of Zulus (which puts new blinds on the table). In an effort to bring an end to the game, we decided that each player that had Zulus could lose up to four groups before they could bring no new groups on. Still, with over 250 Zulus between the four, we still didn’t end up with all the Zulus on the table at any one time.

All in all, an enjoyable game. Our rules are still in flux, but they appear to producing a good result. Now we just need to win. There are a few pictures that haven’t been seen here, they can be seen in my A hospital unrelieved Flickr group.

Red Airships!

I am, as mentioned in the last post, neck-deep in prep for my Russian Civil War game less than a week away at Trumpeter Salute 2012. Nevertheless, something near and dear to the very core of the Warbard’s raison d’etre needs to be linked to…

Via the excellent Dieselpunk, who in turn got it from kitchener.lord’s spectacular Flickr stream, this Red Airships photomontage poster:

Nikolai Dolgorukov. Soviet Airships. 1932

I’ve long been a fan of pre-WW2 Russian design; there were some very talented people doing great stuff even in terrible conditions.

Anyway, back to final drafts of initiative cards, then painting the last 16 White Russian infantry for the game!

New Russian Buildings

I’ve been house- and cat-sitting for a relative in town the last ten days, so not a lot of action here on the blog, but I did take advantage of having extra space available to get a bunch of wargaming scenery built.

The most interesting pieces are a pair of houses for my growing Russian hamlet. The first is T-shaped, the second L-shaped with a fenced garden/yard area. Both have thatch roofs from towel; building and covering the more complex roof shapes was an interesting challenge. I even got some step-by-step photographs of the roof-building and thatching process, so expect an illustrated tutorial at some point in April here on the Warbard!

rusbldg_22Mar
A pair of new, larger Russian-style buildings for our 28mm RCW games. Click for larger.

Both buildings have a 5″x4″ footprint and are about 3.5″ to the peaks of the double-hipped roofs. Unlike my earlier church, these two have doors or windows on all sides, so they’re potentially tactically useful instead of just being a line-of-sight blocker like the church.

In addition to the two buildings, I built two large hills (which can butt against each other to form one long ridge) and a smaller hill. I’ve needed more hills for ages, so it was nice to get these made finally. No photos of them, I’m afraid, as they’re buried in the bottom of one of my scenery boxes at present.

I”e also got about about ten new pieces of scatter terrain in progress, not all of which will be ready for my Trumpeter Salute RCW game in ten days, but I hope some of it will be. Photos of that as time allows in the countdown to Trumpeter!

Reds, Squirrels, Whites and Others

We had an excellent Russian Civil War game using the TFL Mud & Blood rules Sunday afternoon. More people than I’ve seen in a while up at our gaming club’s Sunday meet but for a lot of folks it was a day to socialize, do a bit of painting or figure prep or similar – the RCW game would up being the only full game running.

Red defending the village at the start
Red defending the village at the start

I acted as referee/gamemaster, and three of the four players had never played Mud & Blood before. We still finished the game in under three hours of play and everyone apparently had a good time, so that was all good.

Whites advance
Whites advance

The scenario was fairly straightforward, with a disorganized Red force defending the outskirts of a small village from a slightly larger but much better led force of White Russians. Continue reading Reds, Squirrels, Whites and Others

Spectacular Zeppelin Model

Bit of a quiet week here on the Warbard. I’ve been burning up all my available hobby time painting Russian Civil War figures. There’s two dozen Cossack infantry finished, another three dozen regular White riflemen nearly finished, twenty Red infantry in progress, and a new unit of ten Red sailors well underway. Yes, if you total that up, it’s nearly 100 figures, all 28mm. I’ve been a busy chap. There’s six or eight half-written articles in the Drafts queue here on the Warbard, but I haven’t touched any of them in days!

Nevertheless, a short Saturday evening diversion from the painting table… we are well known to love zeppelins here. We have to bow down to the gentleman featured in this Popular Science article, though. (via Bayou Renaissance Man, who has more photos)

Even better? By my quick admittedly rough calculations, a 20ft-long model of the USS Macon is roughly 1:56th scale, ie 28mm… the gentleman in California has created a wargaming model, possibly without knowing it!

Tomorrow we game the Russian Civil War again using the Mud & Blood rules, photos and a game report tomorrow evening!