Tag Archives: 28mm

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!

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.

Hordes of Zulus!

Zulus sir, thousands of them!

Well, dozens at least. We have recently decided to start down the Zulu War path, but haven’t made it very far down that path. In fact, I think we made it about 1/4 across the table today, our first Zulu Wars game.

As my Warlord Games figures have not yet shown up, we were quite light on the troops. I borrowed the 4th Coy of the 14th Fernwood, Malcolm ran his 3rd Coy, Bruce had a wagon train, and Dale another unit of infantry and a gatling gun. We pretty much all died.

I got to lead the whole day, an “honour” for which my slain commander, Captain Bromhead, scored our first Victoria’s Cross. At first, the Zulus were just a hazy sight in the distance (made hazier by Bromhead having lost an eye in the Indian Mutiny of 1857).

Zulus in the distance
Zulus in the distance

However, the Zulus very rapidly became not-so-hazy. Very distinct as a matter of fact. They were kind enough to remain at a distance, allowing me to very sportingly shoot them. (Later arrivals weren’t nearly so accommodating. Hence the VC.)

Zulus in the rough
Zulus in the rough

Bored at being out of action, our gatling gun decided to go and discover some Zulus via running to our extreme left flank. Shortly Zulus were discovered, and sent packing. The Horns of the Buffalo card meant that “sent packing” actually meant “gone to get their friends.” Amusing result on the right flank was a herd of cattle. Horn of the cattle more like.

Battle is joined
Battle is joined

The left flank went from “Gee, I don’t think they should be all the way over there” to “Oh crap, we are overrun” in very short order. Colonel Spiffer, shiny white uniform and all, quickly found himself surrounded. Being a hero, he was able to extricate himself. Our gatling gun, on the other hand… Let’s just say that rumours of the Zulus using a gatling gun a month later are totally untrue. Slanderous treason, in fact.

(Nearly) surrounded
(Nearly) surrounded

All this action to flank quickly evolved into action across the entire front as Zulus, hot off their success against our gatling gun, attempted a front assault. Flesh was pressed, personal details (and bodily fluids) were exchanged, and everybody got screwed in the deal.

Completely engaged
Completely engaged

In due course this wave of Zulus was sent packing, but the next wave sent both my brave 4th of the 14th, and Dale’s scurrying for the rear. Which leaves only the 3rd to hold the line. I think the next two pictures tell the story.

Near the end now
Near the end now

The end now
The end now

And so ends our first action of the Zulu War. We can only hope that better painted troops will fare better (although that is likely to hold true for the Zulus as well).

Our rules are based very loosely off of Triumph and Tragedy (from the superlative Lead Adventure forums) with a great deal of rules changed. First and foremost, we ran our Zulus as AI-controlled with dice to determine action. There are many on the fly changes to the modifiers, as we sought to get the right “feel”. We also changed from i-go-you-go to alternating half-way through, again to test rules.

We also experimented where the overall commander, in this case Malcolm, handed out two order cards (from the standard T&T deck) to each player at the start of each turn. This led to a lot of jockeying for a specific card, especially as our situation became more desperate.

Figures are mostly Warlord Games, with some Empress, Wargames Factory and Essex. Terrain is a mixture of mine and Malcolm’s.

Russian Civil War Aviation

Rummaging around our local hobby store, I found the Testors Classics line of 1/48 scale aircraft. They’re cheap (under $10 Cdn per kit) and basic little kits, just right (I hope) for wargaming purposes. I got the shop to order a SPAD Type 13 and a Nieuport Type 17 for me, and finally picked them up earlier in the week.

The Spad 13 apparently never made it to Russia (it was only just entering French service when the Russian Revolution occurred) but the very similar, earlier Spad 7 was in Imperial Russian Air Service use, so close enough for wargaming purposes.

The Nieuport 17 was in pre-Revolutionary Russian service, so I don’t have to fudge at all to include it in my RCW forces.

I’ve decided the Bolsheviks will get the Nieuport and the Whites the Spad. I’ll rig both with a screw or something similar out of the belly to attach to a flying stand, and probably use large washers and steel wire for the flying stand, with an alligator clip at the top so the planes are positionable and removable.

For painting, the classic colour for a Nieuport is dull silver, that being the basic dope the French used on them. The Russian website Wings Palette has a huge collection of colour plates of aircraft from all over, and their page on Red Russian Nieuports includes some nice examples, as does Modelling the VVS: Nieuport 17. I’ll probably go with silver doped body and wings, a white vertical tail, red stars on the tail and as many other places as I can stand to freehand a red star… (actually, I should head back to the hobby shop and rummage through their bins of spare and orphaned decals in search of some basic red stars!)

The Modelling the VVS article on the Nieuport 24 also has some great Red schemes. Red tail, red fuselage stripes, red nose and about twelve red stars plastered everywhere? Apparently a real RCW scheme!

The White Russian Spad will likely be either tan or dark green, for contrast to the Nieuport, with Russian roundels (simlar to RAF or French roundels, except with thin rings of red and blue around a much larger central white circle). Again the Wings Palette page on the Spad 7 in Imperial Russian service has some inspiration, as does White Falcons: Anti-Bolshevik Air Forces. I’m torn between a bold Russian tricolour on the tail, and the awesome skull-and-crossbones on a few of the Wings Palette examples!

A Russian Spad VII, with death’s head tail. Image via Wings Palette.

The Wings Palette Nieuport 17 in White Guard service also has some interesting paint schemes — the diagonal tricolour tail is striking.

Anyway, before I tackle airplanes I have whole platoons of 28mm infantry to finish, but I thought I’d share some links and research first!

Small Russian Church WiP

A quick pair of photos of the small Russian church I’m building for Russian Civil War gaming in 28mm. Earlier in January I discussed some planning and thoughts I had for a wargame-scale small church, and while it isn’t going as fast as I had hoped progress is being made!

ruschurchwip
My work-in-progress Russian church, alongside the two earlier Russian huts.

As with the huts, the basic structure is mattboard with coffee stirsticks providing the woodwork.

ruschurchwip2
A slightly more recent work-in-progress shot. Shingle roofs are slow going…

The roofs of the church are going to be shingled rather than thatched, and while doing shingles with built-up strips looks good, it is frankly tedious… The smaller roof is done except for trim, though, and the main roof is about half done, then it’s on to the domes to provide that very Russian look that’s so distinctive.

The Next Building Project

I don’t usually like to talk about plans and ideas before there’s at least some progress to show off, but while I was away over the New Year I had time to do some quick sketching and thinking about a building that would be at the centre of any Russian village or hamlet during the Russian Civil War, and which really is iconic when you want to remind players the game is, in fact, set in Russia.

notebook_jan2011
Some pages from my notebook – possible plans for a feature building for my RCW table!

Google Image Search is really indispensable when looking for prototypes and inspiration, although it’s very easy to get a building that’s just too big for the table. The church at top left would have been over 8″ long and 4 wide, far too big for a scenery piece that is basically just a Line of Sight blocker. The design shrank from there (top right page) then grew slightly on the bottom page and I’m fairly confident the finished result will be something like the two-part double-dome design on those pages, with a footprint roughly 5″x3″ and an overall height somewhere around 6″.

I saved this image from the web but forgot to write down where I found it or any details of the actual building, but it’s become my main reference. I also can’t currently find this picture again via GIS…anyway, it’s a perfect-sized building for my purposes and should help me get a lot of details right.

rus_church
Russian Church found via Google Image Search, except I didn’t save any info on where I found the image… sorry.

Second Russian House WiP

Started another Russian farmhouse on Boxing Day evening, this one slightly bigger than the first at 4″x2″.

I mentioned in the previous article that I used coffee stir sticks for the wood siding. The workbench photo below should explain some of how I’ve been doing these buildings.

rushut2
Two WiP photos of Russian huts. See text for details, click for full size.

Basically, I split stir sticks lengthwise, then glue them along mattboard walls I’ve already cut the doors and windows out of. It’s easier to go back afterward and cut the stir sticks out of the openings than it is to premeasure! You can see one long side already trimmed above, and the other three sides waiting for trimming.

Incidentally, for this kind of trimming, I highly recommend an X-Acto #17 chisel blade instead of the classic scalpel blade (the #11 blade). Being able to cut straight down makes clean cuts in the windows easier, and it’s an easy way to trim thin wood and other strip materials.

The second photo of the pair above shows the new house with the walls assembled but no trim addded yet, and the first hut finished, except for the roof which is drying off-camera.

I’ve already assembled the thatch roof for the new building, and didn’t get any WiP photos of that, but I”ll try to get some progress photos of the next thatch roof I make, I promise. It is kind of difficult to smear glue everywhere and handle a camera, though…

Off for a week tomorrow, so see you all next year!

Pack Up Your Dinosaurs

“I have never listened to anyone who criticized my taste in space travel, sideshows or gorillas. When this occurs, I pack up my dinosaurs and leave the room.”

― Ray Bradbury

Should you wish to have more dinosaurs to pack up, I note with pleasure that HLBS has apparently re-started regular production of some of their 28mm dinosaurs. The velociraptors are especially nice models, lots of character, and a swarm of toothy little compsognathus can improve nearly any game.

My collection of HLBS dinosaurs are amongst the figures I’ve never actually gotten any good photos of, except for the Styracosaur. I shall have to correct that sometime this winter.

Minimal Maxim Basing

I’ve long been a fan of putting figures on the smallest bases they’ll fit on and that’ll keep them upright, when you’re doing individual bases for skirmish gaming.

Almost all of my 28mm pulp and historical figures are based on Canadian pennies, which are about 18mm across. You can’t beat the cost, they’re big enough for nearly any human-sized figure provided you don’t mind the occasional toe or heel sticking over the edge a few millimetres, and the small size makes it far, far easier to get your figures into scenery, especially buildings and larger vehicles like ships.

But what of guns, and larger-than-human figures?

Pennies and Milliput epoxy putty again there too. Why change what works? I’ve used that method before for monsters (werewolves and Yeti, just for two examples) and decided to stick with it when basing up the Bolshevik Maxim HMG from Copplestone. With the gunner prone behind the weapon, the whole thing would have required a base of about 60mm diameter to get him to fit — see above about wanting minimal footprint bases!

Pictures being worth a thousand words and such, see below for the Bolshevik and White Russian Maxim guns.

Minimal Maxim bases – pennies and Milliput.

The Copplestone Bolshie Maxim (on the left) has the gunner and gun on three pennies in line; the prone loader takes up two and is arranged on one edge of his base so he can reach the gun. On the right, the Brigade Games White Russian Maxim with seated gunner only needs two pennies; the kneeling loader is on one, again arranged to one side so he can reach his gun. Having the loaders and other crew on separate bases also makes casualty marking dead simple, as a bonus.

Incidentally, Copplestone and Brigade Games RCW figures work perfectly together, no size mismatch at all. I have a longer post comparing the two lines in the works — stay tuned.

Hairy Apemen!

Missing Links? Yeti? Sasquatch? Some other sort of yet-undiscovered ape-man? The result of Mad Science? Any or all of the above?

Sasquatch/Yeti/Etc!
Hairy Apemen from Pulp Figures & Uncle Mike

The two big guys are from Pulp Figures, PLT-7 Hairy Hominids, the two smaller figures are from Uncle Mike’s Strange Aeons line, the Missing Links. They’re all on bases I constructed of pennies and milliput, as usual.

Left to right, we have Momma (holding a skull), Pops, Junior (in the background, mugging for the camera) and finally Uncle Fred. I might yet do one last round of highlighting on their hair, and the bases do need a bit more work, but they’re playable as is. Not sure when they’ll get their first outing to terrify explorers or hapless cavemen, but hopefully soon!