On To Richmond! An ACW Megagame Report

We present Society member Peter M’s report on an operational megagame he run earlier in the year. As noted by Peter, this was a committee / map game with no figures on the table, but the editor has taken the liberty of including a  picture from one of Stephen’s ACW games played at the Society as the header, purely for the aesthetic effect. We also owe Peter an apology for taking so long to post this article. 

Over to Peter:

Despite having suffered my previous multi-player efforts (the ‘Platoon’ VietNam firebase defence and ‘Over The Top’ in 1918), May 9th saw a large group of players descend on the club to try my megagame of operational and reputational actions in the mid-1863 period. For those unfamiliar with the term, megagames differ from ‘normal’ multi-player encounters by:

      • Being team-based, reflecting higher levels of command and requiring communications
      • Generally, take place with maps rather than figures
      • Actions take place over several days (sometimes weeks), so planning is key
      • Above all there is the dreaded ‘fog of war’, with only vague information on enemy forces or even friends!

Background

This time I chose a game I’d run twice before, a ‘What If?’ scenario based on some passing references I had come across many years ago about strategic options discussed by both Union and Confederate governments following Lee’s greatest triumph at the Battle of Chancellorsville in May 1863. Each side had apparently considered the advantages of a ‘spoiling action’ in the Shenandoah Valley, albeit for very different reasons…

Right from the beginning of the war, the Union had always had plenty of ‘thrusters’ in the Army and Congress who wanted to see more action (at a distance) and less of this sitting around training, logistical stuff. That even minor successes could lead to significant personal gain (as with MacClellan) was not lost on many of these men, and they would be willing to take great risks with even green troops as resources were abundant. Except among the officer corps. Given this abundance of men and matériel, and in part to shut this faction up while the Army of the Potomac recovered, a thrust south into the Valley would create a crisis for the Confederacy by threatening the politically ‘wobbly’ state of North Carolina, removing a key food-production area, and placing a substantial force on Lee’s flank should he decide to move north or even stay in place.

On the ‘other side of the hill’, there was much discussion within the Confederate Govt in Richmond, Virginia as to What To Do Next. Yes, the previous victory was magnificent, yet again bloodying the poor old Army of the Potomac (but not demoralising it, as they would find out in July). But with an entirely defensive overall strategy (by default rather than real conscious decision; one big reason they ultimately lost), it really rested on waiting for the Union public to get tired and give up! There are plenty of documented accounts of the planning conference called by Davis (who really wanted to be general-in-chief rather than President), with the most famous idea being for Longstreet and Lee to take one corps of the Army of Northern Virginia by rail to the West front, replacing Bragg. Then, with 125,000 veterans, drive north into the heartlands of St Louis, Cincinnati etc and dare the Union to attack. However, Lee was fixed with his giant ‘raid’ into Pennsylvania and besides was heavily into reorganising the army follow the death of Stonewall Jackson.

As almost every strategic move by the Union was either predicted, signalled in the press or betrayed by a rather efficient network in Washington (or all three), it is impossible that the South would not cobble-together some counter-force to this new Union plan, and thus we have the basis for the game.

The System

Previous outings had involved rather more players (up to 50 last time), but still I was both pleased and not a little relieved that the club managed to field four teams. I also decided that teams would be roughly corps-level, with three players per team having wangled key positions as divisional commanders, each overseeing three brigades of infantry with a few additional extras.

As both sides are assumed to be putting together rather an, ah, ad-hoc set of units and commanders not necessarily drawn from the first rank, I came up with a ‘unit profile’ not just with the usual orders and combat strength, but also a profile of the brigadiers, in the style of the NPCs you might encounter in an RPG. These would reflect their ability to organise their forces for supply and march speeds as well as how well they could deploy that unit strength in battle (‘lastest with the least’). Apart from furthering their own personal reputations (and/or bank balance), the player would have to manage their units via interactions with their NPC brigadiers (the little dears). OK, but who was in command of the corps? You may well ask…

Given the generally poor level of high command in all the armies (with a few key exceptions), and to add another dimension to the player experience, I arranged that the corps commander would also be another NPC, but less a ‘Rommel’, more a ‘Sgt Wilson’! These would be influenced each turn by the players bidding their precious reputation points to get the ‘ear of the commander’, then issuing orders in his name.

So, the player forces ended up with:

Union:

    • XXIV Corps (drawn from the Army of the Cumberland in Tennessee), under NPC General Lee (no relation)
      • 2nd Division, under General Legg (a West Pointer of promise but overlooked as a pre-war Democrat)
      • 4th Division, under General Campbell (from a major manufacturing background, plus supply)
      • 6th Division, under General Livermore (organised many militia units for his brother, the Senator…)
      • ORDERS: Essentially, they were to co-operate with the fanatics of XXVIII corps, but on no account lose control of the railways or valley exits to the NW.
    • XXVIII Corps (a temporary title, not yet approved by Congress), under General Godfrey
      • 10th Division, under General Kirk (a prolific author of military treatise and romantic fiction)
      • 12th Division, under General Johnson (helped to design the Washington defences, siege expert)
      • 14th Division, under General Smith (veteran of Mexican War, much praised by Gen Santa Anna)
      • 16th Division, under General Roche (ex-Navy, ex-cavalry, ex-Episcopal Bishop; pre-war Democrat)
      • ORDERS: They were to drive south, clear any ‘residual forces’, and prepare to thrust into Central Virginia. Ideally winning the last battle but letting others do the work!

Confederate:

    • IV Corps Army of Northern Virginia (provisional) under General Lincoln (no relation)
      • 11th Virginia Division, under General ‘Liberty or Death’ Ockleford
      • 13th Virginia Division, under General ‘Might Makes Right’ Simons
      • 15th Virginia Division, under General ‘Freedom Now’ Gibbs
      • ORDERS: To blunt any drive into the valley and prevent any threat to Lee off the SE section of the map.
    • Carolinas Relief Force (a temporary title, not yet approved by Congress), under General Abernathy
      • 1st South Carolina Division, under General David ‘Burn Washington’ Simes Snr
      • 3rd North Carolina Division, under General Tony ‘Don’t Tread On Me!’ Pellett
      • 5th Georgia Division, under General Sean ‘States Rights’ Holden
      • 7th Provisional Cavalry Brigade under Christopher Simes Jr (a protégé of JEB Stuart)
    • ORDERS: To cover the southern exists to the valley at all costs and embarrass the uppity Virginians!

Some Rebels plan, others discuss… Note Gen Simons is awake

In addition to these player teams there were also the current ‘occupation forces’ which were the remains of the three small Union and Rebel contingents left to watch things in the Valley after the former’s thrashing by Jackson in his classic 1862 campaign (still studied by military students today). The Union was grandly titled The Department of the Shenandoah and based centrally at Winchester (which changed hands 73 times during the war!), it was therefore an independent force not directly under anyone’s control. But it still had four decent brigades and could be ‘persuaded’ to co-operate – if enough political influence could be brought to bear. Or anyone noticed they were there… but more on that later.

The Confederate force was similar, currently hiding in Front Royal behind a river and entrenchments under General Jubilation T Cawnpone, who hoped that no-one would notice. At the start of the game neither the War Dept in Richmond or the State capitals of North Carolina or Virginia seemed to have any idea of who controlled them, although they did draw a lot of supplies…. Unbeknownst to the players, therefore, the two sides were in effect identical, the Union having more artillery whereas the Confederates had much better cavalry (and more accurate reports).

The final aspect of the game – which was, you recall, centred on the players, not their respective causes – was to reflect the impact of the ‘larger picture’ of the war and their part in it, plus possible effects on operations in the field. To model this, while the umpires struggled to process orders and decide on cavalry reports the players could chat and indulge in four main areas of ‘extra-military activity’ by risking their precious reputation points and sometimes cash to try four tables:

    • Inventions – either personally or being paid to flog some new idea to their War Dept
    • The Power of the Press – giving briefings to the hordes of story-hungry journalists following the armies
    • Investments – primarily the flogging of War Bonds to provide loans to their govts (on a nice commission)
    • War Plans – to lobby the War Dept and Congressional committees with yet more war-winning ideas

Each of these tables (via rolling 2d6) therefore had the potential for substantial gains – but also the risk if any move backfired (being charged with fraud could be a career-limiter).

SO, WHAT HAPPENED?

Still with us? Well, what now follows is my own somewhat limited take on what took place on the map and combat tables. As to why and how the players got there, that will be down to future historians (and possibly litigation). Opening moves in any large, unfamiliar game would always be slow, not helped by yours truly frantically setting-up, explaining rules – oh, and coping with last minute drop-outs and no-shows…

    • XXVIII Corps began by probing generally south (good, good; knew they’d get the hang of it) from Harper’s Ferry, although General Smith’s progress was not as fast as planned when he discovered that the railway only ran about 20 miles from his starting position and he could have gone faster with a hoop-and-stick!

The umpire explains which way is north to XXVIII Corps

    • General Johnson, however, drove along the all-weather Turnpike (ignoring the Union forces in Winchester – except for a nice lunch), until confronted by no less than the two divisions of Simes Snr and Holden (from the Carolinas Relief Force) just south of Strasburg heading north along the same road, aiming to take the forces at Front Royal in the flank….
    • Meanwhile General Kirk stayed on the East of the river, which meant that he quickly came on to Front Royal from the flank, thus negating all the defences which faced north across the river… He then had a sharp action with the Valley Defence Forces – sharper than it could have been in fact, as Cawnpone was actually in the process of bugging-out but his tardiness vs Kirk’s speed forced the action! Unsurprisingly, therefore, the Union force “…drove-off…” the Rebs – but then decided to follow-up, without waiting for support and with the uncrossable N/S river between them and Johnson the other side. More of this anon…
    • As mentioned, the Carolinas Relief Force decided to thrust up the central valley, cleverly using both the railway (for supplies) and the all-weather Turnpike for speed. Early operations seemed to be something of a shock as they realised (to their horror) how spread-out their NPC-led brigades could become if ‘given their head’(!), but they wisely took a turn out to close-up and also collect stragglers. However, there was also the issue of geography to consider as the main valley was itself split north-south in several places by extensive hills if not actual mountains. With scant roads between them, any Union force striking south along the Western edge could cause acute embarrassment, as there was only the provisional cavalry under General Simes Jnr allocated to that whole sector…
    • …Which is exactly what the Union XXIV Corps had planned! Driving quickly south from Cumberland, General Legg gradually drove the Confederate cavalry ahead of them, acting under the suggestions of newly-transferred General Roche (back at corps HQ), with General Campbell’s division (one of the drop-out players) in reserve. Although it did cost some time, slowly and inexorably Legg became the most southerly division in the valley. A point not lost on the Governor of North Carolina, as he explained – quite forcefully – to the players of the CRF team during an ‘interview’ later in the game!
While XXIV Corps plans its next move, General Roche (in hat; +10 REP pts) composes a telegram to Lincoln: “I’m a celebrity, get…”
    • This little chat, a few threats, a bloody if victorious action against Johnson near Strasbourg, and an even bloodier one by gallant General Pellett holding the passes to the West of the Turnpike, not against a ‘probe’ but in fact the bulk of XXIV Corps, persuaded the CRF that they had done enough for now. A two-pronged attack on Legg (actually ordered back north) by Pellett and Simes Jnr was sufficient to satisfy the Governor – for now – and allow Simes and Holden to retire gradually, unmolested. Just in time, as it turned out, given the large XXIV Corps forces hovering in their left-rear near their lines of supply and with three other dented but unbowed (and very well-armed) Union divisions ahead….
The high watermark of the Union advance (umpire version)
    • Meanwhile, the slightly undermanned Rebel IV Corps had been feeling it’s way north, aided in great part by General Gibb’s intelligent use of the railway network to shift the base of operations quite some ways up the map. General Simons was the first actually in action as he ran first into General Cawnpone (heading south at some speed) and then swiftly followed by Kirk’s forces in pursuit. An appeal to Cawnpone’s sense of duty (plus a substantial bribe and threats) caused his force to ‘support’ Simons’ units, and in another battle drive the Union back at some speed into Front Royal, which Kirk quickly fortified.
    • The last critical acts were therefore in the NE of the map. An attack by Simons and Cawnpone drove Kirk’s battered forces over the river from Front Royal, but they were then reinforced in the nick of time by General Smith, whose use of the massed Corps artillery tore large holes in the Rebel ranks and forced them back. This was even more tense at the start, as a degree of enmity had arisen between Smith and Kirk after several scurrilous stories appeared in the Washington Post questioning Smith’s fitness for command (rightly, I think, but not for these reasons), and attributed to Kirk who had by now scored phenomenally high on the ‘Power of the Press’ charts! However, duty prevailed (more reputation points for that) and honour was satisfied. For now…
    • Finally, there was General Gibb. Having detrained half way up the map, he then manoeuvred north in a series of well-connected right-hooks which eventually both severed the line-of-supply for Kirk at Front Royal (although they were by now leaving via Winchester), and ended the game within striking-distance of a very lightly-defended Harper’s Ferry, causing consternation in Washington, and the recall of XXVIII Corps! Lee would be proud……

That then concludes the ‘alternate history’ of 1863. I did have a combat system, but it was intended for multi-player contests, so a bit too much for the several smaller actions which actually occurred, necessitating some rather ad-hoc rules but still trying to reflect both force-balances – and fate; sorry guys. So, what might have happened to our heroes? Well, given their historical counterparts my suggestions would be…

UNION:

    • General Johnson is offered the No2 spot to General MacClellan in his bid for the Presidency next year
    • General Scott is offered a Chair on the Board of Procurement in Washington (not a position, just a chair) …
    • General Kirk (heavily wounded at 2nd Front Royal) may retire and co-operate with General Lew Wallace to work on the latter’s ideas for a sweeping historical/biblical epic provisionally titled ‘Get Hur’….
    • General Roche is appointed to French Liaison Officer, headquartered in Paris….
    • General Livermore is appointed to command of the Dept of the Valley (until later in 1864 when he remembers a pressing engagement) …
    • General Legg is to be Head of Tactics at West Point…

CONFEDERATE:

    • General Simes Snr is appointed by the Governor to command the defences of Savannah…
    • General Holden is transferred, with the Governor’s support, to the Western theatre to assist General Pendelton in the defence of Vicksburg…
    • General Pellett is made Chief Procurer for the South Carolina militia (I think it was about munitions, but…)
    • General Simes Jnr is transferred to the Army of Northern Virginia under General Stuart…
    • General Simons is appointed to command of the Valley Defence Forces, in place of General Cawnpone…
    • General Gibb is commended by both Lee and President Davis, being allocated immediately to a prestigious post in Longstreet’s 1st Corps of the Army of Northern Virginia – under General Pickett…

Thanks once again to all the players, but especially to my long-suffering fellow umpire Chris Steadman, without whom the whole game would not have worked as well as it did. And if anyone who is chuckling at all the small cock-ups or missed opportunities after reading this, well, try it – and see how you fare with the dreaded blank map and uncertain allies…….

Next time I may stay with the 19thC (1814 France, 1859 Italy, 1854 Crimea), or perhaps go back to a point when Rome was in crisis – there’re plenty of them.

First Society meeting of the year

Andy rounds up the first meeting of the year.

A good turn out for the Society’s first meeting of 2024, which included the Annual General Meeting, as well as half a dozen games.

The games staged were representative of the many periods and genes covered at the Society, consisting of historical, fictional, fantasy and sci-fi games.

Tony and Phil made a start with their “Quest of the Ringbearer” Middle-Earth campaign, playing out 4 scenarios of the journey from the Shire to Mount Doom.

Scenario 1 Farmer Maggot’s Crop

Farmer Maggot’s cottage
Starting positions for scenario 1. The hobbits by their stash (giant tomato), Grip, Fang and Wolf by the kennel and Farmer Maggot asleep in his cottage.
One of the Hobbits fends off Fang while the others gather cabbages

Scenario 2 – Short cuts make long delays

Pippin gets left behind as Frodo and Sam head for Gildor Inglorion. The Nazgul blunder their way through the woods
Sam has three Nazgul to face, Pippin has fallen and Frodo is nowhere to be seen.

Scenario 3 – Buckleberry Ferry

Starting positions for Scenario three, Three Nazgul spread out near the ferry, the Hobbits are in the trees near the top of the picture.
Stalemate, the sole surviving Nazgul (with 5 points of Will left) has crossed the Brandywine tying the ferry on the far side of the river. The four Hobbits have taken some damage and can’t face swimming the river with a Nazgul waiting for them.

A more detailed report on these scenarios will appear in due course.

Stephen staged a 15mm American Civil War game using Brigade Fire & Fury, ‘The Battle of Mansfield April 1864’

Union defenders on the hill
Union fall back as the Confederates take the hill
Last ditch Union defence
Confederates turn the flank

Alan put on a Pulp Alley game “The Castle of Terror”, teams from the Intelligence Agencies of various countries have been dispatched to investigate secret German activity at Schloß Weidergänger.

The teams approach the castle through the woods
The enemy of my enemy is not necessarily my friend
Russians investigate one of the huts
Sentries patrol, “Hast du etwas gehört, Fritz?”

Jeremey and Eric tried out –“Grimdark Future” from One Hour Wargames using their Space Marines and Robot collections.

Space Marines attack!
Part of the robot horde
Space Marines with air support
Space Marines take a beating

John staged a FoG Renaissance 15mm ECW game pitching Royalists vs Covenanters

Scots Covenanters defend the hill
Push of Pike
Cavalry clash on the wings
Kings’s Lifeguard of Foot supported by cavalry attack the Covenanters

And finally, David put on a 28mm Napoleonic Corps game, Russians vs Prussians using General d’Armee rules

Battle lines are formed
Cavalry clash while infantry hide in the woods.
Russian foot attack the Prussians in the woods
Attack on the Cross Roads

Well, that’s it for the round up of our first meeting.

The Society meets on the 2nd & 4th Saturdays of the month at Linton Village Hall. You can find our diary of games here.

For new members/visitors, we will always endeavour to find you a spot in a game if we can.

A year’s worth of gaming (Part 1)

Club member Stephen reviews the games he has played at Maidstone Wargames Society this year. This is part 1 of the article covering January to June.

This article is a review of all the different games I’ve played over 2023 just to see, and remind myself, of the variety of games I’ve done. At the beginning of the year I made two decisions – play more sci fi, and play more games that other people put on (my general attitude is ‘I paid for these models and took the time to paint them so I want to use them!’ which means I generally put on a game at most meetings). So this year I wanted to mix things up.

The first game of the year was at the club meeting on January 28th. This was a game of Sword & Spear and part of a campaign (which started in 2022) to re-fight the Wars of the Roses with Jeremey.

January – Sword and Spear – Mortimer’s Cross

I love playing Sword & Spear. I do. But I don’t seem to be any good at it. In all the games I’ve ever played of S&S I think I’ve only ever won twice. Surely it can’t be my superior tactics, that seems to be beyond reproach, right? This game was a re-fight of Mortimer’s Cross (you can find the full, and gloating, write-up here: Wars of the Roses – Battle of Mortimers Cross – Battle Report – Maidstone Wargames Society (brigademodels.co.uk)). As is traditional with S&S, I lost. But you know what, I couldn’t care less because the games are always a lot of fun with plenty of pre-game trash talk and goading, and each game has a story. Playing in good company always helps as well. I’d willingly keep on losing so long as I keep on enjoying it.

February brought another couple of games at the club.

First up was a new game to me – Charlie Don’t Surf by Two Fat Lardies. I find TFL games a bit marmite. I’ve played Chain of Command – loved it. I’ve played What A Tanker – didn’t like it. And this was the first time for CDS. And I loved that as well. The game and models are all Pete S’s, and he’s done a blinding job on them. They are 10mm Pendraken models (I think) and it has just the right look for Vietnam.

February – Charlie Don’t Surf

We’re used to seeing 20mm and 28mm Vietnam games which focus on platoon actions. But Vietnam was bigger than that – often brigade sized actions with the company as the manoeuvre unit. And 10mm captures that perfectly. I had command of the armoured platoon. We put Mark J (newly appointed club chairman) to prove his mettle in command so he took company HQ. The game was a victory for the US side!

The second game in February was planned to be a Barons’ War game with Andy. But in the week leading up I suggested to Andy we could do a ‘compare and contrast’ and have a game of both Lion Rampant and Barons’ War to see how the two handle the same period. You can read a summary of our findings here (Lion Rampant and Baron’s War – Maidstone Wargames Society (brigademodels.co.uk)).

February – Baron’s War and Lion Rampant

First club meeting in March was a Stargrave game. I said I wanted to play more sci fi in 2023 and this was the first sci fi of the year. I found the original scenario online and tweaked it to be what I wanted it to be. Stargrave is a great toolbox of a game – you can make it what you want it to be. This game had both an overland and underground part, which was new for us.

March – Stargrave – The Warp Sextant

I prefer running Stargrave as an umpire, like a RPG. You get a different kind of pleasure as umpire because it’s about providing challenges and running the NPCs/monsters and hopefully providing an enjoyable scenario. Well, for me anyway. In this game Eric’s crew had fought hard to get to the bunker where the Warp Sextant was hidden. But coming out he found Tony F’s crew waiting outside, guns pointed at the entrance. A brief exchange of fire and it was Tony who made off with the treasure. Poor Eric.

End of March it was another chance to lose at Sword & Spear – Second Battle of St Albans. In this campaign I have the Lancastrians which means the onus is on me to win in battles where the Lancastrians came out on top. Such as Second St Albans.

March – Sword and Spear – Second Battle of St Albans

Again, rather than go into details here, anyone wanting to know more about this game can read the battle report (Wars of the Roses – 2nd Battle of St Albans – Battle Report – Maidstone Wargames Society (brigademodels.co.uk)). Suffice to say, it was business as usual! Tony joined me again on the Lancastrian side. I was feeling good about this one, felt I was due a win. And the early part of the game was looking good – the local militia archers engaged the Yorkist artillery and eliminated them for no loss! Yup, first blood to Lancaster. And then it steadily went downhill. Never mind.

More sci fi in April! This time it was Pete M’s Space 1889 game. A different kind of sci fi – Victorian rather than futuristic. The stand out thing were Pete’s scratchbuilt aeronefs, and we spent a bit of time playing ‘guess what bits have been used for the models’. Truly outstanding.

We played two games. I was on the human side for both games, and both games were very close. And Jeremey got a leathering in both games with his colleagues leaving him to do all the work. Excellent game.

April – Space:1889 – Mars

The end of April was Salute and this coincided with a club meeting day. Naturally, it was going to be a quiet meeting with a fair few members at Salute. I ran an American Civil War game (battle of Cedar Mountain) using brigade Fire & Fury.

April – Fire & Fury – The Battle of Cedar Mountain

The Union army is in a difficult position for this battle – making an attack against a much larger Confederate army. John R took control of the Union troops and did a good job – but his artillery ran out of ammo early in the game and he never had the time or opportunity to replenish them. This left him conducting a fighting retreat, and he made a good job of it, slowing down the Confederates.

First game in May was another in our Wars of the Roses campaign – the battle of Towton. Like all the others…I lost. Now, I’m not just saying this, but the dice rolling on our side was pretty poor, compared to the other side rolling really well. No, no! Stop that! It’s true on this occasion. To read more about this game you can check out the blog post (Wars of the Roses – Battle of Towton – Battle Report – Maidstone Wargames Society (brigademodels.co.uk))

May – Sword & Spear – Towton

Next was another sci fi game – Full Thrust. Jeremey and Tony were running the game which meant only one thing: vector movement. My fluffy little head struggles with that and prefers the cinematic movement option.

May – Full Thrust

A mixed bag of results. The first game was two opposed fleets with an asteroid field cutting the table in two – Tony F and myself using some of Brigade’s German ships, and Jeremey and Tony G using some of Jeremey’s scratch built (out of false nails) ships. Tony and myself came out on top in that one. We then played a couple of one ship per player games (first was cruisers, second was destroyers) and the alien nail ships won those games.

Along came flaming June and I decided not to attend Broadside since I was trying to restrict spending and if you go to a show you have to buy something, eh? John Lambert and myself had a game of Crossfire. We played this quite a bit a few years ago but then it fell by the wayside. The models for this game were from my collection – WW2 eastern front.

June – Crossfire – WW2 Eastern Front

The scenario was a late war one – Russian advance through Poland with the Germans on the retreat. Naturally, we were re-learning the rules, but it steadily came back to us. MUST ensure we play more of this one.

June 24th was the club Open Day. My game was a Saga: Crusades games. We played two scenarios, I had Saracens and Andy had Milites Christi. Saracens carried the day and won both games. I love Saga. It’s just the right game for me.

June – SAGA Crusades – The Road to Damascus

You can read more about the Open Day here: Review of 2023 Open Day – Maidstone Wargames Society (brigademodels.co.uk)

That concludes part 1 of the review of 2023, part 2 will be published in a couple of weeks.

Lights! Camera! Action! Take 1.

Shortly before Christmas Stephen issued a challenge, throughout the rest of December post pictures on our members groups.io page of famous scenes from military history, or myth, or fiction. Fantasy or sci fi, film or whatever, but using models from our collections.

Stephen kicked off the challenge with a picture of Grendel and Beowulf

Grendel and Beowulf

Moving from myth to history, Andy contributed Gaius Julius Caesar leading Legio XIII Gemina across the river Rubicon in January 49BC precipitating (another) Roman Civil War.

Alea iacta est

And going back to fiction, Andy staged the battle between Gandalf and the Balrog in the Mines of Moria:

Gandalf and the Balrog at the Bridge of Khazad-dûm.

Marcus provided a scene from Jules Verne’s Twenty Thousand Leagues Under the Sea

“Your dead sleep quietly, at least, Captain, out of reach of sharks” “Yes, sir, of sharks and men.”
― Jules Verne, Twenty Thousand Leagues Under the Sea

Stephen had a play with his camera to create a sepia print of Pickett’s Charge.

Picket’s Charge

Mark delved into comic-lore to give us a scene from the comic 2000AD, Judge Death vs Judge Dredd.

Judge Death Lives! 2000ad progs 224-228, “you cannot kill what doesss not live”.

Marcus offers a scene from an Iron Hand mission in Vietnam.

Two MiG 21 Én Bạcs pursue a pair of F105 Thunderchiefs on an Iron Hand mission. A SAM-6 site is the F105’s target.

The Battle of Upsheet Creek – An American Civil War Game

Stephen finds himself without a paddle…

I kept this a small game, using my own rules.

The Union are on the advance and have discovered Confederate troops in position on a hill overlooking a creek.

The Union troops are given the order – engage the Confederate troops and take the position.

The Union had two small divisions of three brigades each plus artillery. The Confederates had just the one division, though a sizeable one, with five brigades and artillery.

The Confederates were deployed with the artillery atop the hill so they had a good field of fire. The infantry were positioned at the bottom of the hill along the line of the creek. The Union divisions each had two of their brigades up front with the third brigade in reserve.

Deployment

On the first turn the Union moved forward. The guns started unlimbered so moved slowly, and I decided to move the infantry with them to keep the line together. But the Confederate artillery rolled really well, and one of the Union brigades took (light) damage. So it was obvious that if the Union infantry moved slowly with the artillery they’d spend longer getting pounded by the artillery, so on subsequent turns they left the artillery behind, but that was OK since the artillery had now moved into effective range.

The Union Advance

The Union right flank had been loaded with a single division concentrating on the extreme right – just the one Confederate brigade facing them, but a second in position to turn to offer support. This left the other Union division to contend with the middle and left flank. The fact that the middle was fairly open meant it was always going to be a difficult proposition. The two Union brigades going up the middle also had the artillery from both divisions to support them, however, although the Union artillery was in range of the Confederate infantry brigades at the bottom of the hill the Confederate artillery was at long range, which made counter-battery fire ineffective. Conversely, as the Union infantry advanced they put themselves in effective range of the Confederate artillery.

The Divisions Are Committed

You can work out what happened. Needless to say, even before they reached the creek, the lead Union brigade took withering fire from both the artillery and dug-in infantry. Exit one Union brigade.

This left the two Union brigades in the middle/left to split either side of the farm, with one now taking up the fateful position in the centre against all and sundry, and the other on the extreme left facing just a single brigade.

Not Looking Good In The Centre For The Union

On the right flank the two opposing forces came into musket range and let rip at each other. The Union advance had been slowed due to the rocky ground delaying one of the brigades, and this time it was obvious they should advance together to support each other or else be destroyed individually.

The Union Line Is Starting To Thin Out

Back in the centre the inevitable happened again – the Union brigade there took heavy fire from both infantry and artillery. Discretion was the better part of valour, so they were pulled back out of musket range so they could rally. The Union artillery moved up so they could fire at the Confederate artillery, scoring a good hit.

The Union Charge on The Right

There was only one way the Union was going to win this – take it to a charge.

And that’s what they did. On the right flank the order to charge went in and two Union brigades went forward. The Confederates fired their muskets, hoping to blunt the charge. But in it went and the Union troops won and pushed the Confederates back, but lacked the oomph to pursue them.

In Goes Another Union Charge

Emboldened by this, the Union brigade on the left took the hint, fixed bayonets, and charged in as well. Not so effective this time – the Confederates did counter-charge and pushed them back across the creek.

Union Troops Push the Confederates Up The Hill

Meanwhile, in the middle, the Union brigade had pulled back to rally. The artillery of both divisions turned their barrels to the Confederate artillery on the hill, hoping to silence them.

Again, the Union brigades on the right went in and charged, again pushing the Confederates further back up the hill. Only now, sensing victory, they managed to follow-up on the charge and in they went again and swept away the Confederates on top of the hill!

Victory On The Right Looks Imminent

But the middle was once again turning into a killing field, for both sides. The Union artillery annihilated one Confederate brigade, and the unlucky Union brigade who had rallied had been sent back in – they would not be coming back out.

And then, on the left, the Union brigade that had charged found itself taking musket fire. The combination of being bounced by the Confederate infantry and then the musket fire was enough – they were routed and left the field.

The Hill Is Captured

At the end of the turn, both sides had taken enough loses to lose! Although the Union left had taken the hill they did not have enough strength left to chase off the rest of the Confederates, and there was not enough Confederates left to truly hold the hill securely.

A draw was called.

The Final Battlefield

In the end the Union did better than I was expecting. I thought they might get a good drubbing. The fault I made was trying to engage the Confederate troops on a wide frontage. The middle ground was very open and it should have been obvious that any troops advancing through it would suffer badly. What I should have done is load the left flank the same way I loaded the right flank, and brought the Union artillery together to keep shooting away at the centre.

Instead I wasted two Union brigades marching up the centre just to get obliterated for nothing. I would fully expect the officers of those brigades to come up to me afterwards and tell me exactly what they thought of me.

And I wouldn’t blame them.

Chickamauga – 1863

Stephen takes a break from his War of the Roses games to revisit the American Civil War…

I fancied an ACW game, and since I had a scenario for Chickamauga already written out for play at the club (whenever that will be) I decided I’d have a solo game and give it a go.

I don’t have enough models to do the whole of Chickamauga so I decided to concentrate on one small part – the Confederate attempt to outflank the Union left on 19 September. This would be a challenging battlefield – nearly all wooded! Normally a piece of felt on the table indicates woodland, but not this time – the felt indicated open spaces. Everything else was woodland, so would be difficult going and all engagements would be at close range. So a potentially deadly battlefield (as indeed it was, both historically and in my re-fight).

The objective was simple – the Confederates had to get a brigade on the opposite side of Lafayette Road and take fewer casualties than the Union. The Union had to stop them. During the course of the battle fresh brigades would arrive on both sides.

Let’s see how it played out…

Brannen holds the river

The Union won the initiative in the early rounds, allowing them to dictate the course of the battle. I pulled Croxton’s brigade back – he was on his own, far forward, at the junctions of Alexander Bridge Road and Walker’s Road and staring down two Confederate divisions on his own. But on the next turn I realised I’d made a mistake – an uncontested advance is just what the Confederates wanted, so I decided to push him back forward to stall the Confederates and to bring up Baird’s Union division and Turchin’s brigade (and feed in the rest of Reynold’s division when it arrived). This would hold the Confederates back.

The Confederates advance on the road

Up on Reed Bridge Road Pegram set up his artillery and got his cavalry ready for a charge against the Union line. In hindsight I should have dismounted the cavalry, but I was carried away by the romance of a cavalry charge. Whilst the cavalry got ready Pegram’s artillery started a duel with the Union artillery to soften them up before the cavalry went in with their sabres.

Confederate corps commander, Leonidas Polk, along with Cheatham’s division arrived on table in the area of Alexander Bridge Road, meaning that flank was heavily loaded against the Union. Liddell’s division led the Confederate advance and with bayonets fixed and a wild rebel yell they charged Croxton and Turchin. Surprisingly, they were bounced back – the Confederate charge didn’t go in.

The Confederates go in

Inspired by the infantry’s zeal the Confederate cavalry did likewise, and charged in. The effect was just the same – repelled by the Union line.

The Cavalry go in

Meanwhile, to the south (the Union right flank) Baird’s division still moved up slowly. This was caused by the need to keep the artillery in line with the foot brigades.

Baird’s Division moves slowly

Further south, as the rest of Reynold’s division came on, they found themselves all that stood in the way of two aggressive Confederate divisions.

Battle for the right flank

Wilder’s cavalry brigade launched a daring and foolish charge against the Confederates – outflanked and outnumbered they were shot down and cut down.

Confederate numbers start to tell

It started to dawn on the Union that the right flank was looking very weak with not much (a lone artillery battery) between the confederates and Lafayette Road. Further north, Brannen’s division held firm against Pegram and Forrest. Pegram’s cavalry had taken a mauling so were pulled back and Forrest’s infantry were pushed forward.

The right flank opens up

Baird’s slow advance actually paid off here because he hadn’t moved too far forward and was able to pull back Starkweather’s brigade and an artillery battery into an enfilading position to try and do something about the Confederates who realised how close they were to victory with little to stop them securing Lafayette Road with a mad dash.

Wright’s brigade is sacrificed

Starkweather’s repositioning proved successful. The Confederates had used Wright’s brigade to screen Jackson’s brigade’s dash for the winning line. But Wright took a hell of a pounding and paid the price – his brigade was obliterated and routed off the field. Sure enough, Jackson had made it to Lafayette Road, but the Confederates had taken quite a few casualties and lacked the oomph to assert control over the road.

Too little too late

In the end it was a historical outcome – the Confederates moved on Lafayette Road but didn’t have the manpower to completely take it. Further north, the Union troops held firm and stopped Forrest’s advance. Neither side could really claim a convincing win at this stage (the full battle went on into the 20th Sept and would ultimately be a Confederate victory).

First Shots Fired in the Battle of Shiloh

Club member Sean gets a few turns in fighting the exciting, close run Battle of Shiloh (April 6,7 1862) at home.

In a dawn surprise attack the Confederates threatened to inflict a pyjama-clad rout on the Federals asleep in their tents. We’re playing with modified Fire and Fury rules in 6mm and will have, when the Union soldier finally wake up and get out of their tents, about 4,500 figures on the table. There was a naval element in the battle (the Lexington and the Tyler ironclads, not the casement Carondelet and monitor Pasaic gunboats shown) and the Great Western Battles F&F scenario book allows them the strength of half a battery and an indirect fire range of 16″. Any Rebs silly enough to go within 2″ get canister. But the airforce, in the shape of the balloon, was not present, so is only for decoration.
Two Union, gunboats await the Rebs on the Tennessee River at Pittsburgh Landing
Two miles to the SW three Confederate corps face only two Union divisions roused tousled & disordered
Sherman’s division holds them up but takes losses
The Confederate columns push rapidly towards Shiloh Church, more shed than church
Meanwhile 3Corps, on the right, makes a fast march north to outflank the whole Union position

Hopefully Sean will be able to get back to this game soon with an update on the action.

Building A 15mm ACW Ironclad

Stephen is inspired by a piece of balsa…

I had a spare bit of balsa planking I’d used for a previous project where a piece had been cut out of it that left the remainder with a prow-like curve at one end.

I just happened to see it and then a thought popped into my head: ‘that looks like the prow of an ironclad.’

And that’s how this project came to be.

The first decision I had to make was size. It was going to be a gaming model not a scale model. Assuming that 15mm is 1/110 scale that would mean a scale model would need to be about 2 feet long.

That wouldn’t be practical since this would be used in big battle games and ground scale comes in to play.

But it had to ‘look right’ next to a 15mm figure, as if a crew could actually get in it. So it couldn’t be too small either.

The bit of balsa I had was 25cm long. I got out a 15mm figure, put it next to it and…it looked about right.

The starting point and tools.

So that’s the scale I went with – the gamer’s favourite ‘looks right’ scale.

This proved to be a simple model to make, though some processes were repetitive.

I used Wills Scenics embossed plasticard for the wooden decking. With that done I then sanded the sides to make sure it was all nice and smooth.

Hull planking added

Next came the superstructure. This was built in thick card and then clad in plasticard.

Superstructure added.

The plasticard was incised using a compass to represent the iron cladding. This got really dull! It was only after I had stuck it all together that I suddenly realised I had forgot to add any rivet details. I thought about doing it retroactively, but then I thought about the amount of rivets I would need to do and thought, ‘sod that – this is a gaming model.’

Broadside gunports and more tools.

The funnels were made from styrene tubing with a bit of styrene wrapped around the top for where the stabilising wires were attached. Guide holes were drilled and they were glued in place.

Funnels added

The wheelhouse went through two versions. Some pictures show it with sloped sides, some with slab sides. The first version I did was sloped. But when it was glued in place it gave the whole model a modern ‘sports boat’ look with all those slopes. It just didn’t look right. So I took that off and made a new, square, one. The rest of the hull furniture was made from bits of styrene and chain from an old necklace.

Second attempt at the wheelhouse and deck furniture added

Then on to the paintjob.

I got this wrong as well.

I’ll confess I don’t know too much about ACW river ironclads. I remember from ages ago seeing an ironclad game where the hulls had been painted silver (presumably to represent the iron). If I’m honest, that always seemed wrong to me, but I just respected other’s knowledge.

So I painted my model with metallic sides.

It just looked wrong and too shiny. I thought the matt varnish would dull it down, which it did. But it still looked wrong.

Time for a quick bit of research. Sure enough, my instincts were correct – they weren’t left bare metal! Black, dark grey, and light grey seem to have been the preferred colours. Even sky blue!

I prepared myself that I might have to do a re-paint.

Before that, though, I thought I’d do an experiment – an all over black wash. That seems to have worked and saved me a re-paint. It now has a darker finish, the black wash has taken off the metallic look but left it with just enough to suggest wear and tear.

The finished model

No re-paint needed.

On the river

The Battle of the Little Round Top

What I like about the American Civil War for gaming is that it is a simple period.

There’s only a couple of troop types, and uniforms were uncomplicated. Compare that to the nightmare that is Napoleonics…

So I decided to have myself a game, using my own rules. In fact, I thought the Battle of Little Round Top would be ideal.

Troops were deployed as their historical counterparts and then it was up to me from there. The table stretched from the Round Tops in the south, up through Devil’s Den, the Wheatfield, with Codori farm to the north. The Confederate forces consistent of Longstreet’s I Corps (minus Pickett’s division), and the Union III Corps under Sickles.

The game started with a general advance by the Confederates. Hood’s division was looking at the Devil’s Den and Little Round Top, where the union brigade led by Ward was ensconced with an artillery battery. This looked like it would be a difficult approach for the Confederates so the rest of Birney’s division looked north to where McLaws’ confederate division was covering Codori farm and the Wheatfield. This would make the union have a strong presence in the northern part of the battlefield – with Humphrey’s division and most of Birney’s concentrated that way.

Sure enough, things got off to a good start for the union. The artillery at Codori farm and the Wheatfield gave Barksdale’s brigade a hefty pummelling. They advanced under heavy fire. They tried to force it to a charge, but they’d taken a serious bombardment and any charge would come to nothing. So McLaw pulled them back and advanced Wofford’s brigade to cover.

Meanwhile, Hood’s division plodded forward. The union artillery on Little Round Top opened up on them, but the fire wasn’t that effective. The confederates took the risk on a steady approach – rather than the infantry charging forward they moved up at a pace with their artillery.

Like in the actual battle, there was a lot of fighting around Codori farm (which would see even more fighting the next day, being on the south of Pickett’s ill-fated charge). Both Union and Confederate were beating the living daylights out of each.

This left the centre.

Graham’s union brigade advanced through the Wheatfield. Opposite was Kershaw’s confederate brigade. A firefight started in the Wheatfield. Realising he could soon be outflanked by Trobriand’s brigade, Kershaw made the decision to charge.

And in he went!

Not only did he push Graham back to Plum Creek, but he followed up the charge by rushing the artillery battery that had been holding back Carr and Brewster at Codori farm.

This signalled a change of confederate fortunes.

Hood’s division had moved up to Devil’s Den, with only Ward and a single artillery battery opposing them! Trobriand, in the middle, had made a bad decision – he should have been looking south where he could have outflanked Hood, but instead had been distracted north by the hard fighting there and Kershaw’s advance.

Ward and his artillery pulled back to the top of Little Round Top, hoping to delay Hood’s advance. The union artillery under Burling turned south, where it could make a long shot against Hood’s advance along Plum Creek.

Then it became the turn of the Union to see what it feels like coming under sustained artillery fire.

McLaw’s artillery batteries on the Emmitsburg Road opened up and caused massive destruction amongst the union troops but left them low on ammo (they all rolled 10s!).

This, effectively, did for the union north flank. And with Kershaw’s push in the centre leaving the union in disarray, it meant the sole focus would now be on Little Round Top – with Ward’s brigade trying to hold off Hood’s division and what was left of McLaw’s.

At that point a victory was declared for the confederates!

It had been a tight victory.

In hindsight, the Union had failed when they allowed themselves to be distracted by McLaw’s advance, concentrating all their brigades except one on stopping him. This left Hood to advance pretty much unmolested until it was too late. The guilty party had probably been Trobriand who was in an ideal position to outflank Hood’s advance but had, instead, been spooked by Kershaw, who he should have left to Birling and Graham.

ACW Rescue

Stephen delves in his lead pile and recovers some long lost figures.

Many moons ago I bought some 28mm ACW figures in a bring ‘n’ buy with the intention of doing some skirmish games with them. I think they are Essex Miniatures. They then languished in the lead pile for a couple of years until Covid 19 came along and I had run out of anything else to paint. So, due to a global pandemic they managed to wriggle their way to the top.

I still haven’t decided what rules I will use. There’s Rebels & Patriots and Sharpe Practice, but neither is really exciting me. Still, got to get them painted before you have a game with them. Rules can come later.

I based them on Renedra 25mm bases and added some filler. They were then given an undercoat with Humbrol ‘Dark Earth’ model spray (the confederates will get a grey undercoat). That was the point at which they then found themselves abandoned in the lead pile.

The first thing I tend to do is base coat the flesh. This was done with Vallejo Saddle Brown. I also base coated the rifle as well using GW’s Mournfang Brown and the bayonet was done with Revell acrylic Steel. I then washed the rifle and bayonet. Normally I would use GW’s Agrax Earthshade, but I’m out of that. So I went old skool – a watered-down version of a dark brown acrylic paint.

So, the flesh. The base colour was Vallejo Medium Flesh and then highlighted by adding a drop of white. Beard and hair was done with Vallejo Golden Brown. I decided I wanted the uniforms to be a bit random – fabric, dye, and supplier would have varied during the war.

The jacket was done with a mix of Vallejo Oxford Blue, a drop of Royal Blue, and a bit of black. I varied the ratio between batches to give a bit of variety. The base coat was highlighted with a drop of grey rather than white.

The sky blue trousers were a mix of Vallejo Sky Blue with a spot of brown and grey to dirty and vary the shade. Again, the ratios were varied to reflect different supplies. This was then highlighted by adding white.

Leather straps were done in black and highlighted by adding browns and greys. This helps vary the type of black, which can vary depending on material and quality of dye being used. The shoulder bag was undercoated with Vallejo khaki and then highlighted with Revell Beige.

That just left the rifle. All I did was touch up the wood with GW Mournfang Brown. The bayonet and fittings were done with Revell Steel. The bayonet point was highlighted with Vallejo silver.

That leaves the basing. A coat of PVA then sprinkle with ballast and let it dry. And then a blob or two of more PVA and sprinkle with static grass.

And that’s that done.