Professional Documents
Culture Documents
Wargames, Soldiers & Strategy 115
Wargames, Soldiers & Strategy 115
x
the
This 1865 photo shows ilt
maze of trenchwor ks bu
rginia
outside of Petersburg, Vi
during the long siege .
1067
gress / LC-B811-
© The Library of Con
UK £ 5.50
1 5
FEATURES:
MARCHING TOWARDS A MODERN BATTLEFIELD
9 772211 503045
36 WAR IS CRUELTY
Innovation & development in the American Civil War
40 RUNNING THE MISSISSIPPI GAUNTLET
The Battle for Island Number Ten
Editor-in-chief: Jasper Oorthuys 44 THE KEY TO RICHMOND
Editor: Guy Bowers The taking of Fort Harrison, 29 September 1864
Copy editor: Naomi Munts
Layout, design: Christianne C. Beall 48 ADAPT AND SURVIVE
Maps: Rocío Espin A teaser view of cavalry in the American Civil War
© 2019 Karwansaray Publishers
52 RAILS & REPEATERS AT ROWETT'S REDOUBT
Contributors: Mark Backhouse, Ian Beal, Steve Beckett, Tony Con- er 1864
cagh, David Davies, Bill Friend, David Hiscocks, Jeff Jonas, Rich
Jones, Alberto Mateos Jurado, Eoghan Kelly, Eric ter Keurs, Chris 56 ST
King, Menzo Kwint, James Oram, Rick Priestley, Nick Skinner, A look at American Civil War ranges
Philip Taylor, Rubén Torregrosa, Rob Wubbenhorst, Jon Yuengling
60 DON'T SMILE FOR THE CAMERA
Illustrations: Georgie Harman Bringing out the really big guns
https://www.facebook.com/redfoxillustrations
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Distribution
66 THE RED ARMY IN AMOEBA GREEN
Wargames, Soldiers and Strategy is sold through retailers, the in-
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68 ADOBE BUILDINGS
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Copyright Karwansaray BV. All rights reserved. Nothing in this
publication may be reproduced in any form without prior writ- 6 MINIATURE REVIEWS
ten consent of the publishers. Any individual providing material Our usual roundup of new releases
for publication must ensure that the correct permissions before
submission to us. Every effort has been made to trace copyright 16 THIS GAMING LIFE
holders, but in a few cases this proves impossible. The editor Richard Halliwell, 1959–2021
and publishers apologize for any unwitting cases of copyright
transgressions and would like to hear from any copyright holders 64 THE IRREGULAR
not acknowledged. Articles and the opinions expressed herein Historical revisionism and wargaming
do not necessarily represent the views of the editor and/or pub-
lishers. Advertising in Wargames, Soldiers and Strategy does not 72 ART DE LA GUERRE V4
necessarily imply endorsement. Let's play a complete ancient & medieval ruleset
Wargames, Soldiers and Strategy is published every 74 LET'S PLAY SHAKOS & BAYONETS
two months by Karwansaray BV, Rotterdam, the The new supplement for Toma
maha
hawk
w s
Netherlands.
76 GAME REVIEWS
ISSN: 2211-503X s, and mor
oree
Printed in Slovakia.
80 BOOK REVIEWS
More books reviewed by the WS&S tea
eamm
82 PARTING SHOTS
rgam
rg
gam
a er
© Georgie Harman
the conflict to look like. You know me; I like to challenge the con-
sensus of wide-open battlefields and offer some alternatives. This
issue has fights in rivers and swamps, in trenches, and over fortifi-
cations. Hopefully, it’ll inspire gamers to look at the Civil War in a
different light. I hope you enjoy it as much as we have enjoyed putting it together.
I would also like to say a brief word about Duncan Macfarlane (1948–2021) who
died in late May. Duncan was the first editor of Miniature Wargames (launched back
in 1983), only to leave this publication after four years. He then founded a second
magazine, Wargames Illustrated, in 1987, which he retired from and sold in 2009.
Duncan also published my first article back in 2004 and, perhaps, started me on the
curious journey that led me to write for, and then become the editor of, WS&S. His
work and devotion to quality has rubbed off on us, and his original magazines are
still an inspiration – true wargames magazines about wargaming.
Everyone in the hobby knew Dunc; he was a friendly and outgoing individual. I
didn’t know him as well as I would have liked, and I think we only crossed swords
on the table once. I know he will be missed by a lot of people, including me.
Our nest issue focuses on reconnaissance and both the challenges and the para-
dox of trying to recreate it on the wargames table.
–– Guy Bowers
edit
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45 45
40 40
355 35
3300 30
25 25
200 2
20
15 155
1
10 10
5 5
l d l Th l ‘P
Plastic British and awaited late-war British UltraCast Carthaginians army’ releases for Mor-
Canadian infantry (and Canadian) plastic set Company: Plastic Soldier Company tem et Gloriam include
Company: Warlord Games is here. The original Brit- Size: 15mm ‘foot to eye’ or 17mm Carthaginian and Greek
Size: 28 mm ‘foot to eye’ ish plastic set, now over tall; cavalry are 28mm tall armies. Cast in a flex-
or 31 mm tall Era: Antiquity
a decade old, had sepa- ible plastic resin called
Era: World War II Price: £45.00 for 27 cavalry
rate arms for the weap- UltraCast, this boxed set
Price: £29.50 for 30 infantry and 54 infantry
ons. The new set has contains three mounted
www.warlordgames.com seven bayoneted rifles per www.theplasticsoldiercompany.co.uk generals, six Carthaginian
sprue, each one attached cavalry, six Spanish cav-
to arms; the weapons are alry, and twelve Numid-
notably larger, making ian light horse. In addition,
them far more durable than the previous set. The boxed there are 30 Carthaginian spearmen and 24 Gallic war-
set contains five frames of plastic troops with bases and riors. The models are well sculpted and cast; they are from
transfers. Heads are provided with steel helms (early and the Corvus Belli range and are produced under licence.
late) plus tam o’ shanter caps. Each frame has six torsos There are a few mould and vent lines that will need clean-
and a variety of weapons: rifles (as mentioned), three ing up (easily done with a sharp knife). The army contains
Stens, an LMG, a Webley pistol, a 2" mortar, and a PIAT. no elephants, but not every Carthaginian army did. These
There are plenty of options for customization, such as are available separately: £10.00 for two Carthaginian el-
binoculars, entrenching tools, backpacks, etc. As with ephants with howdah. Bases are not provided. This set is
other recent sets, size-wise, these are on the larger side excellent value and provides an interesting mix of Carthag-
of 28mm so will be compatible with larger ranges. inians and mercenaries for the Punic Wars.
OTO-Melara Mod 45
56 howitzer 40
10
res (o
res (own
w ed byy ians in the Falklands (w(where the
h British
Warbases) is an OTO-Melara Model 56 105 mm howit- outranged it). The models are well detailed and well cast,
zer. The gun was developed by the Italians for the Alpini with little in the way of venting or mould lines. The crew
who needed a light pack howitzer – it breaks down into have a British charm – the leader is smoking a pipe! The
twelve parts and is light enough to be towed by a Land gun is available separately. Size-wise, these are middle of
Rover. It is operated by many nations and saw action in the range for 28mm, thus should be compatible with most
Yemen and Borneo with the British, with the Australians ranges. They will be useful for post-WWII and third-world
and New Zealanders in Vietnam, and with the Argentin- modern games in need of artillery support.
45 45
40 40
35 35
30 30
25 25
20 20
15 15
10 10
5 5
Panther tank 45
40
Company: Paint & Glue Miniatures
Size: 1/56 35
10
This one just missed our ‘German Cats’ issue by a frac- but smaller scales are available on request. The models
tion, so I thought it was only fair, as Paint and Glue had are made with PLA (polylactic acid) filament, but for a
sent WS&S the model, to review it here. Paint and Glue little extra they can be printed in resin (which has the
provides 3D printed World War II models made to or- advantage of more detail). The kit comes as two pieces –
der. There are currently models available covering World hull and turret. The model is well printed; the striations
War II, a few moderns, a–––nd new scenery, and there’s are hard to spot. This is a nice and useful wargames-
a new range of 1/144 aircraft for World War I, World quality model, useful for gamers wanting an inexpensive
War II, and moderns. The vehicles are provided in 1/56, range of vehicles for World War II.
40
40 40
355 35
30 30
2
25 25
20 20
15 15
100 10
5 5
40
Company: North Star and Osprey
Size: 28mm ‘foot to eye’ or 32mm 35
10
The latest Oathmark release is human cavalry, best de- beards here). The cavalry can be armed with hand weap-
scribed as a light cavalry. Inside the set there are three ons, spears, or bows; command options are such as a
sprues of human riders (each with five bodies) and five leader and standard are available. The shields supplied
sprues of cavalry mounts, with three very dynamic horses are the same square design as the human infantry. Bases
on each; the horses are in galloping and leaping poses, are included as standard. Overall, these will make gener-
like they had come straight from the Grand National race! ic fantasy cavalry, but their design is a little ‘off’ if players
There is a good selection of heads, including hooded, are tempted to use them as historical substitutes. Mounted
helmeted, and bare-headed (plenty of moustaches and metal heroes are also available at £6.00 each.
40 40
35 35
30 30
25 25
20 20
15 15
10 10
5 5
The Feud u al
a Japan ran ng Blitzkrieg Miniatures has
Onna-musha from Bad Squiddo Games Krupp Protze staff Car Kfz. 21 released three versions
Company: Bad Squiddo Games has recently received re- Company: Blitzkrieg Miniatures of the Krupp Protze 6x4
Size: 28mm ‘foot to eye’ inforcements in the form Size: 1/56 cross-country truck. The
or 32mm tall of five new packs. There Era: Early World War II vehicle was produced
Era: Feudal Japan is a fantasy pack – the ter- Price: £22.00 including VAT between 1934 and 1941
Price: £12.00 for three models rifying Blood Sorceress (£18.33 without) and heavily used in in
www.badsquiddogames.com with undead bodyguard – www.blitzkriegminiatures.com the earlier part of World
and four historical packs: War II, although some
a pack of three widows survived in use until the
(thirsty for revenge), three end of the war. Blitzkrieg
onna-bugeisha with nagi- produces the Kfz. 19 ra-
natas (the traditional weapon of the female warrior), and dio communication truck, the Kfz. 70 truck (used for
two packs of onna-musha (one standard and one com- infantry transport and for towing artillery), and the Kfz.
mand pack). The onna-musha are heavily armoured and 21 staff car (reviewed here). The model is very easy
wear fearsome headpieces and faceplates to intimidate to construct, consisting of a hull, six wheels, a wind-
their enemies. These metal models are well sculpted and screen, and a steering wheel. The casting and detail-
posed, with excellent detail. Any mould lines are hard to ing is very good, with no mould lines visible. All but
spot apart from some flash on the base. Size-wise, they one wheel fitted perfectly first time. This unusual and
are slightly shorter and slimmer than average, but that’s interesting model is the ideal staff car or heavy car for
deliberate in the sculpting, as you’d expect from a realisti- German WWII tours of Europe, as the Protze was exten-
cally scaled 28mm female figure. All in all, this excellent sively used in Poland, France, on the Eastern Front, and
everywhere. during the North African campaign
Scale 75 has launched a range of paints called Instant Color, per bottles, so you can control the paint, is a really big bonus
aimed at the quick painting market (yes, contrast paints!). The - each paint bottle has an agitator ball for shaking. Instant
range brings 48 new colours to the table. They are divided Color paints are translucent – the paint itself is less thick than
into six packs of eight – ‘Healing Potions’ for reds, ‘Poison some of the darker contrast paints. If you want a single coat to
Flasks’ for green, ‘Mana Elixirs’ for blue, ‘Summon Potions’ do your miniature, you might find you’ll be needing a second
for greys and blacks, ‘Revive Potions’ for skin tones, and ‘Ber- coat with some of the lighter colours. However, if you want to
serk Potions’ for browns. You’ll need a pin to pierce the bottle control where the paint goes and don’t mind a quick second
nozzle before paint will flow. The fact that these are all drop- touch-up in a few places, these will work very well.
40 40
35 35
300 3
30
255 25
20
20 2
20
15
15 15
10 10
5 5
Arrowhead Miniatures l d
Sherman Jumbo makes fine scale 1/144 Bloody Miniatures new company specializ-
and Valentine tanks, vehicles, and in- Company: Bloody Miniatures ing in character models
Company: Arrowhead Miniatures fantry for the major World Size: 29mm ‘foot to eye’ for the English Civil War
Size: 10mm (1/144 scale) War II nations – some of or 33mm tall (although they could eas-
Era: World War II their guns are so well de- Era: Seventeenth century ily be used for the Thirty
Price: £5.95 for the Jumbo, £4.99 tailed and fit together so Price: £8.50 for four men Years’ War at the drop of
for the Valentine IX
perfectly, I wish they did www.bloodyminiatures.co.uk a floppy hat). The models
www.arrowheadminiatures.co.uk 28mm versions too! Re- are sculpted by Nick Col-
viewed here is the M4A3Es lier, original sculptor of
‘Jumbo’ assault tank and the Bicorne and Renegade
the Valentine mark IX. ECW ranges. These aren’t
Both come as fine metal kits, which require a little as- stiff rank-and-file poses but active action poses, suitable
sembly. The models are hollow, consisting of a top and for the typical skirmishes, raids, sorties, and sallies that
bottom chassis which slot together – this has the added often occurred during the ECW. Currently, the range con-
bonus of keeping the vehicle’s weight down. The tracks sists of four packs each containing four unique poses –
and the turret are then added. The main guns are sepa- one armed with swords, one with polearms and halberds,
rate but are easily added. The Jumbo even has hatches one with pistols, and one of dismounted cavalry with car-
in the turret roof! Overall, all the parts fit together very bines and pistols. The models are crisp and well detailed;
smoothly. These fine quality and accurate kits might be the mould lines are hard to spot. There’s a tiny amount of
slightly pricey compared with other 10mm manufactur- pour lines to be cleaned up at the base. Size-wise, these
ers, but you do get what you pay are definitely on the larger side of 28mm and thus
for. Recommended. will be compatible with larger ranges.
Responsive terrain –
boulangerie
Company: Outlands Terrain
Size: 28mm m
Era: Nineteenth century onwards
Price: £22.00
www.OutlandsTerrain.co.uk
f b ld l t f t i t l t hi h
ings designed to “show battle damage as the game progress- lating component is which: a bit of colour-coding or a dia-
es”, this boulangerie/bakery model does indeed allow players gram labelling the MDF ‘sprues’ would have been extremely
to represent chunks being blown off. It’s nicely modelled on welcome. The chunky nature of the 3mm-deep MDF does
the outside, with a characterful recessed front door, although make for rather overly snug fits in places, leading me to ques-
– ironically for a model designed to come apart – it’s actually tion its longevity with repeated use, and it might be hard to
quite tricky to access the different storeys for placing minis. disguise the cracks once painted, but that said, it was a fun
The kit is complex, and it is extremely well-engineered to build, it looks great, and we look forward to blowing it up
minimize wasted material, but 95% of the ‘challenge’ in its with a few well-placed HE rounds in due course!
40 40
35 35
30 30
25 25
20 20
15 15
10 10
5 5
Sturm-Infanteriegeschütz 33B 45
40
Company: RKX Miniatures
Size: 1/56 scale 35
www.rkxminiatures.co.uk 20
15
10
t h b d l i ll t d hi hl d t il d V
leased: the Flakpanzer 38(t), the Steyr ADGZ armoured assembly is required: all you have to do is stick the gun
car, and the StuIG 33B (reviewed here). Using a Panzer and MG port on, glue the tracks on, put on the hatch
III body, the StuIG 33B was designed for urban com- (both open and closed variants exist) and add the op-
bat to support infantry. Armed with a 150 mm sIG 33 tional spare wheels plus rear stowage bin. All the parts
howitzer, it had good frontal armour of 80 mm and an fit together perfectly, and the detail is worthy of a collec-
enclosed fighting compartment (unlike earlier versions tor's scale model. Nevertheless, like the original, this kit
of the Sturmpanzer). It arrived just in time for Stalingrad is designed to be in the front of the action, demolishing
and saw extensive action there. RKX Miniatures' resin buildings and enemy emplacements.
40 40
355
35
30
30 30
25
25
2200 20
155
15
100 10
5
5
40
Company: Fighting 15s
Size: Designed for 18mm – the 35
10
x
THIS GAMING LIFE
COLUMN
n
ma
©G
gie
eor
Ha
r
RICHARD HALLIWELL, 1959–2021
It was a friend, neighbour, and fellow nascent wargamer who dis-
covered we were not entirely alone. Simon – for that was his name
– Simon and I had been pushing Airfix figures around in a boyish
fashion for a while. Success in the 11+ exam ensured we were both
dispatched to the local grammar school – first-form bugs, though in
different classes. This mysterious wargaming classmate of Simon’s
turned out to be Richard Halliwell. Richard had also been wargam-
ing with a friend, but their respective progress to secondary edu-
cation had parted them, the friend elevated to the posh grammar
at the top of the hill, Richard banished to the one only recently
By Rick Priestley built on the former landfill site next to the huge council estate.
I
recall the three of us sat down on the steps as we a different portion of a spacecraft. We fought board-
waited in the lunch queue, talking excitedly about ing actions down corridors, through engine rooms,
rules and games. I was invited round to take part and into landing bays. More than a decade later, Hal
in a battle at the post office in Bracebridge where would use the same concept for his Space Hulk game
Richard’s family lived and where his father was – probably his finest piece of pure design work. As
postmaster. The house was a turn-of-the-century ter- schoolboys we dreamed of what it would be like to
race affair. Richard’s bedroom window looked directly write and publish our own games. “Get a proper job!”
over the street. Buses would stop right in front of our our parents told us. “You’ll never get anywhere mess-
wargame. Top-deck passengers gawped at the sight of ing about with toy soldiers.” Well, they had a point.
two lads pushing hundreds of Airfix American Civil
War figures over a piece of eight-by-four chipboard. A bright student, Hal was selected for the ‘fast stream’
at school, sitting his O-levels a year ahead of us thick-
Richard Halliwell and I would go on to become life- ies. That meant that, although six months younger, he
long friends and collaborators, starting with teenage left school a year ahead of me. Too young to apply for
wargaming projects and, later, as fellow designers at the local grant to take up a place at university, Hal
Games Workshop. I don’t remember who won that took a short course in computer studies at the tech-
first game played out with Donald Featherstone’s rules nical college in Lincoln. He programmed the college
and unpainted plastic figures glued onto strips of thin computer so that it responded to his requests with the
card, but I bet it wasn’t me. I soon came to know that resplendent sign off, “Oh Mighty One” and “Your Im-
Hal – as Richard became generally known following perial Majesty”. The following year he went to Not-
a brush with Henry IV part 1 – was one smart cookie. tingham University where he completed a degree in
Hal could think his way round a game like no-one Politics, writing his thesis on Lincoln’s rogue MP Dick
else. When we took up ancient wargaming with the Taverne. One maverick writing about another.
classic Wargames Research Group rules, Hal started a
Macedonian army and I, to oppose it, a Persian one. Hal’s academic studies didn’t deter his enthusiasm for
Hal quickly sorted out his Macedonians, realised that gaming. I remember long sessions at the house Hal
Seleucids were a much better bet, and pivoted his col- shared in West Bridgford. A favourite at the time was
lection accordingly. I don’t think I ever beat him. On Warlord, a strategic board game of nuclear warfare lat-
one occasion he gallantly offered to swap sides and er re-issued as Apocalypse. At the same time, Reaper
proceeded to defeat his own army using mine. – a fantasy battle game – became Hal’s first set of rules
to appear in book format. This first edition (1978) was
I don’t remember when Hal and I first began to create published by the Nottingham Model Soldier Shop and
games together. I think it was something we did from is quite a rare find today. Supplements followed, to-
the start. I recall a science-fiction game played over gether with a science-fiction wargame, Combat 3000,
a chessboard using Minifigs models as pieces. Later published by Tabletop Games (1979). Tabletop, owned
the chessboard mutated into hand-drawn floor plans and run by Bob Connor from his shop in Arnold, also
collected into a scrapbook, every page representing picked up Reaper and re-published it a few years later.
When Bryan Ansell decided it was time to put out Cita- Hal died in May this year at the age of 61, having suf-
del’s own fantasy battle game, Hal was commissioned fered from an incapacitating illness that had tragically
to write it. I was working at Citadel by then and I think left him institutionalised for the last fifteen years of his
it must have been about the first thing we published life, stricken by physical and mental symptoms nor-
over and above the usual mail order sheets and pack- mally associated with far older victims of dementia.
aging. From that decision emerged the first version of When we met up, which we invariably did on his
Warhammer (1983) and all that follows on from it. Hal birthday along with other friends, Hal always talked
would continue to contribute towards Warhammer in about the set of World War Two wargames rules he
one form or another for the next decade, including the was eternally in the process of writing – a games de-
role-playing version (1986). His fabled Lustria cam- signer to the end. Despite his illness and the many
paign was an early, long-standing project inspired by challenges that he faced as a result, his recollection
a trip to South America, featuring Viking adventurers of his youth and our days working together at Games
in a land inhabited by the bizarre Slann, the amphib- Workshop were as sharp as ever, and he remained the
ian descendants of a star-spanning race that had once good-humoured, kindly, and courageous soul that I
dominated the world. Typically, Hal worked it up to a am proud to have called my friend. WS&S
T
he armies of the Antigonids and war el-
the opposing Alliance met near chariots
the town of Ipsus on the plains urces).
of central Phrygia. On one side
were arrayed the unified armies ed re-
of King Antigonus ‘the One-eyed’, and y of the to fig
his son Demetrius ‘the Besieger’. Dem- cus’ tle sh
etrius was bold and energetic, but his were min
father Antigonus was over 80 years old many on the other side. Many Th
and could no longer ride. It is likely he of Demetrius’ troops were Greeks, nario gets into the meat of the action,
directed the army from a litter carried and his elite cavalry were possibly as all the dancing around with light
in the middle of the phalanx. The An- armoured Thessalian lancers. We can troops can be a distraction.
tigonids had 70,000 infantry, 10,000 guess that more than a third of the in-
cavalry, and 75 war elephants. fantry on both sides were light troops. Antigonid faction
While some sources give the allied el- Right wing
The opposing army of the Alliance ephant total as 400, a number of 150 Demetrius (aggressive general)
combined Cassander’s Macedoni- is far more likely and still double the • 2 units of heavy cavalry
ans with Lysimachus’ Thracian mer- Antigonids’ number. A good number (one veteran)
cenaries and Seleucus’ masses of of the former were kept in reserve . • 1 unit of light cavalry
freshly gathered elephants. The allies
Centre
had 64,000 infantry, 12,000 cavalry PLAYING THE BATTLE Antigonus (veteran general on litter)
Historical sources do not describe
• 3 units of elephants with ac-
any terrain features pertinent to the
companying skirmishers
battle, so a large plain is sufficient.
• 6 units of Macedonian phalanx
(three are veteran)
The scenario has deliberately been
left generic so players can fit Left wing
it to their favourite rules set, Pyrrhus (good general)
be it Hail Caesar, Mortem et • 2 units of light cavalry
Gloriam, or To the Strongest.
Allied faction
A brief guide Right wing
to the forces in- Pleistarchus (average general)
volved follows, which ad-
• 1 unit of heavy cavalry
mittedly involves educated
• 1 unit of light cavalry
guesses, given the limited
historical information Centre
available to us. Players Lysimachus (good general)
should add or subtract • 4 units of elephants with ac-
units in proportion to fit companying skirmishers
their collections. There were • 6 units of Macedonian phalanx
probably more light troops available (two are veteran)
to both sides, and players who wish • 1 unit of allied Thracians
Successor heavy cavalry with lanc-
x
WARGAMES
MEES, SOLDIERS
EERRS & STRATEGY
EGY 115
115
15
18
18 ARRG
GAM
AM OLLDIIE
O IER TTRRA
RATE
TEG es crash into the enemy's flanks
before the phalanxes crunch.
© Igor Dzis
Demetrius and Pyrrhus advance with their troops. Allied commanders Lysimachus (left) and Seleucus (middle) plan how to counter the Antigonid's heavy cavalry charge.
Left wing the Antigonids back, allowing his right- ephant screen. Soon, unimpeded Se-
Antiochus (average general) wing cavalry to turn the enemy flank. leucid cavalry had the whole Antigonid
• 1 unit of heavy cavalry battle line under attack by missiles from
• 1 unit of light cavalry Antiochus’ allied cavalry continued to all sides. The Antigonid phalanx began
• 1 unit of horse archers run, with Demetrius on their heels, but to crumble. Eventually the collapse of
Seleucus began to feed his reserves into the phalanx left the king isolated and
Reserve
this fight. His elephant reserve made exposed. Demetrius did eventually
Seleucus (veteran general)
a wall that blocked Demetrius’ wing make it back, only to witness the wreck
• 3 units of untrained elephants
from returning. He also directed his of the Antigonid army. Pyrrhus and he
• 1 unit of light cavalry
• 1 unit of horse archers reserve light cavalry to roll around An- fled and eventually reached Macedo-
tigonus’ exposed right flank. On the Al- nia – where they almost immediately
liance’s right wing, their horse archers began fighting over the kingship.
VICTORY CONDITIONS neutralized their Antigonid opponents.
This is a straight battle for superior-
Ipsus was hugely decisive as it elimi-
ity, so it is a standard pitched battle.
Antigonus sent messengers to Dem- nated Antigonus, the leading contender
Elimination of commanders should
etrius to recall him to help stop the rot for Alexander’s empire. Seleucus and
be more important than the loss of
on his flanks, but either Demetrius was Lysimachus inherited the joint victory
individual units.
too far away, or the messengers were and the spoils. The victors soon turned
unable to break through Seleucus’ el- to fighting among themselves. WS&S
WHAT HAPPENED? © Rocío Espin
action took
mbers of ele-
oth armies skir-
r
rth indeci-
withdrew
eassts to
he ph
p a-
too
ookk
pt the
pus
ushe
hed
VIOLENCE ON VECTIS
Naval raids were a frequent feature of the 100 Years’ War. On 21 August
1377, a Franco-Castilian fleet was forced to shelter from a storm on
the north coast of the Isle of Wight, before plundering the island and
raiding the nearby ports around the Solent. The island itself was largely
captured, except for Carisbrooke Castle, which managed to hold out.
By Mark Backhouse
I
nitially, the French had a much THE FRANCO-CASTILIAN SITUATION
larger and more professional force, While sailing close to the Solent, a
and were fighting a smaller force large storm has forced you to take
of largely irregular troops – quite shelter north of the Isle of Wight. The
different to the usual HYW sce- island should be raided and captured
nario. Wargaming this campaign cre- if possible and then used as a base
ates some challenging strategic deci- to launch attacks against the English
sions, and highlights the importance
ports nearby. You will need to set sail
of a well-placed castle. The location at
back to France to rendezvous with the
Carisbrooke is really critical as the key
Earl of Burgundy within two weeks.
to the whole island. We played this out
axes, and siege engines including eight
as an online Kriegspiel during the Cov-
Don Fernando Sanchez de Tovar – You perrier catapults and four trebuchets.
id-19 lockdown period, but you could
are a Castilian admiral with 24 gal- You also have some carts for transpor-
use it as the basis for a matrix game,
leys plus a few smaller support craft. tation of equipment and plunder.
or a map-based setting for a series of
On these galleys you have 1200 men
interlinked campaign tabletop
figure games.
and 250 horse, a mixture of nobles and THE ENGLISH
men-at-arms and their retainers, along Sir Richard Northland
with a large number of brigands, mer- You are Sir Richard Northland, who
cenaries, sailors, and soldiers. You are has been given command of the de-
supported by a French fleet of twelve fence of the Isle of Wight as a whole.
ships led by Jean de Vienne. Under your command you have two
knights, fifteen esquires, and twenty
Jean de Vienne – You are Jean mounted archers. All are mounted,
de Vienne, a French nobleman. well equipped, and experienced sol-
You have been ordered to raid diers, based in Newport. Your job is to
and plunder the South Coast of Eng- co-ordinate an organized response to
land and support the larger Spanish any attacks. If a landing is successful,
fleet. You have twelve galleys plus a the militia could attempt to hold the
few support craft. You have 600 men rivers Yar and Medina or fall back to the
and 150 horse with a mixture of no- safety of Carisbrooke Castle.
bles and men-at-arms and their
retainers, along with sailors and Sir Hugh Tyrell
professional soldiers. You are Sir Hugh Tyrell, the keeper
of Carisbrooke Castle. You have nine
Both forces have enough food mounted esquires and ten foot archers.
and water to last for one week, These are seasoned soldiers who train
although getting additional supplies regularly. There is a plentiful supply of
form the nearby area will be essen- 2000 arrows in the castle stores.
tial. You are well equipped with
siege equipment including man- Carisbrooke is a stone shell keep on
tlets, rope, ladders, baskets, top of an older motte and bailey cas-
crossbows, spikes, shovels, tle with the wooden palisade rebuilt
During their attack on the Isle of Wight, the French and Spanish ulti-
x
WARGAMES
AMES, SOLDIERS
IEERRS & STRATEGYEGY 115
1155 mately failed to capture Portchester Castle. John IV, Duke of Brittany,
20
20 ARRG
GAM O DIE
OL TRRRA
TTRAATTEG
was equally unsuccessful in capturing the castle at Brest in 1386, as
shown here in an illustration from Chroniques de Jean Froissart.
© Bibliotheque Nationale de France, MS Fr. 2645
The islanders attempt to hold up the French and Castillan force while the local refugees flee to Carisbrooke Castle.
• g
• Heynoe,
nd Bon o -
littia
• bail
ba iliff
iffss
• Cump
Cu mp--
The Castilla
hwaate ter
French men-at-arms prepare to board a ship in the Soilent – English merchants made easy prey for the allied army.
separate, downgraded unit – for exam- threadbare garrison, even if they were of the force. A roll of 1 at any point by
ple, by making them small when using forced back to the keep, abanding the the besiegers should result in a failed
rules such as Hail Caesar or reducing outer defences. Southampton’s walls attack or an outbreak of some unpleas-
the number of hits they can sustain. and castle should also be treated the antness forcing them to remove an at-
same. This should count as a serious tacking unit or equivalent.
The troops in Southampton might be defensive benefit. If besieged by a force
six units of medium archers, two of at least double the size of the defend-
heavy cavalry capable of fighting as Example: If 1200 well-equipped
ers, roll 1D6 for every day of the attack.
heavy foot, and two of medium foot. Castilians besieged Portchester
On a roll of 6, one layer of the defences
with all of their siege equipment
is captured. Each castle has two layers
against Tyrell’s garrison of just 20
DEFENCES AND SIEGES – the wall and the keep – with South-
men, they could justify a +1 bonus
Some locations should be able to hold ampton having three: the town, the
for the size of their force and a cu-
out against far larger forces attacking castle, and the keep. This roll should be mulative +1 for the siege weapons,
them. Most of the larger towns prob- modified by a GM based on the sup- meaning they would need a 4+
ably had some sort of ditch or low pali- plies for each side and the availability each day to get into the castle.
sade. This might have allowed the mili- of siege weapons, morale, and the size
tia to hold out for a few hours against a
larger force. This could be represented
by a +1 defensive modifier.
LENGTH OF GAME
The campaign should last for no more
than two weeks in game turns. The
French need to retire from the Island
taking as much plunder as they can
while avoiding any major defeats.
WHO WINS?
The campaign is not evenly balanced,
The French and Castillian raiders set about pillaging and looting the local villages. What can the islanders do?
but the raiders should claim one victo-
ry point for each town that is plundered
On the first day they roll a 5, and the If the enemy are beaten by one point, or each minor military victory. Three
GM explains that the defenders attempt they are forced to withdraw. Beaten victory points should be awarded if
to shut the main gates but simply can- by two, they lose an element and an enemy force is routed or destroyed
not hold the defences. The outer wall retreat. Beaten by three, they lose or a castle is captured. They will lose
is quickly stormed. On the second day two elements and rout. If beaten by one victory point if they are forced to
they roll a 2 and the GM explains that four or more, they are completely retreat and lose five points if they suffer
Sir Hugh’s defenders have fallen back destroyed. If the result is a draw, the a rout or worse! The French and Castil-
to the keep with a plentiful supply of attacker is forced to withdraw. ians can claim a minor victory if they
arrows and keep the Castilians at bay. score five or more points and a major
On the third day they roll a 4. The GM Example: 400 French soldiers at- victory if they achieve ten or more. A
explains a group of Castilian men-at- tack 300 English militia defending result of anything less than five can be
arms managed to break into the keep a hill. The French gain +1 for out- classed as an English victory.
while Castilian crossbow and catapults numbering their opponent and a
suppress the defenders. The defence is second +1 for being better qual- CONCLUSION
short but bloody and the English are ity troops. The English gain +1 One of the arrow loops in the castle is
quickly cut down or surrender! for defending a hill. This gives the still named Heynoe’s loop after one of
French an overall +1 advantage. the defenders, who was able to mor-
BATTLES tally wound a French commander who
If using a normal tabletop battle sys- The French roll a 1; this is then modi- came too close to the walls from it.
tem, battles can be played out on the fied up to 2. The English roll a 4. The In the end, the raiders were probably
tabletop! The results can then be ap- English have therefore won by two brought off with silver and then contin-
plied to the next part of the campaign. points. The French lose an element and ued to plunder along the South Coast
If using a more abstract method to are forced to fall back. The GM might before returning to France. WS&S
carry out the campaign, or if it’s clearly
not worth fighting – e.g. 1800 Franco-
Castilians up against 100 militia – then
either the GM can give a sensible re-
sult (e.g. explaining that the militia are
quickly routed and destroyed) or the
players might want to dice for a quick
resolution. Roll 1D6 with modifiers:
g the enemy or de-
g de
defefend
ndable like
ed to
townwn;; +1 if
opps iss gen
ener
e allly
op--
u-
y
-
my
forces or greater. Pro
Rob Wubbenhorst
T
he Japanese Navy launched tacks at night, battleships exchanging
another of its typically compli- broadsides, desperate destroyer torpe-
cated operations, ‘Sho-1’, to do runs against cruisers and battleships,
oppose the landings by send- and the first deployment of the kami-
ing three forces to the battle. kaze tactic. One of the most remark-
The Centre and Southern Forces were able events during the largest naval
two sides of a pincer attack through the battle in history occurred when Centre
northern and southern approaches to Force, led by Vice Admiral Takeo Kuri-
Leyte; and the Northern Force, consist- ta, emerged from San Bernardino Strait
ing of the remaining aircraft carriers, with a clear path south to the Leyte CVEs were known by their crews as
with freshly trained aircrews, would anchorage of the invasion fleet after Combustible, Vulnerable, and Expend-
serve as a decoy to lure Admiral Hal- Vice Admiral Ozawa’s Northern Force able; they had a maximum speed over
sey’s Third Fleet away from the Leyte was successful in luring Halsey’s Third a third slower than the Japanese Centre
invasion force. This sacrifice of Japan’s Fleet away from their guard position Force heavy cruisers, destroyers, and
last carriers would allow the surface off the Strait. The small escort carriers battleships facing them. Taffy 3, de-
combatant-based Centre and Southern (CVEs) of Seventh Fleet encountered ployed as the northernmost force, had
Forces to complete their missions. by Kurita’s Centre Force at dawn on recently launched the morning air pa-
25 October 1944 were known as Task trols and received a startling message
The complete picture of this epic Pa- Group 77.4, with callsigns of Taffy 1, 2, from TBM Avenger pilot Ensign Brooks
cific clash is fascinating to study but and 3. The Taffys, each with six CVEs, about an enemy fleet close by. When
beyond the reach of this article. There were tasked to provide anti-submarine asked for confirmation by sceptical
are examples of submarine attacks and patrols and close air support for the US commanders, Brooks responded,
reconnaissance, air strikes, PT boat at- Army soldiers fighting on Leyte island.
“I can see the pagoda masts, and
I see the biggest red meatball flag
I ever saw flying on the biggest
battleship I ever saw.”
of Grumman
FM-2 Wildcat fighters fro been recorded in history as the Battle
Squadron 5 during the Ba m Composite
on 25 October, 1944. ttle of Samar
WARGAMESS, SOLDIERS & STRATEGY 115
26 OL A © U.S. Navy photo 80-G-287
497
A USN escort fires torpedoes at point blank range into a Japanese cruiser.
IJN centre force sights the enemy. All photos by Robin Scott-Blore of Warlord games. A ‘Taffy’ air flight is dispatched to drop bombs on one of the IJN's many cruisers.
off Samar. Readers wanting to know retired. Six heavy cruisers remained. nal ten powerful cruisers, Kurita had
more should try Hornfischer’s The Last Despite requests for air support, Kurita two left to escort his remaining three
Stand of the Tin Can Sailors. received no air cover. Finally, when battleships and two destroyer squad-
confronted by the desperate attacks of rons. Kurita chose to withdraw and
ADAPTING SAMAR TO A WARGAME the Taffy 3 escorts on the morning of keep Yamato and his remaining fleet
The primary problem with Samar is 25 October, Kurita’s staff misidentified and men alive.
that no player will behave like Vice the destroyers as USN cruisers, and lost
Admiral Kurita. Much criticized after three additional heavy cruisers and one HOW TO MAKE TAFFY 3 A WARGAME
the battle for snatching defeat from severely damaged to combined air, tor- The natural aggressiveness of wargam-
the jaws of victory, Kurita turned pedo, and surface gunfire. Of the origi- ers commanding Kurita’s Centre Force
his force away after destroying only
© Rocío Espin
one CVE (Gambier Bay) and three
escorts. He had an unopposed path
to the Leyte invasion fleet but instead
decided to save his fleet and retreat-
ed back through San Bernardino
Strait to fight another day. Why?
IN KURITA’S SHOES
On the evening of October 22, Kurita
aboard his flagship cruiser Atago was
torpedoed and sunk by submarine USS
Darter. After abandoning ship, Kurita
was rescued from the water and re-
sumed command aboard Yamato. His
force lost three of ten heavy cruisers to
this submarine attack. Continuing into
the Sibuyan Sea, on 24 October Kurita’s
fleet was attacked by a powerful naval
aviation strike from the USN’s Third
lesship Mu
hip Musa
sash
shii was los
ostt in
n
, and ano
noth
ther
er heaeavy
vy
as dadama
mage
gedd and
ORDERS OF BATTLE
All statistics can be found in the Victory at Sea main rulebook. Page references are given in the article for quick reference.
Kongo and Haruna can be found on page 235. Myoko Samuel B. Roberts DE 413
class on page 243. Tone class cruiser can be found on Casablanca class CVE can be found on page 178. John C
page 247. Takao class on page 246. Butler class destroyer is on page 194; Fletcher class on 192.
The American destroyer and destroyer escorts fight like battleships to protect the carriers and delay the enemy.
counter and selects in initiative order Yamato, Nagato, Suzuya, and all de- or cripple earns the victory points.
a single USN escort carrier (CVE) and stroyers of two squadrons from this Game length: ten turns.
escort (DD or DE) to command for the moment of the battle. USN DEs have
game. Place the CVE, escort(s), and IJN not launched their torpedoes. CONCLUSION
ships on the table according to setup Escorts Hoel, Johnston, and Samuel
rules. Number 1 choses first and will Place USN ships as indicated in the B. Roberts were sunk, while Gambier
have an extra escort as last choice (be- USN setup area, no closer than 32" Bay was the only CVE lost to direct fire.
cause there are seven). Return cards/ from the southwest corner. IJN ships Chokai, Chikuma, and Suzuya were
counters to the deck/cup before turn 1. start in Areas A/B/D, no closer than sunk by the combined USN effort.
30" to any USN ship heading south.
Every turn, each player draws one I hope this article helps to raise aware-
IJN Centre Force card or counter. Victory points: Players score per- ness of this important part of the Sec-
For that turn, each player has the sonal victory points when their CVE ond Battle of the Philippine Sea and
initiative number and control of that escapes, and for sinking or crippling gives naval enthusiasts a chance to play
IJN ship for manoeuvre and attacks another CVE, IJN ship, or flight equal the Battle with Victory at Sea and enjoy
against any USN ships. Move Chokai
to the ship or flight’s points value. the multi-player intrigue of the scenario
first and Kongo last. Attack with Kon-
Player to cause final damage to sink with shared opposing forces. WS&S
go first and Chokai last. Return cards/
counters to the deck/cup each end
phase. All ships have 1944 refits.
By Tony Concagh
I
am not a fan of points-based games. The solution is to move away from the
I have difficulty with the concept players seeking a balanced or objec-
of fairness having anything to do tively fair one-off game. Instead, by
with the recreation of warfare. I running the scenario with unevenly
have played competition games balanced forces and ‘turning the ta-
based on points systems, but for me where the
the outcomes often feel a little bland e de-
and uninteresting. This just doesn’t cre- work
ate games that represent the battles of a
and skirmishes one reads about. Often r
these are fought where one side is at a disadvantage. Indeed, in my
huge disadvantage but has no choice experience it’s the player
but to stand and fight. ce
p-
Therefore, I usually design scenarios pier with the outcome than • quickest time to an agreed
that are asymmetrical. What I look to the stronger, winning side. ob
avoid is games that end up pitting pha- • taking the agreed objective
lanxes of tanks against each other. This OBJECTIVES ARE KEY wi
just wasn't what doctrine prescribed. The players should discuss what they • the number of turns until the
However, how does one make for think the key parameters of success defender decides to retreat
a satisfying game if one player is as- should be. Depending on the sce- from a superior opponent.
signed to be the infantry force taking nario, the goal could be one of the • taking or defending the objec-
on an all-arms mechanised attack? following, or a combination thereof: tive with the least amount of
support assets or units.
AMBUSH RULES
This is best suited where the attackers
were known for poor reconnaissance,
or the ‘empty battlefields’ of the twen-
tieth century. Examples would be the
Confederate Army at Gettysburg, the
British Army in the Second Boer War,
the Wehrmacht in Normandy 1944,
or most theatres in the Vietnam War.
Its effect is to represent a tactically
flexible defender who has an oppor-
tunity to react to the attacker as they
deploy and advance.
nity fire or equivalent within the In the first game, the British contest- CONCLUSION
rules adopted. ed the front of their defensive zone Ultimately, the games we chose
5. Depending on the rules adopted, with a view to restricting the Ger- to play and the rules we adopt for
the attacker can seek to detect man attacker’s ability to deploy. On them are a matter of taste. Personal-
whether a place (for example a one flank this proved to be success- ly, I look to simulate the command
house, wood, or hedge line) is ful, bogging down the attack. How- dilemmas and decisions that histori-
occupied. If the detection is suc- ever, good combined-arms work on cally arose. Often this means plac-
cessful, the defender must either the other flank allowed the attacker ing oneself at a huge disadvantage
declare the place unoccupied or to exploit his firepower advantage, to your opponent and seeing how
place a unit within it. such that the British player declared best to play this out. I do hope that
he was withdrawing from the objec- the concepts I put forward go some
In theory, it seems the defender has a
tive to keep the company intact. way to making such games both
huge advantage as they can effectively
deploy where they like, when they like. interesting and competitive for the
However, the rule provides two distinct In the second game, the British de- players involved. WS&S
advantages. The first is that it removes fender assumed what he thought
the need for the defender to spend time were the lessons learned from the Our thanks to Captain Blood for the
putting down their unit locations on first game. He kept his forces tightly photos in this article.
paper, which is usually not a satisfying
task. Secondly, where the forces are
asymmetric, the defender finds that he
has never quite enough units to cover
his front. This means the attacker’s plan
should be to draw out as much of the
defender’s units as quickly as possible
to identify and exploit gaps in the line.
WAR IS CRUELTY
from the volley firing. Later in the war
(1864 onwards), troops often took to
building fortifications and trenches at
key points or seeking temporary cover
when fighting on the battlefield.
When the American Civil War broke out in 1861, both sides were still
For cavalry tactics see Nick Skinner’s
firmly entrenched in the military thinking of Napoleon, with massed “Adapt and Survive” article from p. 48.
infantry seen as the way to win the day. As the war progressed,
both the Union and Confederacy found this was a costly mistake. FIREARMS
At the outset of the war, most soldiers
were equipped with muzzle-loading
By Eoghan Kelly muskets. The introduction of the Minié
ball paper cartridge allowed rifled
muskets to be reloaded just as quickly
T
he war and the scale of the TACTICS
battles shocked many – each Tactics initially involved massed lines of as smoothbores. The firing rates were
battle seemed to be bigger troops firing volleys at the enemy – get- unchanged, at around three rounds
and costlier in men and ma- ting as many of your weapons to bear per minute, but the rifling increased
teriel. For example, Shiloh in on the enemy as possible, or by out- the infantryman’s effective lethality
1862 had more casualties than the flanking and enfilading them. Troops range from 100 to 300 yards. Bayo-
total casualties in every battle fought were easier to control if they were net charges and attack columns failed
by the United States in the 80 years shoulder to shoulder, but these volley bloodily, and after 1861, volley firing
up to that point – and by the end of tactics meant casualties were much lines became the norm.
the war there would be nearly ten higher. While skirmish lines were sent
battles that were much larger than ahead of the main formations, bodies The Union did begin mass producing
that. So how did technological inno- of troops remained the norm. Flags and breech-loading rifles; the Confeder-
vation change the war and how can bugles were essential for command ates did not develop them until 1864
that be put onto our tabletop? and never in enough numbers
to make a difference. With the
Spencer and Henry repeating
rifles, an individual Union
soldier could maintain a
rate of fire of up
WARGAMES
MEES, SOLDIERS
E S & STRATEGY
GY 115
1155
A
AR
ARG M OLD
DIER
ERS RA
RATEG
ATE
TEG
EGY
37
37
Most battlefields in the east had rail- rizon. The Union took the lead and
Ulysses says: roads on them or nearby, and in the developed telegraph systems to en-
STICK TO THE PLAN Wilderness campaign the railroads and able quick communications between
unfinished railroads provided valu- balloon and the ground. However,
Oh, I am heartily tired of hearing
able navigation aids to troops moving the extensive woodland and forests
about what Lee is going to do.
through the dense undergrowth. of the US meant the balloon was of
Concentrate on doing things right
limited value later in the war.
with your own command, not From a tabletop perspective, attach-
worrying about what the enemy ing a value or use to railroads will al- The side with balloons should force the
might or might not do. If you do low players to ensure realistic goals opposition to set up first on the table.
it correctly, the enemy will worry for their forces, either defending one Indirect fire was in its infancy, but some
more about what you are doing. or with a target of capturing one. For off table mortar fire might be possible
campaigns, they’ll allow faster move- in sieges or assaulting trenchworks.
ment through poor terrain.
(Top) Taken outside Petersburg, Virginia between TELEGRAPHS
1864 and 1865, this Confederate gun has been
mounted on a railway carriage.
BALLOONS Both sides used the telegraph to co-
The balloon was used by both sides, ordinate troop movements and to
(Bottom) This 1863 drawing by artist Alfred Waud primarily to scout enemy troop move- remain informed as to local devel-
shows Confederate raiders burning the Rappahan- ttle of Elkhorn
nock, Virginia railway bridge in an attempt to cut ments, but also to spot for the new
off Union supply lines. artillery that could shoot over the ho- elegraph aided
ments to where
© Library of Congress
and the Union
nfederate force
es its size. The
ent as a result
creasingly com-
rs.
ve tel-
le
e-
ments more easily.
ARTILLERY
that
e y th
er t at
l h l
lery was split into field and siege, with
the siege train being a tangible part
of the Union army; the Confederates
avoided protracted sieges whenever
© Library of Congress
Telegraphs
greatly sped up CONCLUSION
communication
between mili- When gaming the ACW, it is important Nathan says:
tary units; this to reflect the key differences between
prototype telegraph philosophies and battle doctrine of both GOTTA GO FAST
register from 1849 was
made by Samuel Morse, and sides. The Confederacy had to marshall People ask me how I won my bat-
x
RUNNING THE
MISSISSIPPI GAUNTLET
The Confederacy started a series of defensive positions and for-
tifications to protect the ‘softer approaches’ to its heartland by
denying Union forces access to the Mississippi and Ohio rivers
in the West. The Union forces had the unenviable task of de-
veloping new technology that would allow them to move forces
into hostile territory and to fight and take the enemy’s forts.
By Eoghan Kelly
A
t the start of 1862, the Civil starting with Island One at the junction
War had not been going well of the Ohio and Mississippi rivers and
for the Federals in the East; m that point. Island
success was needed else- he southern apex
where. In the department of at New Ma-
Trans-Mississippi, the key to defeating, drid. The islands
or at least hamstringing, the Confed- themselves were k
eracy was seen as controlling the Mis- predominantly large C
sissippi – or enough to prevent it be- sandbanks, meaning they had ever- January 1862, the surprise victory for
ing used as a transport to aid the rebel changing shapes, which added to the the Union at Mill Springs followed by
economy. At the junction of Tennessee, hazards. The Confederates attempted the capture of Forts Henry and Donel-
Kentucky, and Missouri lay the city of to fortify the bends and the city itself to son effectively unlocked the Confed-
New Madrid on the northern side of deny access to the Federal forces. Un- erate defences to the Tennessee river.
the river. The river itself went through like the forts further down the river at There was a new opportunity for the
a series of bends similar to an ‘S’ lying Vicksburg and Fort Pillow, the fortifica- Union to improve its position. Whilst
on its side, with the first bend consid- tions at New Madrid lay much lower
Major-General Ulysses Grant was
ered to be particularly hazardous to and were much harder to damage
sparring with General A. S. Johnston
negotiate due to a strong current and through direct fire; the clever construc-
in South-West Tennessee, the Union
a series of sandbanks and low-lying tion and mutual supporting positions
theatre commander, Major-General
islands. The islands were numbered turned the first bend into a veritable
Henry Halleck, ordered Major-Gener-
al John Pope to capture New Madrid
and Island number Ten and to open up
the river to allow an advance on the
elevated fortresses further south.
WARGAMES
MES, SOLDIERS
EERRS & STRATEGY
EGY 115
11155 Union gunboats bombard the Con-
x
40
40 ARG
RGAAME
ME OLD
OL
LDIE
LD IER TTRA
RRA
ATEG
TEG
federate position on Island Number
Ten in the Mississippi River.
© Public domain
Union Ironclads and a pair of Confederate paddle steamers meet in battle! Ships from the collection of Derek Stone.
floating siege mortars, developed spe- ing forces for each side. Land battles Terrain and weather
cifically for the Mississippi campaign. can be played out with one of the Cultivated land is effectively short
numerous ACW sets out there. Al- grassland with open fences. Bayou/
Meanwhile the Confederates were though larger forces were involved, swamp is difficult terrain for infan-
hastily reinforcing their defences at each unit on the board can be repre- try and cavalry and movement is
New Madrid. Holding Island num- sented by a regiment. For the naval dropped by 50%. It is impassable
ber Ten was now crucial. Naval forc- engagements, I recommend Ham- to artillery. Minor rivers cannot be
es were sent to help block the river merin’ Iron by Peter Pig. crossed by infantry or artillery ex-
and, if needed, help to transport the
garrison of New Madrid. By early
March, Island number Ten had 52
heavy artillery pieces covering the
river as well as a floating battery an-
chored offshore.
PLAYING THE
HE BATTLE
e pl
play
ayed
ed as a
aig
ignn, so th thee
The Union
th
he st
s arrt-
© Rocío Espin
was set afire on 2 April. All Confeder-
ate guns can fire no closer than medi-
um range, except the floating battery,
which may shoot at close range.
cally), the Union player may start to erate commander became so demor- and the Mississippi was now closed
transport troops across the river; each alized that he ordered the spiking of to the outside world for the Con-
boat that is through may transport one guns and then surrendered his forces. federacy. However, Pope had made
regiment across the river before the The victory was swift and complete. a name for himself opening up
Confederates announce their retreat the Mississippi down to Fort Pil-
route. Once combat has started, the Unfortunately, the same day the low (and ultimately to Vicksburg),
boat(s) can each land another regi- Confederates surrendered to Pope, and his reward was promotion and
ment every two turns. Grant was completing his stun- transfer back to the East where he
ning victory at Shiloh, and so New would ultimately earn a much grim-
HISTORICAL RESULTS Madrid was consigned to the back mer place in history commanding
Once Polk’s Union troops started pages. Not long afterwards, Union the Army of the Potomac at the bat-
landing near Tiptonville, the Confed- naval forces captured New Orleans, tle of Second Bull Run...WS&S
ORDER OF BATTLE
UNION FORCES • USS Pittsburgh (City class ironclad) bore, 17 x eight-inch smoothbore, 2 x
Union Navy western flotilla – 3 x eight-inch smoothbore, 2 x 32-pounder rifled
Commander: Flag Officer Andrew H. Foote 42-pounder rifled, 6 x 32-pounder
rifled, 2 x 30-pounder modern rifled, 1 Steam clean – The Confederate floating battery
• USS Benton (ironclad) – 2 x nine-inch has small engines to move it if needed. It was
x 12-pounder modern rifled
smoothbore, 7 x 42-pounder rifled, 7 x also equipped with a pressurised water hose
• 7 Mortar boats, each with 1 x thirteen-
32-pounder rifled that could draw boiling water and use it to re-
inch mortar.
• USS Mound City (City class iron- pel boarders. Any attempt to board will allow the
clad) - 3 x eight-inch smoothbore, 6 Note: Rifled guns which are not referred to as
Confederates to fire as if it is a canister-loaded
x 42-pounder rifled, 6 x 32-pounder ‘modern’ are rebored smoothbore guns.
artillery piece with the added effect of automati-
rifled, 1 x 12-pounder modern rifled cally causing a morale test on any unit it fires at.
• USS Carondelet (City class ironclad) – 4 CONFEDERATE FORCES
x eight-inch smoothbore, 1 x 50-pounder All guns are 24-pounder smoothbores unless Confederate Navy Mississippi flotilla
modern rifled, 1 x 42-pounder rifled, 6 x stated otherwise. (in reserve at Tiptonville)
32-pounder rifled, 1 x 30-pounder mod- • Battery 1 – three guns • CSS McRae (bark-rigged sloop) – 1 x
ern rifled, 1 x 12-pounder modern rifled • Battery 2 – four guns nine-inch smoothbore, 6 x 32-pounder
• USS Cincinnati (City class ironclad) • Battery 3 – four guns smoothbore
– 3 x eight-inch howitzer/mortars, 4 • Battery 4 – three 32-pounders • CSS General Polk (timber-clad paddle-
x 42-pound • Battery 5 – four 32-pounders steamer) – 2 x 32-pounder rifled, 1 x
rifled, 1 x 12 • Battery 6 – six guns 32-pounder smoothbore
• USS St.
S Louis (City class ironclad) – 3 x • Battery 7 – four guns • CSS Jackson (steam gunboat) – 2 x
eight-inch sm • Battery 8 – five guns 32-pounder smoothbore
er rifled, 6 x • CSS New Orleans (floating battery, • CSS Ivy (sidewheel steamer) – 1 x eight-
12-pou
12- p nde derr wooden hull) – 1 x nine-inch smooth- inch smoothbore, 1 x 32-pounder rifled
THE KEY TO
RICHMOND
From the outset of the Civil War, the Confederacy’s plan had been
for a mobile army in the east to threaten the Union in the field and
a series of static defences to slow and stop any Union invasion. By
1864, the nature of the American Civil War had changed from one
of open warfare to one of static sieges and defensive lines. There
were some notable exceptions, but generally the Confederacy was
forced from the offensive to falling back to their defences-in-depth.
R
ichmond, Virginia the Con- In 1864 the Union returned, with Gen-
federate capital had been the eral Ulysses S. Grant who recognised front lines of the Union had extensive
target of several campaigns the need to lay siege to both Petersburg trenches and obstacles. Secondary fall-
throughout the Civil War and Richmond simultaneously in order back positions had also been prepared.
from its earliest days. The Un- to outflank and threaten their supply
ion armies were forced to withdraw lines – neither city’s supply lines were In scenes reminiscent of the trench
every single time, sometimes in good threatened until the end of the war, warfare fought some 50 years later
order, sometimes with its tail between which makes the sieges unusual. The in the Great War, the Union slowly
its legs. Despite the best efforts of the Confederacy had started construction attempted to break the fortifications
Confederate States Army, however, in 1863 of a ring of forts and defensive one by one, but this was not achieved
such defeats were never final. trenchworks with abatis. Richmond without considerable loss of life. This
sort of warfare was completely dif-
ferent from the relatively open bat-
tles before. While barbed wire hadn’t
been invented (the Union did use
telegraph wire as a trip hazard), there
was extensive use of trenches, abatis
(tree branches arranged as obstacles),
and firing positions.
offences against both Richmond and and Second Battles of Deep Bot- the enemy could not reinforce two
Petersburg, which tend to be forgotten tom in July and August respectively. positions at once, and Confederate
or briefly summarized. The Union assault at New Market reserves would be drawn eastwards,
Heights was timed to occur at the away from Fort Harrison, which lay
THE ATTACK AT FORT HARRISON same time as the assault on the fort to the west of the New Market battle.
Named after its architect, the Fort Har- on 29 August. The plan was simple: During the night of 28–29 Septem-
rison battery (Number 16) covered the
© Rocío Espin
SPECIAL RULES
The element of surprise: The Union
troops have managed to approach the
fort at dawn and have kept their forma-
tions intact. They should get the first
turn and start within a reasonable dis-
tance of the fort, within a few moves
of the fort (three standard moves). This
will vary from game to game.
A classic array of Union troops. The Yankee forces march up and prepare themselves for the morning’s assault.
abatis. Again, the effect this has will reinforced their lines north of the We hope this article gives a new
vary from game to game, but it should James and constructed a new line of perspective to the American Civil
slow the Union attackers by half. This works cutting off the captured forts. War and perhaps, with luck, we will
will effectively mean the Confederates While the sieges were far from over, see more Civil War sieges on the
have four turns before the final assault. the Union successes brought the tabletop. WS&S
end of the Richmond siege that little
Heavy guns: The heavy guns in bit closer, and, as Grant predicted, I would recommend the website
the fort cannot depress far enough shifted Confederate troops to Rich- beyondthecrater.com for those who
at close range (or fire grapeshot mond, weakening the Petersburg want to learn more about the series
when assaulted). Only the medium defences. It would still take another of Union offensives around Rich-
smoothbore piece can do so. six months for Richmond to fall. mond and Petersburg.
© Alan Perry
Victory conditions
For the Union to claim victory, they
must take the fort and repel the Con-
federates. Any other outcome is a
Confederate victory.
CONCLUSION
After initial Union successes, with
Fort Harrison taken and the New
Market Heights defences breached,
the Confederates rallied and con-
tained the breakthrough. A counter-
on the 30th failed to
rison and incurre
ed
th
his is
rtic
rt icle
le
ver
er,,
Union troops
a ess
at
By Nick Skinner
T
he development of cavalry of
tactics during the American rs
Civil War is a good example d-
of innovation and adaptation re of
around available resources and nable
skills. This adaptive process is one of n-
that cava
the driving factors that fills this period e
at its m
with such flavour, and it fundamental- d
operatin
ly shapes the way that our wargames ve
f
unfold to tell the story of the war. regiments to fifty. The North needed to
was realized that this firepower could
adapt, and it needed to adapt fast.
be well supported by a formed body of
The Northern and Southern cavalries
mounted troops. As you might expect,
adapted and innovated differently. The cavalry engagements of 1862 were
the men on the front line realized this
For one side this pathway would be a learning process. For the South, ag-
more quickly than their senior leaders.
supported by innovation that ena- gressive and audacious leadership
bled success. The other, starved of continued to set them apart. This ena- By 1863 the cavalry of each side had
resources, was doomed to failure. bled them to carry out bold raids, deep developed into a potent fighting force
into enemy territory, quite literally rid- – albeit with different characteristics.
At the outbreak of war in 1861, the US ing rings around their opponents, but Union cavalry had developed into a
army included just five cavalry regi- at an attrition that the South could well-organized, well-supplied, and
ments, most of which were deployed hardly afford in the long run. At the mostly well-led body of men. In addi-
in small detachments across the west. same time, Union officers saw the fu- tion, their effectiveness was enhanced
This body of men was not suitably tility of massed charges in the face of by the creation of the Cavalry Bureau,
trained or suited to the war in which mass musketry, rifle, and artillery whose brief it was to improve the qual-
they were about to embark. This situa- fire. Officers of both sides learned ity of mounts and equipment. With a
growing body of experienced offic-
ers, the Union cavalry was efficient,
effective, on the up, and gaining
ground on the Confederacy. The
Spencer breach-loader accelerat-
ed Union dominance.
The new weaponry
gave the Union cav-
alry the ability to outfight
most opponents on two feet
as well as four, meaning they
could take on a series of dif-
ferent roles and could hold
their own more effectively
as mounted infantry with
the ability to subject their
enemy to rapid and ac-
curate fire. And this was
WARGAMES
MEES, SOLDIERS
ERRS & STRATEGY
T GY 115
115
15
48 A GA
AM
M OLLD
LDIIER TEG near Brandy Station, Virginia in this
1864 sketch by artist Edwin Forbes.
© The Library of Congress
Union cavalry block the Confederate advance. Turning the tables, it’s the Confederates' turn to slow the Yankees, with dismounted cavalry fighting as skirmishers.
achieved not at the complete expense also the year in which the Union cav- war grew, the growing numbers were
of the mounted sabre charge but sup- alry grasped the ascendency against its organized into larger fighting units,
ported by the threat of it. Sabre and re- Southern rival. With the stronger cav- replete with supporting artillery and
peater were carried side by side, and alry arm, the Union army was able logistical support, giving them the abil-
both were used with precision. Never to dominate its opponent and exploit ity to operate in a role beyond merely
had cavalry been more potent. crucial opportunities in much the same scouting, reconnaissance, and pursuit.
way that a modern army might expect What emerged, for the North at least,
If the Union cavalry played the role benefit from air supremacy. Freedom was a formidable and large body of
of high-tech innovators, the Southern of operation allows an army to seize well-armed men, adding a potent force
cavalry adapted and grew to their own the initiative much more easily. to a growing and increasingly profes-
skill set. With a fine mounted tradi- sional army. It was these units that
tion, the men of the South claimed the As the war progressed into 1864 and were able to undertake raids deep into
crown not only for flamboyance, but 1865, the size of formations also enemy territory. The adaptation of the
also for audacity. Under the command changed. As new units were recruited, Union cavalry saw them emerge as a
of men such as Nathan Bedford Forrest horsed, equipped, and trained, the of- highly regarded force – a phenomenal
and Jeb Stuart, the Confederate cavalry ficers and men built their trade. Each achievement for the ‘poor relation’ of
pushed their Union counterparts to the action brought new learning. Early in 1861. The lifeblood of innovation and
limit. But the initial strength and high the war the Union cavalry had been al- investment had helped them adapt,
performance of the cavalry arm could located out in small parcels, but, as the survive, and win.
not be maintained. Cavalry units place © Rocío Espin
a greater drain on the budget than in-
fantry. Lacking the economic power of
the North, the South struggled to main-
tain the logistical support necessary to
preserve or exploit the true potential of
their mounted arm. Their cavalry, with-
out the logistical support of the North,
lacked the same firepower and often
p
y owned o r
b rrelled
ba
nging ar-
r
uenced
in-
keey
hic
ichh
tip
ip-
ar, was
The attacker:
• Five units of ‘good’ quality in-
fantry (the exact type will vary
according to the army and pe-
riod being played)
• Supporting artillery battery/unit
The defender:
• ood
o ’ cavalry
• lle
ery bat-
tery/unit
Union cavalry retreat to their next defended position. Pictures courtesy of Robin Scott-Blore of Warlord Games.
To maximize playability
y
I have been purpose-
Briefings
The briefings for this scenario are
straightforward. The attacker, com-
manding the infantry, must drive in
the enemy cavalry and continue the
advance to join the main battle that
is raging off-map to the east. The cav- These Union cavalry troopers have wisely dismounted, and are using a nearby wooden fence for some cover.
alry, acting in this instance as flank
guard for the main body, must pre- in the saddle and willing to charge CONCLUSION
vent or slow down this advance. home. They should have a mix of re- Hopefully, this should give players a
volvers, sabres, shotguns, and single- taste of how cavalry should be used
Deployment shot carbines. Both can dismount, skir- in the American Civil War – more
The attacking infantry force will ar- mish, and remount their horses. likely to be a running skirmish and
rive on the road, entering the board tactical withdrawal to the next po-
from the top table (as marked on the Victory conditions sition rather than a bold charge! To
map) with their artillery limbered. The To win, the attacker must drive off spice things up, you could give the
defending cavalry are free to deploy the defending cavalry and/or exit the attacker a unit of cavalry, but then
behind the river line with artillery po- board. If they do both, they can claim the defender would need an addi-
tentially already deployed ready to fire. a major victory. The defender wins if tional unit of their choice.
the attacker is driven
Differences in cavalry off or prevented from
The Union cavalry should be well leaving the table by the
equipped with repeating carbines and opposite edge. If the
pistols, being used to shooting dis- defender prevents the
mounted. They had sabres but would attacker from crossing
only generally use them in defence. the river, they can claim a
Confederate cavalry were more able major victory.
© Alan Perry
THE BATTLE OF ALLATOONA PASS, 5 OCTOBER 1864
THEME
By Mark Backhouse
U
sing a spring loading mecha- In a sample of the Army of Tennessee in
nism, the bullets could be June 1864, they only had 58 Spencer
automatically loaded with repeaters out of 49,000 men!
the simple pull of a lever. The
Union army soon started to in- At the Battle of Allatoona Pass, the
troduce repeating rifles in larger num- Henry repeating rifle proved its worth
bers. There were concerns about the in the hands of several companies of
weight fully loaded, their reliability, the 7th Illinois. The Army of Tennessee
hamlet of half a dozen old houses,
and – more importantly from a sup- attempted to cut Sherman’s supply
it was a significant supply dump for
ply perspective – the huge quantities of lines. On 4 October, French’s Confed-
the Union army. The storehouses by
specialised ammunition required. An- erate division of 3000 men and twelve
the railway line were piled high with
other issue was cost, at roughly double guns were sent to the railroad town
hardtack and salted pork, along with
or even triple the cost of rifled muskets. of Allatoona Station to destroy the
9000 cattle in the valleys by the town.
They were largely issued to Union cav- bridge over the Etowah River. Sher-
alry, though not exclusively. The Con- man had fortified the town with en-
Hearing that the Confederate force
federates simply lacked the capacity to trenchments, fallen trees, and two 3"
cannons during the summer and had was fast approaching, General Corse
produce large quantities of repeaters. and Colonel Rowett were despatched
a garrison of just under 1000. While
Allatoona Station was a tired-looking with the Union 3rd Brigade in sup-
port. Half the brigade arrived in the
early hours of the morning on the
5th, but the train derailed on the way
back to Rome to pick up the rest of
the brigade and they were delayed,
only arriving after the battle. The re-
inforcements were quickly hurried
into position to defend against the
advancing Confederates.
WARGAMES
MEES, SOLDIERSERS & STRATEGY GY 115
11155 The Battle of Allatoona Pass, as
52 ARRG
GAAM
M OLLD
OLD
O
OLDI
LDIIER
IEER TRRA
TTRA
RATEGY
TEEEG
TTEG
x
nois, along with the 7th Illinois with fall back on a final layer of defences the Civil War considering its small
their repeater rifles. Despite the on- at a star fort by the train station. They size. The strategic advantage of rail-
slaught of fire, the Missourians and only had about 200 survivors, but road movement and the tactical ad-
Texans worked their way forward in a they left behind a redoubt strewn vantage of the repeaters, along with
series of assaults on the Union lines. with Confederate dead and wounded. the stubborn tenacity of Corse’s men,
The repeating rifles allowed the hugely French was unable to capitalize on had allowed the Union to cling on.
outnumbered Union troops to main- this success. His own brigades were The loss of Allatoona might well have
tain their position. exhausted and running short of am- prevented Sherman from conducting
munition. Hearing that Union cavalry his famous march to the sea, and all
“The fighting immediately became its strategic consequences.
were on their way, and in no fit state
furious. Solid shot and shells, grape
to carry the star fort, he ordered a gen-
and canister from double-shotted
cannon, and a hailstorm of bul-
eral withdrawal. GAMING THE BATTLE
The battle for Rowett’s redoubt is an in-
lets were rapidly and accurately
Allatoona Station proved to be one teresting regimental scenario for ACW
poured into the ranks of the Con-
of the most bloody engagements of enthusiasts, pitting numbers against
federates as they recklessly ad-
© Rocío Espin
Union skirmishers run into the advancing Confederate forces. Can they slow them down to buy some time? Confederate artillery shell the Union positions.
Who goes first? Those damned repeaters! – The 7th morale/discipline test once during
The Confederates go first, moving Illinois have Henry repeaters, signifi- the game to represent this courage.
their first troops onto the table. cantly improving their rate of fire. Most
ACW sets have rules to cover these Length of game
Special rules weapons, so use those. I would sug- The game should last for a set number
Confederate bombardment – If the gest giving them at least double the fire of turns (I’d suggest 8–12 depending on
ability of ordinary rifled musket infan- the ruleset). After this point, roll 1D6
Confederate guns are deployed off the
try and giving them the opportunity to every turn. On a roll of 5+, Union cav-
table, they may be used to bombard
have a ‘mad minute’ once in the game alry have been reported in the distance,
the Union position before the attack.
in which they improve the firepower of forcing the Confederates to withdraw.
Carry out three turns of long-range fir-
the regiment if firing at close range.
ing at the Union forces before the main
attack is carried out. Union troops are Rapid firing does come at a cost, how- WHO WINS?
assumed to be taking cover and there- ever. A mechanism should be in place The Confederates score:
fore should count as in partial cover to reduce their firepower as their am- • 2 points for every Union regi-
even if they are deployed in the open. munition runs short. Some rule sets ment or battery that is broken
have this already built in, but If your • 2 points for capturing the Un-
© Alan Perry
I
n this issue we’re focussing on innovations in the Size: 25mm ‘foot to eye’ or
29mm tall; cavalry are 45mm tall African American troops,
American Civil War. So, for this review we will be and some nice vignettes.
Price: £1.50 per miniature;
looking at all forces, particularly artillery. What fol-
4.00 for mounted
lows is a brief guide to the models available. Space
and time prohibit us from covering every single man-
ufacturer, so we use what has been supplied in time for
our deadline. For the range classifications, we look at the
size and extent of the range of miniatures and accesso-
ries, classifying them as follows: Basic (a few random or
specialist packs); Standard (has the essentials – infantry
and cavalry); Comprehensive (as Standard, but with com-
manders and cannon); and Complete (you’d have to think
hard to come up with units they don’t have). WS&S
Eagle Figures 28mm Eagle has a comprehensive
Range: Comprehensive range for the Civil War. The
Size: 27mm ‘foot to eye’ or range is being modernized
30mm tall; 45mm in saddle with new figures – the artil-
ldiers lery crew shown will soon be
A group of Union so
-model
Price: £1.35 per infantryman or
pose with an 1841 outside £3.55 per cavalryman replaced by modern figures,
six-pound cannon like
e the command shown.
x
their camp.
Congress
© The Library of
i i h b f
Range: Basic two packs of infantry in hard
Size: 29mm ‘foot to eye’ plastic for the American
or 32mm tall Civil War. The models are in
Price: £5.00 for 20 models coloured plastic and there
are ten variations of pose in
each pack.
WARGGAMES
AMES, SOLD IE S & STRATEGYY 115
1155
56 OLD
OLDIER
DIER ATE
TEG
Essex Miniatures 28mm Essex Miniatures has a good Perry Miniatures 28mm (plastic) The Perrys have seven boxes
Range: Comprehensive range of 32 packs in 28mm. Range: Comprehensive in their plastic ACW minia-
Size: 27mm ‘foot to eye’ or
They also have a range in Size: 28mm ‘foot to eye’ or
tures range, including Union
30mm tall; 44mm in saddle 15mm. The ranges include 32mm tall; 45mm in saddle and Confederate infantry,
Price: £1.40 per miniature
infantry, cavalry, characters, Price: £20.00 for typically 40
Zouaves, cavalry, and artil-
a t e y, a d casua t es. infantry, twelve cavalry, or lery with crew.
three guns
rps 28mm 1st Corps has a compre Newline Design 20mm Newline has a large range
Range: Complete hensive range containing Range: Comprehensive of 20mm ACW miniatures,
over a hundred packs. Size: 20mm ‘foot to eye’ or
including infantry, cavalry,
Size: 27mm ‘foot to eye’ or
30mm tall; 44mm in saddle These include infantry, 22mm tall; 36mm in saddle horse holders, artillery,
cavalry, characters, artil- Price: £2.10 for four infantry
limbers, and casualties.
Price: £8.00 for a pack of eight
infantry or £12.00 for four cavalry lery, limbers, casualties,
and battlefield debris.
Foundry 28mm Foundry has a compre- AB Figures 18mm The minis in the AB Figures
Range: Complete hensive range for the Civil Range: Comprehensive range are marketed at
War, sculpted by Alan and 15mm, but they are more
Size: 27mm ‘foot to eye’ or Size: 18mm ‘foot to eye’
30mm tall; cavalry are 44mm tall Michael Perry. It contains 64 or 20mm tall accurately 18mm. They are
Price: £12.00 for a pack of eight packs of infantry, three of dis- Price: £0.65 for an infantryman available through Eureka
infantry or three cavalry mounted cavalry, and twelve or £1.35 for a cavalry model Miniatures in the UK.
packs of mounted cavalry.
Perry Miniatures 28mm (metal) The Perry range of metal Minifigs 15mm and 10mm Minifigs has ACW ranges
Range: Complete ACW miniatures contains Range: Comprehensive in both 15mm and 10mm.
Size: 28mm ‘foot to eye’ or 125 packs. This includes Size: 15mm ‘foot to eye’ or They contain infantry,
32mm tall; 45mm in saddle African American heads (for 17mm tall; 24mm in saddle cavalry, and artillery, plus
Price: £7.50 for six infantry and conversion), limbers, wag- Price: £3.75 for eight infantry a few unusual items, such
£9.00 for three cavalry ons, casualties and armed or four cavalry as Williams Gun and a Bal-
civilians. loon wagon.
Warlord Epic The new Warlord Epic Adler Miniatures 6mm Adler’s ACW range con-
Range: Comprehensive ACW range has a set Range: Comprehensive tains a variety of artillery,
Size: 13.5mm ‘foot to eye’ or
of plastic infantry with Size: 6mm
infantry, and cavalry units,
15mm tall; 24mm in saddle artillery, plus metal Iron with both kepi and slouch
Price: £1.25 for 24 infantry, ten
Price: £20 (plastic) or £40 for
Brigade, Zouaves, Cavalry, cavalry, or four artillery pieces
hat variants.
300 miniatures dismounted cavalry, skir-
mishers, and accessories.
Kallistra 12mm Kallistra has 36 packs in Baccus 6mm Baccus’ ACW range con-
Range: Comprehensive its ACW range, covering Range: Comprehensive tains 21 packs that cover
Union and Confederate infantry, artillery, and cav-
Size: 12mm ‘foot to eye’ or Size: 6mm
14mm tall; 21mm in saddle infantry, cavalry, and artil- alry units.
Price: £7.20 for 96 infantry
Price: £6.00 for 32 infantry lery. It also has gun limbers
(£6.00 without VAT)
or sixteen cavalry and casualty figures.
Magister Militum 10mm Magister Militum has a Rapier Miniatures 6mm Rapier Miniatures’ ACW
Range: Comprehensive 10mm range for ACW, Range: Comprehensive range consists of seventeen
Size: 10mm ‘foot to eye’ or
containing infantry, cavalry, Size: 6.5mm tall
packs that include artillery,
11mm tall; 16mm in saddle and artillery. The company infantry, and cavalry. Units
Price: £1.50 for 24 infantry
Price: £5.80 for 30 infantry
also stocks the 10mm GHQ or ten cavalry
wear a kepi or slouch hat.
or twelve cavalry ACW range.
THE CAMERA
The technological advances derived from the Amer-
Next, I specifically chose a series of Perry Miniatures
models of American Civil War figures in metal, all of
which have relaxed poses, and added a cast cart as an
accessory to the diorama, so that it would have more
visual richness.
ican Civil War marked a before and after in arma- To paint the cannon, I spray primed it black with Vallejo
ment, logistics, training, strategy… It was one of spray paint and applied a coat of Vallejo Burnt Umber
to the beam, the wedge and the rails, leaving the can-
the first wars to be photographed and it is thanks
non black. I applied a coat of Vallejo London Grey to the
to this that we now have the privilege of having so circular base. Then, in the Burnt Umber, I added Andrea
much illustrated information. One of the advances Color’s Medium Brown with a stipple base, finishing with
a Citadel orange to represent a rusty look. The cannon
that most caught my attention was the placement was lit with black plus grey, also using the stippling tech-
of heavy artillery in fortifications: large rotating nique, and finally the concrete base was lit with pale
cannons that were photographed, and now we can grey and white, adding a spot wash with brown to repre-
sent weathering effects.
see the number of different models that were used.
The Union uniform is painted with a base of Napole-
By Alberto Mateos Jurado onic Blue from Andrea Color, with highlights added in
Intense Blue from AK Interactive. The trousers are paint-
ed with a base of Anthracite from AK Interactive and
I
n one of those photos, a group of Union soldiers were highlights with Adriatic Blue from Scale 75. The red is a
posing next to a large entrenched cannon, a Rodman base of Dense Red from Game Color with highlights in
gun; and it is on that photo that this new cover is based. Kimera Kolors Red.
As exposure times were long, photographic subjects
had to remain still, so people were asked not to smile. Finally, for the terrain, I used Vallejo’s Brown Earth texture,
applying some highlights with Vallejo’s German Cam.
I began by studying the composition of the diorama, which Beige and placing some Vallejo bushes in different parts.
was to be centred on the Rodman gun and a group of sol-
diers in front of it posing for the photograph. Behind all The set simulates a colour photograph of one of the Rod-
this, and cutting the horizon line, would be the trench. man guns placed in a Union fort, along with several artillery
officers and soldiers. It was one of the most powerful
Once the study was done and I knew weaponry advancements of the time. I hope
what I had to place in you like the diorama! WS&S
the diorama, I
A
t a basic level, historical revisionism simply understanding of past events than to simply avoid
means the process by which our understand- them for reasons of morality. In doing so we gain a
ing of the past is questioned and refined in more rounded and in-depth awareness of the events
the light of newly uncovered evidence and we hope to emulate in miniature form.
fresh perspectives. Arguably, very few past
events we think we know about are so irrefutable Many wargamers take on the role of historians and
as to be beyond challenge. However, to legitimately conduct their own research to better understand the
overturn the established view of an historical event, events they are trying to portray on the table. It is there-
any new interpretation must be supported with new fore beneficial to be aware of new trends in historiog-
evidence or convincing reinterpretations of existing raphy, as these can lead to an improved understanding
evidence, undergo rigorous informed debate, and be of many aspects of warfare we are interested in – for
opened by its proponents to critical examination by example the actual timeline of events of campaigns
peers. In itself, historical revisionism is simply a pro- and battles, tactics and training, and the factors that
cess, although it is often negatively associated with influenced command decisions. A number of exam-
so-called ‘culture wars’ or ‘wokeness’ highlighted ples are presented here to demonstrate the critical role
in contemporary media. This is especially the case historical revisionism plays in the our hobby.
when revisionism intersects with societal concerns
about morality, culture, or nationalism. While the existence of some events is irrefutable due
to a convergence of multiple sources of evidence,
As historical wargamers it is important to recognise new or previously overlooked sources can nonethe-
that our hobby inevitably intersects with events seen less be used to reinterpret and refine our knowledge
by some as controversial, yet this should be seen as of historical episodes. The resulting debates can lead
an opportunity to enhance our own knowledge while to fundamental changes in our understanding of
demonstrating sensitivity towards the topics in ques- what actually occurred. While it is by no means es-
tion. However, it is increasingly common to hear war- sential to keep up with these changes in academia,
gamers claiming they feel pressurised not to wargame being aware of these developments does allow war-
certain periods, such as the American Civil War or gamers to more faithfully emulate the military his-
the Colonial era, for reasons of political correctness. tory they are portraying on the tabletop.
I would argue that someone who is actually trying to
stop the wargaming of events seen as controversial is The Battle of Agincourt is an example of a battle that
engaging in a form of ‘historical negationism’ or deni- is seemingly well known but whose central narrative
alism. To do so is to some extent to distort and white- is now being questioned. Revisiting the documentary
wash the past – it is not revising the past but denying it. evidence, Professor Anne Curry has suggested that the
idea that the English army was outnumbered, perhaps
To seek to redefine or challenge commonly accepted 4:1, is a myth built upon centuries of propaganda.
historical narratives of past events is not denialism. It Based on her analysis of the muster rolls combined
is our responsibility when recreating historical events with an examination of the probable size of the bat-
(especially when we do so in public) to ensure that tlefield itself, she has proposed that the total size of
our gaming makes a genuine attempt to fairly portray both armies should be revised down and that the Eng-
the past, especially when these events have contem- lish were likely only slightly outnumbered. While her
porary resonance. Genuine historical revisionism work has yet to be formally published, this promises to
should be encouraged, as it is much more worthwhile dramatically alter our understanding of the battle and
to engage in authentic attempts to come to a better how it should be portrayed on the tabletop.
PREPARATION
THE RED ARMY IN
AMOEBA GREEN
It wasn’t only German troops who used camouflage uniforms during
Start by carefully removing flash and
mould lines from each model with a
modelling knife and file. I prefer to
WWII. American soldiers utilized a specific camouflage in the Pacific
paint the miniatures individually as
theatre, and British paratroopers used the Denison smock during D- I can easily reach all areas. For this,
you can fix them onto small holders
Day and Market Garden, for example. But what about the Russians? such as paint caps with self-adhesive
putty (e.g. Blu Tack). Then apply the
' Torregrosa
By Ruben primer with an airbrush or spray can,
as the aerosol will create a very thin
layer of paint. I like using black prim-
S
oviets also had their own cam- units, pioneers, and observers. Here we er because we can leave this colour in
ouflage patterns, such as the will see how to paint this characteristic those areas that are more difficult to
makirovochnyi kamuflirovannyi camouflage using 15mm miniatures by reach and we can also use it for black
kostium, also known as MKK or Flames of War. Paints are from Vallejo profiling (by leaving a thin black line
Amoeba. Issued in 1938 in two Model Color (VMC), Vallejo Model to separate each part of the miniature)
This is an easy way to add definition,
options (autumn and spring), it was Air (VMA), Vallejo Game Color (VGC),
especially at smaller scales.
employed by snipers, reconnaissance and Scale Color (SC). WS&S
UNIFORM
TAN SMOKE base colours in the same proportion. The
same goes for the second intermediate
colour between base and light.
BLACK PROFILING
CAMOUFLAGE
filing by painting a thin black line around
each part of the miniature. This will help to
clearly separate each element. When paint-
ing in 15mm it might be easier to directly
paint the whole element (i.e. the pouches,
gun, belt, etc) with black using a thin brush.
GEAR
Chocolate Brown (VMC 872) while keeping
1
Regardless of the basic colour of the
smock, we will use a very dark brown the belt and straps in black. To paint the SMGs,
to create the amoeba pattern: Dark use Oily Steel (VMC 865) for the metallic parts
Rust (VMC 302). Use the tip of a thin and Flat Brown (VMC 984) for the wooden
number 0 brush to carefully paint ones. To highlight the bags and pouches, use
amoeboid shapes here and there. The Beige Brown (VMC 875) for the first highlight
main feature of these shapes is that and then add a little bit of ivory to create the
they have very rounded edges. Paint a second. To highlight the black, mix this col-
shape like a star but soften the edges. our with rose or light yellow to create a more 2
It might help to thin the paint with warm and natural look. Again, apply the
more water than usual. Try to keep the highlights only on the edges to simulate worn
shapes small and note that we do not leather. For the gun, use Silver (VMA 063) to
need to cover the whole uniform with paint the edges, then use Orange Brown (VMC
these blotches. We only need a few of 981) to paint horizontal lines on the wooden
them to trick the eyes. part to create the woodgrain texture.
SKIN
1 2 3
To paint the skin, start by painting the face the forehead, nose, mouth, and each individu- second highlight, and finally a mix of Dwarf
and hands with Flat Brown (VMC 984). We al finger on the hands. Next, we start creating Skin and white in the same proportion for the
will use this colour to separate each part of the lights following the layering method with last highlight. With each new highlight, re-
the face to create the facial expression and the three additional layers: use a mix of Tan with duce the painted area while focusing on the
fingers. Then use a dark skin tone such as Tan Dwarf Skin (VGC 041) in the same proportion most prominent parts. If needed, we can use
(VGC 066) on the tip of a thin brush to paint for the first highlight, pure Dwarf Skin for the Flat Brown to repaint some shades.
THE BASE
1 2 3
To create a realistic texture, mix water, PVA glue, While the mix is still fresh, add some small Once it is dry, add some golden grass tufts. The
and real soil and then apply the mix with a small branches to simulate fallen trees. Note that these ones that I used here are from Tajima1.
spatula all around the base. Do this carefully to small branches have some orange lichen on
avoid spoiling the painted miniatures. them, which gives a nice touch of colour.
4 5 6
To create puddles, I did not apply the previous Fill the holes with Vallejo Still Water acrylic effect A comp plet
leted
ed b
base — Th
bas These
ese
se te
echn
ch iqu
q es can ea
eass-
texture in certain areas, creating a hole. mixed with a little bit of Beige Brown (VMC 875). ily be applied to larger 20mm or 28mm models.
ADOBE BUILDING
I’m always torn between the flexibility of modular,
unbased buildings and the opportunity to create
visually appealing based buildings. As always, I set
out to make the former but ended up with the latter.
S
cut in half along the mould lines with
a sharp knife. I skewer the base on 25mm-wide lengths
T
hese are the techniques I use layer back ex- a cocktail stick and follow the same of 5mm foamcore cut into
to make a simple single-storey posing the foam painting system for roofs. For variety,
you can also use a different colour – 20, 25, 30, 35, 40, 45,
28mm adobe building, but and scribe in here I’ve done one a light blue colour 50, 55, 60, and 65mm
they can be adapted to make some brickwork and then used a blue GW ink wash. lengths Glue them to
much larger and more complex using a black gether and make sure
structures. The basis of these buildings ball pen. Practice on some offcuts un- they are more or less vertical, and then
is 5mm white foamcore board. I opt for til you know how deep to make the glue them to your building.
the 5mm thickness because it gives the cut without weakening it. I usually
impression of the thickness of the mud place exposed brickwork at the base I use ready-mixed filler, which you
walls typical of these buildings. I find of the buildings or next to the doors. can find in shops or online. This I
g a pla
lan helps get a sense of the mix with burnt umber craft paint. I
b il
bu ild
diing
d ng, en
ensu
sure
res that everything fits, I used use an old, small trowel-like tool to
a d mi
an minim mize
mi zess wasted foamcore. I usu- suppo apply it, but you can use anything
is deliberately about 20 mm with a flat blade. You’ll never get a
shorter than the wall, not only perfect finish; the aim here is to get
allowing for the addition of the the texture on the outer walls and on
5 mm foamcore walls but to al- the tops of the walls, leaving the win-
low removable roofs to lever dows and doors free of filler.
up when you push down on
the corner of the roof on the Once the filler mixture is dry, you
finished building. can use your finger and more filler to
patch any remaining holes. I tend to
I glue the building together leave the cracks as it gives depth to
using Bostick general-pur- the finish. Using a small piece of me-
S pose glue, which is applied dium-grade sandpaper, gently sand
to the foamcore outer the rough texture back to a smoother
I use mount board for making my doors, shutters, and roof hatch- layer. I also papered finish, paying particular attention to
es. Simply use a black pen to score 10mm intervals onto 40mm- the corners, which
wide strips and then fill in the gaps with further lines. I like my the tops of the walls.
doors recessed, so I glue them directly into the inside of the build- h extra
ing using scored mount board in 30mm sections. Cross beams a better PAINTING
can be made from thin strips of cereal packet – though you'll
filler. I
need super glue for this material. Door handles are fashioned from I prime the inside of the building
scrap mount board and stuck on with PVA. Basically the same cut up
procedure can be applied to making hatches and shutters, though
and the tops of the stairs with ultra-
strips of
the hatches will require a separate frame. I base coat the doors
with craft paint in burnt umber, followed by a drybrushing with e length,
light brown and cream colours. Aged wood does fade to a greyish using
colour, but I do like my wooden doors to have a brownish hue. tops
wall
ally make 28mm buildings 60mm high rrel
for each floor, with the windows being to
20mm from the ground. The doors are gently round off the tops.
35mm high and 20mm wide.
givv-
gi
One of the benefits of working with . Forr
foamcore is you can peel the outer usee
It helps to plan out your building's dimensions first. Next, mark and cut out the walls of the building. You can scribe brickwork into the foam with a pen.
4 5 6
Add roof supports before assembling the structure. The walls are then glued in place. Reinforce the corners using doubled newsprint.
7 8 9
External stairs can make for a nice detail. Apply the filler and seal cracks with your finger. Next, you can lightly sand the finished surface.
PAINTING
1 2 3
fine-texture For buildings with separate roofs, I filler. I then added basing materials
standard th use 2mm MDF cut to individual size of sand and grit before the priming
the bare f (which I fitted after the building had brown stage. Once the building was
coats of dar been primed). I painted one side with complete, I added some tufts, a bit
ing the exp PVA to seal, and then lightly sanded of jungle plant, and some 3D-printed
drybrush of the edges to smooth them off. The vases (in the case of my 'Mexican-
whole roofs are then primed and painted in style' structure).
a dryb the same way as the buildings.
a Mex And there you have it! By adding
different details to the outside, you
You can add door frames from 3/32" balsa strip and BASING can change the setting of your adobe
make roof beams using kebab skewers. I use the
pointy end to make holes in the finished building at For the based building, I glued the building from the wilds of Afghani-
regular intervals 10–15mm below the top of the walls structure to a suitable 3mm MDF stan and the Indian frontier to the
and just below where the roof rests. Dry fit 15mm
lengths of skewer into the holes and paint. Then re- base before the stage where I applied frontiers of Texas and Mexico. WS&S
move the pieces, put PVA in the holes, and refit the
painted skewer pieces.
WARGAMES, SOLDIERS & STRATEGY 115
69
U
LET’S PLAY
ART DE LA GUERRE V4
The fourth edition of Art de la Guerre (AdlG) is the latest edition of the
popular rules set covering the ancient and medieval periods. The game
is easy and fast playing, resolving shooting and combat with one roll
of the dice for each player, offering a unique combination of acces-
sibility in terms of army size/figure numbers and historical feeling.
Kwint
T
he ruleset is very comprehen- effective,
sive: the first 85 pages cover electing
the rules, including some op- ing for
tional additions, and the re- d each
maining 186 pages are fully -
based
packed with 300 army lists from 3000 ty to adjust some of
c
BC to AD 1520. Your basic army (of the terrain. It is very
unlike DBM. An aver-
200 points) consists of 20–30 elements w
a
(units), each representing 500–1000 the
give y
men. These are split up into three ob- cts the
while a com
ligatory commands, one of them com- A Samnite
you three CPs. A frontal advance of a
manded by the C-in-C. Every unit has player will opt for mountains, a Bac-
group of units will require one, while
the same base width (UD, from the trian for the steppes. Initiative is based
turning pikemen or impetuous units
French Unité de Distance) with depths on the quality of your generals and
(such as Gallic warbands or medieval
depending on type. The basing system the number of light horse/light foot.
knights) will use two. Restraining im-
is designed to be compatible with the Deployment starts with the defender
petuous units within charge distance of
DBx series of games - the number of deploying his first command, with the
eligible enemy units will need as many
figures in combination with the base attacker following with his first, etc.
as three CPs. Choices will have to be
depth will show you the troop type. Despite the relatively low number of
made. In the beginning, with grouped
figures, AdlG gives the feel and visual
units, your corps will do more or less
For 15mm 200-point armies, the bat- effect of two armies meeting, not of a
as they are told, but once combat is
tlefield will measure a very practi- skirmish.
joined you will have a constant short-
cal 80 cm by 120 cm. The setup will
age of CPs! It is therefore wise to invest
be governed by who has the initiative AdlG uses a Igo–Ugo system, where
in the quality of your generals.
(i.e. the attacker), who decides on every corps first rolls the number of
the terrain type. The terrain rules are command points (CP) with adjustments
Movement is a number of UDs - units
can be moved by group. Light cavalry
will be moving 5 UDs whilst mobile
artillery have an allowance of two. In-
terestingly, in a V4 amendment, heavy
infantry slow down when they get
closer to the enemy. It is very impor-
tant to notice here that in AdlG an in-
fantry-based army, say Roman legions,
will ALWAYS fight after a few moves if
their owner wants them to. This is due
to movement allowance, the size of the
battl
ms
mi
h
ho
in
s.
W seventh edition).
LET’S PLAY
SHAKOS & BAYONETS
I recall the excitement of playing the original Muskets & Tomahawks
(M&T) over a decade ago. It reinvigorated our local black powder
era skirmish gaming and introduced us to the delights of the French
and Indian War and the War of Independence. Recently, a shiny
ollow.
By David Davies
T
he rules are primarily a skirmish me.
game for 20+ models a side. es
To play, you’ll need the core er
rulebook, which is a ‘stepping a
stone’ to different eras and fu- ripe period for skirmish gaming? Volley fire is deadly, as it lays
ture supplements. down a template of fire – eve-
HOW THE GAME PLAYS ryone inside the template is hit –
This review takes into account the The basic mechanics have not but the firing unit gains two fire tokens
Shakos & Bayonets (S&B) supplement, changed except that it now uses ten- to clear before they can be reloaded.
which brings the game into the Napo- sided dice. The original and clever
leonic period with the various wars be- mechanic for spotting enemy troops Units are activated using a card sys-
tween 1805 and 1815. The lists include is similar but improved. Combat is a tem. Each player takes it in turn to play
France and a few of her allies, plus of simple two steps (to hit, to save) – no a card. Unlike the first version, where
course her enemies – Great Britain, additional tables are required. cards are played directly from a deck,
Prussia, Austria, Spain, Portugal, and this edition allows each player to hold
Russia. There are some rules for the mi- Fire markers are still used, to indicate a hand of three cards and select a card
nor nations as well. Like the main rule- a unit has to reload before firing again. to play. When you are dealt a hand of
book, it is a thing of beauty – but while Close-order troops can form line (and your opponent's cards, you just have to
beauty alone might inspire, it does not use volley fire) and move in column. grin and play a card to benefit them,
hoping the new card you draw will be
one of yours. However, a player forced
to do so gains a command point, so
it’s not all bad. In an action, units may
move, shoot (or be vigilant – fire on an
enemy activation), reload, or rally.
Spanish troops enjoy themselves in camp after a hard day of fighting the French.
(apart
(apa rt fro
rom
m th
he
the
the ar
army
my
e of
onic
on ic
fit in
in,,
Moso t ar
armies
have little extra touches: the French can
take a cantiniere, which boosts troop
morale, while the Spanish can take a
priest, who is good for rallying troops.
As you’d expect, each army has its own
flavour: only the British and the Prus-
sians can take rifle-armed skirmishers
and the Russians can take Cossacks.
an unknown DaVinci masterpiece of several factors (weapon, range, cov- (used mainly in larger games with
WWII gaming. Bold words, but bear er, troop class, etc) and it is obvious air support and artillery), followed
with me. Firstly, there is the look a lot of accurate historical research by the action phases – where one
of the game on the table. TWotG is has been done. One then rolls a player moves, the second player
basically What-You-See-Is-What- D20 to get the effect or to see if the fires, then player one fires, after
You-Get, with a stand of infantry anti-armour shot hits. This gives one which player two moves, and it ends
representing a squad and that squad a very ‘accurate’ feel, with the pos- with more firing from units that can.
having a battlefield-realistic num- sibility of being lucky (to an extent), This makes a unit’s status very fluid,
ber of figures on it (seven to nine). If and it is all resolved very quickly. suppressive/support fire becomes an
you go with the given ground scale This mechanic means you can com- essential thing, and it makes ‘shoot
of 1 cm = 10 m, the suggested front- bine fire from several units onto one and scoot’ tactics work without con-
age of the stand (4 cm) fits in with target very easily, speeding the game voluted mechanics. Lastly there is a
the doctrine of the time. This means up and giving a better feel than fir- joint ‘tidy up’ phase.
the table and action looks and feels ing unit after unit – suppressive fire
‘right’. This is in contrast with many against a well-dug-in enemy actu- Packed within the booklet are many
battalion-level rules that end up feel- ally works like it should. other rules that add to the game.
ing like a platoon-level skirmish. Optional use of hidden defenders
Having a turn sequence that pro- and the five-move pre-action ‘recon’
The rules are on the other end of motes continuous involvement out- mini-game reflects the historical use
the spectrum from buckets/handful side of rolling saves is not unique. of recon units. Spotting rules are usu-
of dice and saves. The mechanics But the actual phases blend very ally my bugbear, often adding com-
work, and work well – a base ‘fire well, giving the feel of the ‘swirl’ plication for no gain. However, sim-
number’ is generated that combines of the action. There is a joint phase ple, well-designed mechanics add a
as an optional rule and are diced for shuffled together and drawn from the amples are given in the book, though I
at the start of the game using a D10, top. Each unit in that wing then carries found it very understandable.
with ten events listed and used once. out its movement before moving on to
You can create your own list. the next. No nudging a unit forward Units reform using a simple D6 roll;
a bit to get another into position then if you pass you regain one level of or-
Chits or coloured counters are needed moving the first back. I like this sys- der. Wing cohesion is dealt with in a
to represent levels of order; the rules tem: no cards saying “Tea break turn fatigue test, using a D6 with less than
suggest sound = no chit, disordered = ends”. All your units will get a chance. 7 required to pass – simple until unit
a yellow, disrupted = a red, and routed Actual movement for such small-scale morale begins to fall. Wing cohesion
= red and yellow. Reaching these levels figures seems high normal: 12" for an goes from fatigued to exhausted to
is a simple D6 roll with simple modi- infantry brigade and 18" for a cavalry collapsed, with each described.
fiers; 4 or more keeps your men in the when matchlock range is 75 mm. I
game. What is or isn’t a flank attack is didn’t mind this as similar can be If you are playing as part of a cam-
well described, too. found in the Age of Reason rules; the paign or are just a teeny bit sadistic,
high movement, if used, can find you the final reckoning allows the winner
The game turn is broken down to two out of position before the nitty gritty to see if his army can pursue, with a
stages: first is orders, movement, and begins. For shooting and combat, units chart showing the outcome.
combat, followed by compulsory are given a number of D6: two for fir-
checks to reform wing fatigue, gen- ing and melee for an infantry brigade, I enjoyed these rules – they’re easy
eral will, and commanders replaced and one for firing and three for melee to play but difficult to master. They
and moved: these checks will decide for a cavalry brigade, with modifiers to have been well written and laid out
whether you get another turn. Orders be added or subtracted. A 5 or 6 gives in a manner that follows the game se-
(hold, attack, and withdraw) can be a hit, with units then getting a saving quence. I played the first scenario after
given to wings or individual brigades throw. Even if the tercio only received one read. Though I used 28mm on the
and once given can be difficult to one hit, it throws three dice to save required bases, which didn’t give me
change if you find yourself out of with a 4 or more successful. One hit the same visual effect as pictures in the
command (6" for wing commanders). on a unit raises its level of order from book, my son and I enjoyed it. The pe-
sound to disordered; two hits moves it riod is also backed up with some great
As mentioned, command cards are up two levels from sound to disrupted, books from Helion in the Century of
used as part of the movement phase. and so on. Melee is similar but the dif- the Soldier series.
One card per wing from each army is ference in hits gives the outcome. Ex- – David Davies
at everybody’s favourite age-old clash new ones: the rules for bocage hedges
of interests when gaming companies were not unnecessarily overcompli-
make both miniatures and rules, but cated, and the ‘Hedgerow Ambush’
Warlord do it rather well, and honestly upgrade for lurking Germans is clever
it appears that the shiny new shininess in its simplicity – not least because its
in this instalment (like its predecessors) points-costing is subtly designed to cost
just about hits the sweet spot of balanc- a slight premium to small teams!
ing flavoursome new rules without that
game-breaking danger of what is some- I was a little disheartened by what
times called ‘codex creep.’ seemed to be a bit of a gloss over the
fighting for Cherbourg and Saint-Lô:
So what shiny things might be found the scenarios feel like something of an
in the US Sector in the summer of ’44? afterthought; the uprisings and libera-
D-Day: US Sector Well, this is what makes it fun. In ad- tion of Paris also seem somewhat shoe-
Bolt Action campaign book dition to the GIs finally being able to horned into just four pages – including
charge into battle aboard fighting half- historical notes and a gaming scenario!
By Gareth Walsh and Mark Barber
(Osprey Publishing 2021) tracks in the long-awaited ‘armoured
£20.00 infantry’ role, we also find support There are the usual slight glitches –
weapons platoons, tank-destroyer for- strategic maps transplanted from else-
D6, Dice-based activation
mations, and (finally) a bit of love and where in the Osprey stable that aren’t
If this, then, is the third of the Bolt clarification for the Airborne and US explained or contextualised as well as
Action trilogy – the Toy Story 3 of the Rangers. The Germans for their part they might be and a couple of instances
D-Day supplements – then just like gain access to elite Fallschirmjäger where the scenario deployment maps
that famous ‘threequal’, it’s probably structures and the feared Waffen SS – don’t quite tally with the descriptions –
the best of them. Albeit with better- including the brilliantly unique 17. SS but I think Warlord are getting more on
painted toy soldiers … Aufklärungs platoon, all of whom must top of this. The authors make a point,
be mounted in Schwimmwagens(!): too, of acknowledging the opinions
It’s one of those supplements that perfect for defending the boggy, re- and input of the burgeoning online
causes this reviewer to pause awhile, cently flooded terrain of Normandy. community for the game, which is a re-
pensively gnaw on his pencil, and assuring tip of the hat from a company
then furiously scribble notes before Other forces get to join in too: players that tries to engage constructively with
they’re forgotten. Notes with exclama- can now amalgamate really interesting its players. I wonder if those persistent
tion marks. Notes that get underlined allies of convenience with SAS sec- voices calling for a third edition are
twice. In between blurting things out tions liaising with French Maquis par- also filtering through?
aloud to my entirely disinterested wife tisans under the direction of ‘Jedburgh
about “bocage country!” or “Caren- teams’, and there are some engaging Overall, this is a confident and enjoy-
tan!”, I found myself pretty immersed scenarios provided to help them cut able campaign expansion and a perfect
in the new content, in keeping – as it their teeth, including an ambush on accompaniment to the other two vol-
is – with the structure of all Warlord’s a supply column. These alliances can umes. I’d suggest that – as is always the
recent campaign books. be dangerously fraught, though: there’s case with Bolt Action – if players find
now the option for the Germans to take themselves worrying too much about
To this extent, anticipate the blend of a sneaky, collaborative ‘Double Agent’ potential imbalance with new shiny
potted histories, new units, scenarios, unit, to really keep the liberators sec- things, just ignore them, mitigate them
new ‘theatre selector’ lists, new spe- ond-guessing themselves … through house rules, or discuss with
cial characters, new units - and did I tournament organisers if it’s a ‘competi-
mention the new units? This is what Generic special rules have been open- tive’ concern. After all, these campaign
keeps gamers interested, right? Well ly and honestly reproduced from other books are supposed to be there to add
… yes, actually. The cynic in me might campaign books (which is a Good flavour and narrative, right? Right.
be inclined to give a sideways glance Thing), and of course there are a few – Chris King
to the outcomes of the battles, such as of Northern Virginia moved their forces
the Bloody Angle, Pittsburg landing, toward each other, with the focal point
and the Sunken Road. While we have being the peach orchard. Both gener-
plenty of books on the higher levels of als thought the peach orchard an im-
these battles, James Hessler and Britt portant artillery position; in the end it
Isenberg took a different approach: was not as crucial as initially thought.
looking at a geographic location and Both sides paid heavily during the bat-
treating it like the biography of a per- tle, and afterwards there was criticism
son, covering before, during, and after of Longstreet for following his orders
the battle. Gettysburg’s Peach Orchard and of Sickles for taking liberties with
is the result. the orders received by General Meade.
This battle of words is carried forward
The authors take the reader on a tour of to this day in books such as this.
the area surrounding the Sherfy Farm,
including notable sites from the bat- While leadership in an American Civ-
tle such as the Sherfy barn, the Wentz il War battle is normally at the front,
Gettysburg’s Peach Orchard farm, and the peach orchard. This tour there are definitely different levels of
Longstreet, sickles, and the bloody fight
for the ‘commanding ground’ along the is in depth, conveying to the reader leadership shown at the regimental
Emmitsburg Road the importance to the community that and brigade levels during the battle.
lived near the site and the soldiers that This book shows the confusion within
By James A. Hessler and Britt C. Isenberg
ISBN: 978-1611214550 fought around them. the battle with regiments and batter-
(Savas Beatie, 2019) - $34.95 ies showing up at the same location
On 2 July 1863, General Sickles com- trying to figure out the posting while
On the battlefields of the American manding the III Corps from the Army receiving artillery fire. This happens
Civil War we are often drawn to certain of the Potomac and General Long- many times in and around the peach
geographic locations that were crucial street commanding the I Corps Army orchard for both combatants. In the
And for those of you wondering Although not directly aimed at the war-
about that made-up part of this gamer, there is plenty of material that
history book (“Chapter Nine: Un- will be of considerable use to players
ternehmen Brandenburg Concerto”), seeking to base their English Civil War
please don’t worry – there’s a tenth games in the West Country. Four sketch
and final one just before those 50 maps showing the position of the ar-
pages of appendices: it’s entitled mies at the battles of Lansdowne Hill,
“Went the Day Well?” and includes Farnham, and Alton (1643) and Cheri-
– you guessed it – a gratuitous and ton (1644) will provide a useful starting
long-winded retelling of the 1942 point for specific scenarios based on
film of the same name. these battles. Campaign maps are also
provided, which could easily form the
It’s my privilege to get to read and basis of a mini campaign for the more
review such books for WS&S, and ambitious wargamer.
I love to recommend some of the
brilliant titles we get (including For players who wish to represent the
many others from the reliable Pen The Armies of Sir Ralph Hopton Royalist army during Hopton’s cam-
The Royalist Armies of the West 1642–46
& Sword) … but Bowman’s work in paigns, the book is invaluable, with
this case – whilst clearly a labour of By Laurence Spring chapters dedicated to clothing, arms &
much love for its author – is a hard ISBN: 978-1913336516 armour, and regimental colours, and a
(Helion and Company, 2021) - £25.00
sell. I could enjoy reading a pam- limited number of colour plates.
phlet or two from him about Brit- Helion & Company’s impressive
ain’s wartime coastal-belt defences, publishing output for “The Century This book has a narrow focus, which
but that question mark in the title of the Soldier 1618–1721” contin- will limit its appeal to those with a spe-
takes this book a step too far into ues with a detailed analysis of the cific interest in topic. For a newcomer,
directionless meandering, and the Royalist armies of the West from the level of detail and sourcing, as well
fictionalised non-history is – sadly – 1642 to 1646. The armies largely as the RRP of £25, may be offputting.
disappointing to the point almost of fell under the command of Sir Ralph But if you share the author’s specific
insult. Not recommended. Hopton, whose role in the English interest, it is highly recommended!
– Chris King Civil Wars is often overlooked. – James Oram
end, the terrain that was thought to ers (almost as famous for the gamer made it easier to get to the battlefield.
be crucial at the peach orchard and as Sharpe’s Rifles) and the advancing The authors even cover the tacky as-
along the ridge that follows the Em- Confederates. Later in the day, there pect of having a chain store called
mitsburg Road was less successful as is Barksdale’s attack on the orchard Stuckey’s on the battlefield proper,
an artillery position than hoped. and General Kershaw’s engagement which was removed in 1972. Battle-
at the Rose Farm. For a gamer looking field preservation is never easy.
This story also shows off Gettysburg’s later on 2 July, there is the engage-
colourful characters, among them ment between Barksdale’s troops and I end with Lieutenant Colonel Levi
Sergeant Henry Wentz, an artillery- Willard’s forces near the main Union Bird Duff on General Birney’s staff
man with Captain Osmond Taylor’s lines. The peach orchard was also to that wrote, “In times yet to come
Battery CSA. Henry Wentz had grown see fighting on 3 July, with artillery on and long after we have passed away,
up in the area, and it does not appear the ridge supporting Pickett’s Charge many pilgrims will visit this battle-
that this local knowledge was put to with infantry from the nearby Lang field.” This is true, and after reading
use by either his brigade or his corps and Wilcox Brigades taking part. Hessler and Isenberg’s book, I agree
command planning the Confederate with them that “at the battle of Get-
attack on the second day. Later, on 2 In the post-battle portion of the biog- tysburg, no other single terrain fea-
July, his battery was firing on Union raphy, the Sherfy farm and the greater ture can claim such far-reaching
positions that he once called home. community was to take time to heal. In impacts as the Peach Orchard.” We
later years, both Union and previously can only hope that other authors will
The gamer out there can pick up this Confederate troops were to return to look to apply a similar treatment to
book and be inspired to a number of Gettysburg and the peach orchard for the many other important geograph-
scenarios that can be played out on reunions. Hessler and Isenberg write ic locations on other battlefields for
the tabletop using current rules. For about this and how the community gamers and armchair generals who
2 July there is the skirmish between and veterans interacted. After the last will refight the battles on the table
the lines involving the 1st Massa- of the reunions, the area did continue or visit in person.
chusetts and the 1st US Sharpshoot- to support the tourist industry, as cars – Jon Yuengling