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// NO 5

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

JUL / AUG 2021


WARGAMES, SOLDIERS &
STRATEGY 115

UK £ 5.50
1 5

FEATURES:
MARCHING TOWARDS A MODERN BATTLEFIELD
9 772211 503045

The fourteenth-century Franco-Castilian


TECHNOLOGY AND INNOVATION DURING THE AMERICAN CIVIL WAR raid on the Isle of Wight
Making asymmetric warfare fun
Ironclads run the Mississippi gauntlet // Taking the trenches at Fort Harrison Painting WWII Russian camouflage
Cavalry tactics on the ACW battlefield // Repeating rifles at Rowett's Redoubt Let's play Shakos & Bayonets
THEME: MILITARY INNOVATION DURING THE ACW

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

Print: Grafi Advies BV


FEATURES
Editorial office
PO Box 4082, 7200 BB Zutphen, The Netherlands 18 THE BATTLE OF IPSUS, 301 BC
Phone: +31-848-392256 (European main office), The greatest decisive battle you've never heard of
+1-800-549-4742 (US answering service)
Email: editor@wssmagazine.com 20 VIOLENCE ON VECTIS
g 377
Customer service
service@karwansaraypublishers.com 26 THE BATTLE OFF SAMAR
Website: www.wssmagazine.com cruisers
Contributions in the form of articles, letters, reviews, news and 30 TURNING THE TABLES
queries are welcomed. Please send to the above address or use making fun scenarios
the contact form on www.wssmagazine.com

Subscriptions
Subscriptions can be purchased at www.kp-shop.com, via phone HOBBY
or by mail. See above for the address.

Distribution
66 THE RED ARMY IN AMOEBA GREEN
Wargames, Soldiers and Strategy is sold through retailers, the in-
Painting Soviet camouflage in 15mm
ternet and by subscription. If you wish to become a sales outlet,
please contact us at service@karwansaraypublishers.com
68 ADOBE BUILDINGS
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The exclusive distributor for the UK and the Republic of Ireland is
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EC1A 9PT, UK. www.seymour.co.uk. Tel: +44 (0)207 429 4000. DEPARTMENTS
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

WARGAMES, SOLDIERS & STRATEGY 115


4
Editorial
“War is cruelty. There is no use trying to reform it. The crueller it
is, the sooner it will be over.”

— William Tecumseh Sherman

In this issue of Wargames, Soldiers & Strategy, hopefully I will in-


troduce wargamers to another side of the American Civil War, one
that steers away from the traditional narrative of what we expect

© 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
edittor
or@w
@w
wssma
sssma
maga
g zi
gaz ne com
om

Now available online: And coming in the next issue:

I'I'LL TAKE MY RAID MEDIUM RARE KNOW THY ENEMY


D One of the first rules of warfare is to know what you're facing. In
b WS&S 116, we take a look at military reconnaissance through the
(h ages, and the challenge of simulating it on the tabletop.

WARGAMES, SOLDIERS & STRATEGY 115


5
MINIATURE REVIEWS
MINI REVIEWS
A look at some of the newest miniatures, terrain
pieces, and more from across the wargaming world.

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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

Company: Commando Miniatures 35

Size: 1/56 scale (28mm) 30


Era: Post World War II
25
Price: £10.00 for the gun and crew
20
www.war-bases.co.uk
15

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.

WARGAMES, SOLDIERS & STRATEGY 115


6
BY GUY BOWERS AND CHRIS KING

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Rubicon produces a lar Foollow


wing on
o frorom
m it
Market produce set variety of sets, including Boxer Rebellion Russians unteer armed civilians and
Company: Rubicon Models ones useful for table scen- Company: Victorious Miniatures two legation character
Size: 1/56 scale (28mm) ery. The kit reviewed here Size: 27mm ‘foot to eye’ packs, Victorious Minia-
Era: Nineteenth and is the market produce set 1, or 31mm tall tures has released Russian
twentieth centuries and it truly contains a bit of Era: Nineteenth and troops for the siege of Pe-
Price: £10.00 early twentieth century
everything! Two sprues are king (Beijing). They join the
Price: £5.50 for four miniatures
www.rubiconmodels.co.uk provided, each of which existing range of British,
makes a market trolley and www.victoriousminiatures.com American, French, Ger-
a set of produce. The list of man, and Japanese troops
produce is impressive: there already available. The Rus-
are two wooden crates of sian packs consist of four
fish, five wooden crates of vegetables, two milk churns, infantry and an officer. The Russian troops are armed with
seven full sacks, a tin wash tub, and a suitcase. Remember, Mosin rifles – two have fixed bayonets and two are firing.
that’s per sprue, so double them up! Very little assembly is The models are nicely sculpted in advancing and shooting
required, with at most between two and four pieces to stick poses, and they are well cast, with only some pour lines
together. This is a very cool little set and ideal for populating on the bases to clear up. Size-wise, these are middle of the
a town’s market square or for additional baggage for vehicles range for 28 mm and should be compatible with most exist-
or carts. The set is practically ageless, so it could probably ing miniature ranges. Of course, these models will also be
be used for the nineteenth and twentieth centuries. It also suitable for other conflicts, such as the Russo-Japanese War,
could be used as an objective marker or for an improvised and might be useful for ‘back of beyond’ pulp settings or as
sans. White Russians. Time to break out 55 Days at Pek ekin
ing
g aga
gain
in!!

Panther tank 45

40
Company: Paint & Glue Miniatures
Size: 1/56 35

Era: World War II 30


Price: £13.00 for plastic or 25
£17.55 for resin
20
www.paintandglue.co.uk
15

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.

WARGAMES, SOLDIERS & STRATEGY 115


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Ooh-whee! Great Escape f h l l


Plastic gunfighers Games has released its British riflemen onic releases from War-
Company: Great Escape Games first plastic range, a set Company: Wargames Atlantic games Atlantic is British ri-
Size: 28mm ‘foot to eye’ or of gunfighters for Dead Size: 28mm ‘foot to eye’ or flemen, who served in the
32mm tall Man’s Hand, and they are 32mm tall in cap Peninsular War, the War
Era: Wild West a beaut! The box contains Era: Napoleonic of 1812, and the Hundred
Price: £15.00 for ten plastic figures two frames, each with five Price: £25.00 for 32 miniatures Days campaign. This inter-
www.boothillminiatures.co.uk gunfighters. The torsos and www.wargamesatlantic.com esting set has several clever
legs are separate, so you options, including a rather
can put them together in ‘Sharpe’-looking officer
many different combi- and a serjeant with a Nock
nations. Eleven different volley gun – special heads
heads are provided, including Stetson, top hat, and derby are provided for these characters. Each sprue has four
(bowler hat). There’s even a masked head (socially distanc- bodies (one kneeling, three standing) with a good selec-
ing!) and a sinister hooded head. You can’t have gunfight- tion of heads, including bonnet and rifleman shako. Three
ers without guns! Nine revolvers are provided (in right and backpacks are provided per sprue. The standard riflemen
left hands so two-gun pistoleros can be built), along with can be built armed with the infamous Baker rifle, in firing,
one lever-action rifle, one Sharps rifle, and two shotguns. loading, or at-the-ready poses. There is also a bugle arm
There’s a host of accessories, including holsters, a rope, dy- for a bugler. The models are very well detailed and cast,
ctus! The models are well t accu ate u o s you ca e e see t e b ass p
tforward manner. This ex- on the shakos – and each model has a short sw
for Western players – let’s Size-wise, these are mid-range for 28mm so shou
hope it is the first of many! in well with most existing rang

Human light cavalry 45

40
Company: North Star and Osprey
Size: 28mm ‘foot to eye’ or 32mm 35

tall; cavalry stand 45mm tall 30


Era: Medieval fantasy
25
Price: £25.00 for fifteen riders
20
www.northstarfigures.com
15

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.

WARGAMES, SOLDIERS & STRATEGY 115


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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

Instant Color Paint


Company: Scale 75
Size: Any scale
Era: Any
Price: £24.00 for eight paints
www.mcmodelpainting.co.uk

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.

WARGAMES, SOLDIERS & STRATEGY 115


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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!

WARGAMES, SOLDIERS & STRATEGY 115


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While all the honour an Warlord’


d s Ep Epic ACW
Barons’ War levy glory tends to go to the Warlord Epic Iron Brigade range in 15mm has re-
Company: Footsore Miniatures knights and lords, it is Company: Warlord Games ceived a new wave of re-
Size: 27-28mm ‘foot to eye’ generally the poor levied Size: 14mm ‘foot to eye’ leases, following on from
or 30mm tall peasant who has to do or 16mm tall the original boxed set and
Era: Medieval (Robin Hood) more than his fair share of Era: American Civil War plastic sprues. The latest
Price: £8.00 for four models the fighting. Footsore Min- Price: £40.00 for 300 infantry releases include cavalry,
www.footsoreminiatures.co.uk iatures has released three www.warlordgames.com Zouaves, and the Iron
packs of levy infantry, suit- Brigade (reviewed here).
able for the Barons’ War The Iron Brigade of the
or as rebellious peasants, West (or the Black Hats)
perhaps in support of the were Union volunteers
outlaw characters we reviewed last issue. Sculpted by known for their Hardee hats they were issued with,
Paul Hicks, these levy troops really do look the part, with which became their signature. They gained a reputa-
a variety of improvised weapons (axes, clubs, grain flails, tion for resoluteness under fire and had a higher casu-
and spears). Armour and shields are noticeably absent, alty rate than any other Union brigade. The set consists
and the models vary in height, which I like. Levied troops of 300 miniatures in strips of five models, plus bases.
would be very irregular! I also like the footwear (or the There are four variations in the strips, plus two strips of
lack of it) with them. The models are well proportioned, command bases for each battalion. The metal models
well cast, and have good detail. There are some vent lines, are very well cast and are highly detailed – the plastics
which need a minimum of cleaning up. Overall, these were good, but these are better. While perhaps a little
will be excellent reluctant recruits for the Barons’ War pricey, you do get what you pay for; they are lovely
eir homes. models. Recommended.

Sturm-Infanteriegeschütz 33B 45

40
Company: RKX Miniatures
Size: 1/56 scale 35

Era: World War II 30


Price: £18.00 25

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.

WARGAMES, SOLDIERS & STRATEGY 115


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In the cold void of space no With the release of 7T 7 V


Stargrave plastics one can hear you scream… Fantasy Stars Fantasy, Crooked Dice
Company: North Star and Osprey with delight at the new Company: Crooked Dice Games Games has several fantasy
Size: 28mm ‘foot to eye’ Stargrave plastics! There Size: 30mm ‘foot to eye’ packs for the game; these
or 31mm tall are three new sets: ‘Crew’ or 32mm tall include standard fan-
Era: Far future – lightly armed spaceship Era: Fantasy tasy offerings (adventur-
Price: £20.00 for 20 soldiers personnel; ‘Mercenaries’ – Price: £4.00 each or £15.00 for four ers, townsfolk, skeletons,
www.northstarfigures.com more heavily armed; and www.crooked-dice.co.uk goblins, trolls, ogres, and
‘Troopers’ – in the best com- orcs, to name but a few)
bat armour and weapons. and some fantastic huge
Each set has four sprues creatures, such as a giant,
with five different bodies a jabberwock, a giant spi-
and twenty different head variants per sprue (the mercenaries der, and a truly colossal slug! Reviewed here are the
‘only’ have fifteen), including several alien heads. The selec- Fantasy Stars: four brave heroes to battle darkness, or
tion of arm weapons is simply staggering – the crew seem to to show evil how it’s done properly … Their egos (and
have more primitive slug throwers, datapads and tools, while swords) were so big there was only room for two in our
the mercenaries have a mix of weapons, including a cool- photo (sorry General Kael!). The two shown are the tragic
looking sniper weapon. The troopers are all heavily armed hero (modelled on a famous White Wolf with a moaning
with more ‘pew pew’ weapons. In addition, there are ammo runesword) and the monster hunter (modelled on anoth-
he models fit together er White Wolf, with a habit of swearing). All the mode
e with each other! The are very well cast and superbly detailed. Slotta base
Apart from Stargrave, are supplied as standard. Size-wise, these are slightly o
sci-fi set- the heroic side (well, they are heroes!) but should b
tings (they scream Traveller to me). compatible with most existing ranges. Crom!

Four armed giant apes 45

40
Company: Fighting 15s
Size: Designed for 18mm – the 35

models are 45mm tall 30


Era: Martian fantasy
25
Price: £8.00 per ape
20
www.fighting15s.com
15

10

l hi h being repurposed for generic fantasy as well (Dungeons


reviewed in Wargames, Soldiers and Strategy. The four- & Dragons has a creature called a Girallon, for example,
armed giant ape is designed for the Martian Empires from Volo’s Guide to Monsters). The miniatures are well
18mm range which pits Victorian sci-fi British versus Mar- cast with no mould lines, and they really look the part of
tians and cephalopods, or battling the dastardly Prussians a huge scary monster, either in 18mm or 28mm! I won’t
with lizardmen allies in the jungles of Venus. By Jove! The comment on their historical accuracy until I’ve rewatched
models are probably inspired by the Great White Ape of John Carter! I really like these and can see them being in
Barsoom, of John Carter fame. However, I could see these a ‘wandering monster’ encounter soon.

WARGAMES, SOLDIERS & STRATEGY 115


12
NOT Rick Priestley,
but Richard Halliwell.

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.

WARGAMES, SOLDIERS & STRATEGY 115


16
Hal and I had talked about publishing our rules for promising point and then disappeared on another ad-
years, but it was a phone call to Asgard Miniatures’ venture – leaving one of the great ‘might have beens’
Bryan Ansell that started the ball rolling. I think Bryan of seminal Warhammer incomplete.
recognised in Hal a useful chap to know. Hal owned
his own car, for starters. He was soon roped in to help In the mid-’80s Hal re-joined the expanded games
the Asgard crew with driving vans, transportation, and design team as an employee at Games Workshop.
shows. At the same time, he also contributed articles He would go on to write supplements for the Judge
to Bryan’s role-playing fanzine Troll Crusher. The idea Dredd RPG and design board games for the 2000 AD
of making a living creating games was unthinkable at licence, including Rogue Trooper (1987) and Block
the time. It was more a case of mucking in with what- Mania (1987). He began a Dr Who board game for a
ever was going on, whether that was humping boxes, proposed BBC licence that unfortunately didn’t work
doing shows, casting metal, making moulds, or pack- out. The game was abandoned, but I suspect it was
ing mail orders. Making up games and playing them a classic in the making, involving separate hexagon
was something we all did for fun … that was the point. boards that revolved around each other to represent
the movement of space/time and facilitating pieces
Bryan Ansell set up Citadel Miniatures with Games jumping between different eras. The players used a
Workshop’s Ian Livingstone and Steve Jackson in card deck both to interact with their rivals and to shift
1979, and Hal came along by association. Gradu- the time zones about. Another abandoned project
ating in 1980, Hal started working off and on for was an early version of Warhammer Epic – 6mm-size
Citadel doing whatever needed doing at the time. Warhammer - that used different-coloured D6s to
During his stint at mail order, he would gleefully represent combat abilities. There was also a space-
empty the contents of the waste basket into a box ship combat game that simulated something like real
and mail it to me. Mystery boxes from Citadel invari- physics, which invariably sent ships spinning off into
ably contained nothing other than the sweepings of the void at the slightest provocation. Hal was always
the factory floor. Hal learned to make moulds, and at his best when working with a good editor to cajole
this became his chief source of income for a while, things to completion. Space Hulk (1989) showed off
cutting moulds for Citadel and Tabletop. He al- Hal’s grasp of game design at its best and remains the
ways preferred casual to regular employment, and game for which is his best known. Dark Future (1988),
throughout his career he would alternate stints of a Mad Max inspired road-race game with its ‘rolling
freelance work with temporary periods of employ- road’ combat board would also prove popular.
ment, leaving him time to undertake world travel.
After his time at Games Workshop, Hal had a go at
Having got a bit of money together, Hal would disap- creating his own computer game design, sinking his
pear for months on end, heading off to some distant savings into a project that would sadly never reach
location with nothing more than traveller’s cheques completion, but gaining a great deal of experience in
and the clothes on his back. In Egypt, the former got the process. Subsequently he went on to work for a
stolen; in Thailand, the latter. Whatever mishaps befell number of computer games companies, both in the
him, he always seemed to land amongst friends: fel- US and at home in the UK. Whilst working in Califor-
low travellers, often New Zealanders or Australians, nia, he took the opportunity to complete a motorcycle
who would help him on his way. In the days before ride down the Pan-American Highway, revisiting some
the internet and regular direct dialling, it was common of the places he’d been in the early ’80s. Back home,
not to hear from Hal for months on end. The odd post- he took a job at Eurocom in Derby where he worked
card would find its way home from some unexpected on various Disney licensed products, an experience
location. Later on, it would be sporadic emails. he cheerfully described as “working for the Rat”.

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

WARGAMES, SOLDIERS & STRATEGY 115


17
THE GREATEST DECISIVE BATTLE YOU’VE NEVER HEARD OF
FEATURE

THE BATTLE OF IPSUS, 301 BC


The Wars of the Diadochi – the seemingly forever civil war of suc-
cession for Alexander the Great’s empire – had raged since his
death in 323 BC. The decisive battle at Ipsus in 301 BC would see
both the beginning of an end and the octogenarian Antigonus
Monopthalmus take to the field against his old foes one final time …

By Jeff Jonas and Guy Bowers

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

Both sides deployed as usual: cavalry


on the wings, infantry in the centre,
and skirmishers mixed in with el-
ephants. The Antigonid plan seemed
to rest on an all-out cavalry charge by
ght wing,
ine held.

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

WARGAMES, SOLDIERS & STRATEGY 115


19
THE FRANCO-CASTILIAN RAID ON THE ISLE OF WIGHT IN 1377
FEATURE

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.

in stone. It has a reinforced gatehouse • John de Kingston in Shorwell The mainland


and a supply of fresh water from a • Sir John Lisle in South Shorwell Along the South Coast there was a
deep well. There is a storehouse with a • John Urry – Wootton well-prepared system to respond to
supply of grain to last 200 men for two • Theobald de Gorges in Ryde the threat of a French attack, with large
months. Your job is to defend the cas- • Robert de Affeton in Affeton numbers of troops being able to be
tle with your life and support the re- raised in a very short period of time and
These leaders tend to be lesser nobles
moval of any invaders from the Island. troops in London capable of reaching
and wealthy yeomen. The militia are the Coast in a matter of a few days.
equipped with a high proportion of
Additional forces
bows, spears, and axes, supplemented Southampton was a walled city by
There are nine companies of about
with agricultural bills and flails. There this point with some fairly serious
100 men each in the militia on the
would be a smattering of armour and walls under construction and a castle.
Island. There are just under 5000 in-
shields. Nearly all would be on foot. We placed 1200 soldiers and eight
habitants in total, although these are
© Michael Perry

very spread out. The largest town is


Newport with a population of about
600. In theory, all able-bodied men
between 16 and 60 would be expect-
ed to defend the Island. They would
not be of the best quality, but it might
allow you to raise another 600–700
poorly equipped militia if pressed.

The company commanders of the


militia hail from the following areas:

• g
• Heynoe,
nd Bon o -
littia
• bail
ba iliff
iffss
• Cump
Cu mp--
The Castilla
hwaate ter

WARGAMES, SOLDIERS & STRATEGY 115


21
larg
la
arg
rgee ca
c ENGLISH DEFENSIVE STRATEGY compromise a bit depending on the
city
city,, al
ty ao (to be read only by the English players) figures you have available. The Castil-
smmal
alle
lerr There was already a pre-planned ians could be represented with one
ment
me nt strategy in place. This is partly based unit of heavy cavalry for the knights,
w ul
wo around the later Tudor defensive strat- one of light horse representing their
por egy, which doubtless had evolved from scouts, two of dismounted heavy in-
t earlier practice during this era. fantry representing the knights or men-
d at-arms, four units of spear-armed ser-
a outl
as The alert would be raised by locals and geants or medium infantry representing
all the church bells would be rung to the mercenaries and soldiers, two units
Portchester had a reasonably strong warn other villages. Prepared beacons of crossbowmen, and two units of light
castle that had recently been updat- would be lit, warning the mainland of infantry representing the sailors.
ed with a new tower, firing platforms attack and instructing them to gather re-
in the inner bailey, and repairs to the inforcements and send them as quickly The French can be represented by
outer Roman walls to stop the sea as possible via the shortest route (via one unit of heavy horse, one of heavy
getting into the castle! It would have Calshot, on the north-western coast.) foot, two of medium infantry, one of
been garrisoned by about twenty crossbows, and one of light infantry.
professional soldiers in a similar All militia leaders were to gather their
manner to Carisbrooke. forces at planned pieces of high ground The nine English militia units can each
guarding their section of coastline and be represented by a unit of yeoman or
Portsmouth had not yet developed inform other militia companies of any light infantry with a mixture or bows
into a royal dockyard but probably immediate attacks. They should then and spears. Another six units of yeo-
had a walled defence with a ditch try to prevent any enemy landings. men can be called upon, but these will
and a garrison of a hundred or so be of poor quality, armed with impro-
soldiers. There would be a large REPRESENTING THE FORCES IN BATTLES vised weapons. The professional forces
number of smaller merchant cogs, In most rule sets, the battles are fought are slightly harder to represent. I’d sug-
along with sail- and oar-powered using units or elements. I’d stick to a gest upgrading one of the militia com-
craft, in both Portchester and Ports- rough ratio of about 120 men to one panies to professional quality if they
mouth harbours. element, although you might need to join it. Alternatively, field them as a

MAPS AND MOVEMENT OF FORCES


© Rocío Espin

While we provide a basic map of the Island,


you can also print off a modern map of the
Isle of Wight from the internet and then trace
it. Only mark on main roads. Reduce the size
of all towns and their populations about ten-
fold. Remove any obvious modern anachro-
nisms. The French should be given a map, but it
should only have the very basics of the largest
settlements, and even then these can be inac-
curately located by a wily Games Master.

Infantry with full equipment should expect to


be able to march at two miles per hour. Siege
equipment and baggage should move about half
that speed! The light mounted elements should
be able to move fastest at about five miles per
hour, and local militia, lacking heavy equipment
and operating on home turf, should probably be
able to move at three miles per hour.

Troops should probably be able to march for


eight hours per day.

Sailing speeds will depend on the weather and


the conditions of the sea. This can be diced
for – but remember that the first day would be
very choppy and slow in the Solent! Caravels
from Southampton should not be able to cross
unless the wind is in their favour. Galleys can
move without wind but need rowers to move
them. This counts as exertion at least compa-
rable to marching!

WARGAMES, SOLDIERS & STRATEGY 115


22
© Michael Perry

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.

The Abbey at Quarr had been raided


by the French in 1362 and had been
fortified with crenelations and gun
ports! This might have been designed
as a deterrent, but it might nevertheless
provide a shock. This could be repre-
sented by a +2 defensive modifier.

Portchester Castle was a Roman-era


one inner bailey and
Norman keep. risbro r oke Castlee was
ith
ith a mom ttte
hel
elll ke
keep
ep.
held
he ld for
The loca
evven a
hass
chheery
r
faall
y,
leaving their many dead.

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

WARGAMES SOLDIERS & STRATEGY 115


24
US DESTROYERS VERSUS JAPANESE CRUISERS
FEATURE

THE BATTLE OFF SAMAR


The Second Battle of the Philippine Sea is a complex series of
separate engagements that occurred between 23 and 25 Oc-
tober 1944 as a result of the US landings on the central Phil-
ippines island of Leyte. This was the promised return of Gen-
eral Douglas MacArthur to liberate the Philippines from Japan.

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.”

LCDR Robert W. Copeland USNR


aboard USS Samuel B. Roberts mes-
saged his task group commander the
following: “We’re making a torpedo
run. The outcome is doubtful, but we
will do our duty.” Coincidentally, this
was spoken on the 89th anniversary
of the Charge of the Light Brigade in
the Crimean War.

The ensuing battle by Taffy 3’s seven


escorts to harass and delay the four
battleships, six heavy cruisers, and two
The USS Kitkun Bay (CVE destroyer divisions of Centre Force has
pares to launch a group -71) pre-
x

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

WARGAMES, SOLDIERS & STRATEGY 115


27
TAFFY 2 & 3 AIR FLIGHT TABLE Taffy 3, and available USN airpower,
are additional assets for each player
Card/counter quantity Taffy 2 & 3 flights x1 each Flight type/damage dice
to manage. Japanese cruiser units
1 TBM Avenger w/ torpedo Torpedo-bomber will need to track torpedo expendi-
4 Devastating ture, which will create actual com-
mand friction events such as Player
3 TBM Avenger w/ 500lb bombs Bomber
A launching torpedoes at a distant
3
CVE target (with lower to-hit result)
2 FM-2 Wildcat w/ rockets Bomber controlled by Player B rather than the
2 (+1 AP) closest CVE (controlled by Player A)
so as to deny the next turn’s control-
2 FM-2 Wildcat w/ 100lb bomb Bomber
ling Japanese player the opportunity
1 (-2 AP)
to launch torpedoes at Player A’s CVE.
2 FM-2 Wildcat w/ 250lb bomb Bomber By making the CVEs the critical units
1 fo
c
cat w/ guns only Fighter
a
1 Weak
be
n ch
is m
y- to Victory at Sea makes an
command and led to an ideal rule set for this game.
ers to avoid a complete loss with the
ordinated pursuit of Taffy 3. How can
forces historically available. you simulate this in a game?
THE BATTLE OFF SAMAR
Victory at Sea by Warlord can be Fellow wargamer Dave Schueller Date: 25 October 1944, 0800 hours
adapted to multi-player convention suggested giving each player primary Location: South of San Bernardino Strait
or club format with minor changes. command of a CVE and escort unit of The Japanese Navy Centre Force,
The initiative system for a game with Taffy 3, and each turn, also include led by Vice Admiral Kurita, steaming
six players requires a random draw one Japanese heavy unit in pursuit south, has sighted USN aircraft and
for initiative at the beginning of each of the other players’ CVEs. By losing carriers on the horizon.
turn. The battle will last ten turns in- command of a given Japanese unit
stead of the standard eight to allow each turn, the consistency of a plan Conditions: x2 rain squalls (treat as
for CVEs to move off the table edge for manoeuvre and attack will be night & do not remove), each up to
at their slow speed. completely scrambled for each Japa- 25 square inches, placed by a random
nese unit if a new player likely takes USN player, one each in areas C and E.
How to solve the issue of how the control each turn. In essence, every
Japanese command behaves? Early player commands a Japanese ship in Scenario rules
in the battle, Kurita ordered a gen- addition to ‘their’ CVE. The goal of the Create a deck or counters for the IJN
eral attack, which transferred tactical game is to survive with ‘their’ CVE. Centre Force with initiative cards num-
control of each ship to the captain in Use of an assigned escort to protect bered 1-6. Each player draws a card or

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.

ELEMENTS OF IJN CENTRAL TASKFORCE INITIATIVE # TASK FORCE TAFFY 3


Battleships (BB) Kongo 1 St. Lo CVE 63 Heerman DD 532 (no torps)
Kongo class Haruna 2 White Plains CVE 66 Hoel DD 533 (no torps)
Heavy Cruisers (CA) Tone 3 Kalinin Bay CVE 68 Johnston DD 557 (no torps)
Tone class Chikuma 4 Fanshaw Bay CVE 70 J.C. Butler DE 339
Myoko class Haguro 5 Kitkun Bay CVE 71 Raymond DE 341
Takao class Chokai 6 Gambier Bay CVE 73 Dennis DE 405

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.

WARGAMES, SOLDIERS & STRATEGY 115


28
1/1800 MODELS SOURCES
Most of the Japanese fleet and
the USN Fletcher destroyers for
the Taffy 3 battle is available from
Warlord. The destroyer escorts
and CVEs can be purchased from
Blitzkrieg Models who produce
Casablanca Class carriers and US
John C Butler destroyers.

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.

Create card deck or counters for Taffy


2 & 3 Air Flights. Return cards/coun-
ters to the deck/cup each End Phase.

Every turn, each player also draws


one Taffy 2 & 3 flight card or coun-
ter. The player controls that flight for
the current turn. Place the flight into
base contact with any IJN ship to at-
tack. There are no IJN flights or ob-
ts in thee scenario..

ave alr lrea


eady
dy lau
aunc
nche
hedd
s, res
esul
ulti
tinng in da
d m-
Another ‘Taffy’ air flight prepares to harass an enemy cruiser. The carriers must be protected at all costs!
age to o andnd removing

WARGAMES, SOLDIERS & STRATEGY 115


29
GAMING IDEAS

THE JOY OF ASYMMETRIC GAMES – MAKING FUN SCENARIOS

TURNING THE TABLES


Wargamers often aim to match equally strong forces in neutral terrain
with the objective of creating a balanced situation for the purposes of
gameplay. This rarely reflects what happened historically. Often one
force had a distinct advantage, be it numbers, equipment, or position.

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.

When setting objectives, it helps to


consider the historical doctrines of
the forces involved. For example, a
modern US Army attacker would keep
casualties to a minimum through the
best use of firepower. In contrast, a
Zulu Army would be willing to soak
up a lot of casualties in order to break
the British Redcoat line.

TURNING THE TABLES


Having agreed to turn the tables, it’s
unusual to fight on to the bitter end.
Either objectives are met or one side
throws in the towel when their casu-
alties start to mount. While the un-
certainties of luck contribute, often
it’s because a player decides that their
The attacker may have the advantage in numbers, but how many casualties are they willing to take?
plan simply didn’t work in practice.

WARGAMES, SOLDIERS & STRATEGY 115


30
COMMAND AND CONTROL
Depending on the rules used, the play-
ers can agree that one or both sides’
control ability is reduced as the game
moves on. This represents the chaos of
battle and the attacker is encouraged
to move quickly before their ability to
command starts to dwindle.

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.

The rules I use are very simple:


1. The players agree a detection
range, which will be dependent
on the rules and ground scale
A firefight becomes much more challenging when you don’t know how long your ammunition will last.
being applied. The detection
range may also be reduced by
The players can then take note of the you can never go wrong if you come terrain features, such as reverse
outcome and compare with the goals up with your own ideas!
sides of hills, towns, or forests.
they have chosen to measure. They can 2. The players set a ‘front line’ for
do this by taking pictures of both sides’ AMMUNITION the defender, beyond which they
casualties, the turn indicator, and per- Either or both sides face a limitation, cannot deploy, and a ‘start line’
haps their positions at the point where which can be agreed in advance. This for the attacker, beyond which
one side concedes. was a real factor in the English Civil they cannot deploy.
war and some rulesets give units lim- 3. The defender does not have to
By game two, the players already ited number of turns of firing per game. deploy any units on the table
have a set of outcomes against which For a real sense of uncertainty, the at the start of the game unless
to measure the agreed objectives. number of rounds is not known by the they choose to do so.
y can focus on commander - the opponent dices for 4. The defender, at any tim ime e du
during
ues, such as: Will the amount of available ammunition. the attacker’s movem menentt ph
phas
ase
he same strategy? The hidden total is only revealed when or the defender’s orrdederss or movev -
better to reduce the commander runs out of ammo! I ment phase, can de deplploy
oy any y
es? And for the find this deters players from blasting unit to any place on or be behind
make the same away at long range in the hope of a the front line, so lon
ongg as it is
ponent did in the lucky shot, this makes players focus on beyond the det etec
cti
tion
on ran
ange off
first game? using support weapons as and when the attacker’s neaeare
rest
st uni
nit.
t Oncnce
e
they will tactically make deployed, theyey can use opp por
ortu--
OTHER FACTORS a difference.
ating rules (which
a range of popu-
al periods)
the actual
he hist
stori-
esee
es
s-
ys
o -
ob
to
ded d
the
ove
ov e
he
-
t-
en the British line of retreat.

While we ended up with two wins


for the attackers, the games felt very
different and initiated considerable
discussion on the merits of the tac-
tics adopted. We defined the ‘win-
ner’ as being the attacker with the
least casualties at the point when the
defender chose to retreat, thus hand-
ing them the objective, this being the
When the tables are turned, will your opponent be able to hold out for longer than you initially could? attacker in the second game.

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.

WINNERS AND LOSERS


g y
p ay
pla ed
ed a depleteed BrB itish
agai
agains
nst a strong
ng Ger em
pany
pa
any conondu
ductctin
ingg
c un
co nte
tera
attacck op
operer
village. As w
very quiu ck g
ui
we used d Crossfire,
inco
cor
ourr
ou
Knowing that you will have your turn to attack creates an incentive to defend an impossible position.
r
ru
and control. The battlefield would of-
INNOVATION & DEVELOPMENT IN THE AMERICAN CIVIL WAR
THEME

ten be temporarily obscured by smoke

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

The Battle of Hampton Roads famously featured the


first clash between two heavily-armoured warships
known as ironclads. Fought on March 8, 1862, the
USS Monitor squared off against the CSS Virginia
(also known as the Merrimack – a repurposed former
Union ship). Both vessels fought indecisively for three
hours, before eventually retreating. However, the CSS
Virginia had already successfully destroyed several
WARGAMES
MEES, SOLDIERS
ERS & STRATEGY GY 115
1155
36
36 ARRG
GAM
AM OLD
DIER TTRA
R TTE
TEG
EEG conventional ships the day before, meaning the bat-
tle ended somewhat in the Confederates' favour.
to 20 rounds a minute. Such repeaters re
were uncommon, however, and usual- er
ly (but not all) restricted to the cavalry. than the numbers of casualties.

In gaming terms, rifled muskets


should significantly increase the ef-
RAILROADS
fective range of infantry, and re- Railroads were strategically crucial
peating rifles should allow a distinct to both sides, but the exploitation of
firepower advantage over their op- them was much more down to the
ponents. Sharpshooting also became e
practical, leading to the first snipers. ps Created in 1863, this patent prototype was cre-
d- ated by John Ericsson (famous for his design
of the USS Monitor). It features an idea for an
un
THE FIRST MACHINE GUNS improved gun carriage, which allows the weapon
to great effect, and at the same time the to recoil backwards on its tracks. It is designed
Both sides developed multi-barrel especially to be operated by a limited crew in a
Union used dedicated hospital trains to
weapons: the CSA developed the tight space (like a gun turret).
evacuate wounded, quickly and effec- © National Museum of American History
Williams rapid-fire gun and the USA
tively, to hospitals in major cities.
developed the Gatling gun. Both
weapons were used at Seven Pines
The crucial aspect of the railroads
and Petersburg but neither side man-
meant that they were a key part of Robert says:
aged to develop them in large num-
strategy for both sides, with rail lines
bers; in fact the Confederates’ weap- ACT BOLDLY
being destroyed to prevent their use
on was basically a sound design but
and deprive the enemy of their eco- To be a good soldier you must
failed to correct the minor issues to
nomic or military benefits. Sherman’s love the army. To be a good com-
produce an effective weapon.
'march to the sea' saw the wholesale mander you must be prepared to
When using multi-barrel weapons destruction of railroads and telegraph order the death of the thing you
on the games table, it is important lines in an attempt to destroy the lo- love. Don’t be too precious about
to allow more for the ‘terror’ effect cal economic infrastructure and cut holding your forces back, be bold
than the actual casualties caused – the Confederacy in two. and strike decisively!

IRONCLADS & GUNBOATS


USS Monitor was a true leap forward for naval technology. This
was the world’s first entirely metal built warship. It had plenty
of faults, but was still practically invulnerable when engaged in
combat. The Confederate navy had excellent ironclad wood-
en ships, but Monitor prevented the South from breaking the
Union stranglehold on Southern ports and their economy. The
Union navy also developed highly successful classes of river
gunboats and floating mortars. Standard design was key to the
enormous industrial advantage possessed by the North.
x

The ironclad USS Essex


outside of Baton Rouge,
Louisiana in 1862.
© Library of Congress

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

possible. As a result, the Napoleon


and the Parrott (rifled muzzle loaders
of various calibres) were the perva-
sive guns in both armies. Once again,
Northern industrial output eventually
told in terms of their production, vast-
ly outstripping Confederate produc-
tion numbers. The Confederates had
light artillery batteries which moved
forward to support their infantry.

When gaming and using artillery, it is


important to note both the significant
ranges that these guns had, but also
t at man
th a y we w re use sed
d as fixed pointss
and
an d ra
rare
rely
ly mov oved
ed oncncee ba
batt
ttle
le com
om-
menc
me nced
ed, ex
excecept
pt for a few Con
onfefede
dera
rate
te
liigh
ght gu
g nss, as noted
ed abobove
ve.

WARGAMES, S & STRATEGYY 115


5
38 RS RA
ATEG
© Library of Congress Fought over the course of 1864 and 1865, the Siege
of Petersburg gave a taste of things to come: it
was not a traditional siege, but rather featured a
protracted campaign of trench warfare, in which
artillery, explosives, and sapping featured heavily.
It also marked the first use of the gatling gun in
combat, a weapon whose descendants would play
a critical role on the 20th century battlefield.

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

featured a slight improvement a paucity of resources and a fractured


on his original design. tles. I just took the short cut and
© National Museum of American History infrastructure – including manpower – got there first with the most men.
whereas the Union could be accused Speed of movement and firepow-
THE DIRTY WAR of having precisely the opposite ap- er is the key to victory.
Other weapons developed and used proach. When they took to the field
(or at least tested) by the armies (typically up to 1863), the Confederates
Thaddeus S. C. Lowe was the chief aeronaut for the
were hand grenades (many types), preferred to use speed of movement to Union army; in this photo from 1862, he pumps gas
stink bombs (a form of chemical ir- allow them to strike unprepared Union from his balloon Constitution into his other balloon,
Intrepid, before taking to the air again.
ritant designed to clear trenches), forces – gaming the Valley campaigns
flame throwers (tested but too unre- will reflect this – and this approach
© Library of Congress
liable), and torpedos (land mines). certainly yielded some stunning vic-
tories, but also some crushing defeats.
Another practical technical devel- Post 1863, with the Confederacy on the
opment was a significant improve- defensive, they lured the Union onto
ment in optics and rangefinders. strongly prepared defensive positions
These allowed improved accuracy to blunt Union assaults, whereas the
of long-range artillery, especially Union used the overwhelming force of
when shooting ‘over the horizon’. the mailed fist.
On the other end of the calibre
scale, it allowed for far more effec- Players must have the mindset of their
tive sights for snipers. historical leaders in order to capital-
ize on the advantages of their forces.
Weapon
W ns like torpeedo d s should ld b The technologies develop at different
plan
pl anne
nedd in
into
to a sceena nari
r o, tho
houg
ugh th
the
e speeds and so the armies will never
are
ar e no
nott ne
nece
cess ssar
arililyy us
usef
eful
ul for bre
reak be balanced after 1861. Henceforth
ingg en
enem
emy y lilin
nes, as th thee Ba
Batt
ttle
le of th they would rarely be militia armies just
C at
Cr ater
er proved! d wearing different uniforms. WS&S
Dating from 1862, the Cosmopolitan carbine's
x

breech block was lowered with a double loop lever;


like the most modern guns of the time, it fired
paper cartridges (in this case .52 caliber).
© National Museum of American History
THE BATTLE FOR ISLAND NUMBER TEN, FEBRUARY – APRIL 1862
THEME

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.

Pope’s newly created Army of the


Mississippi numbered 25,000 men,
but apart from a handful of regular
army units, it was a completely green
army. He was ordered to open up the
river with the assistance of naval forc-
es equipped with one of the new-
est items in the Union arsenal
– a balloon to help identify the
positions of enemy forces and

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.

On 11 March, Pope advanced his


forces to the fields north-west of
New Madrid. He split his command,
sending Palmer’s 3rd Division to Rid-
dles Point (U1), Plummer’s 5th Divi-
sion to Point Pleasant (U2), and the
remainder of his command marching
in order of division at Point B. The
troops deployed on 12 March.

PLAYING THE
HE BATTLE
e pl
play
ayed
ed as a
aig
ignn, so th thee
The Union
th
he st
s arrt-

WARGAMES, SOLDIERS & STRATEGY 115


41
cept by bridges. There is a 50% land Ten had to be taken. Pope’s forces d in
chance of rain. were unable to cross without US gun- orre-
e
boats to fend off the Confederate. CSA A
New Madrid have that can see any of the Union
Historically, the Confederates chose The bombardment ships - this firing is always at extreme
to withdraw their forces across the This part should be abstracted by range and the target is always con-
river on the 13th, using the Missis- players. The Union has seven mortar sidered to be moving. Historically,
sippi flotilla, but players may choose ships, which can shell the positions the mortar fire proved ineffective.
to fight the battle at New Madrid. Fort on Island number Ten and positions
Thompson in New Madrid possessed 1 to 8. The Union can deploy its bal- The Union also made a successful
seventeen heavy guns (most aiming loon unit to help spot the fall of shells sortie with sailors and soldiers from
out at the river). There is one battery and direct actions – it may only apply the 42nd Illinois Infantry against bat-
of 42-pounder guns at point 9 and two this to two mortars. Any mortar that tery 1 on the night of 1 April, so this
batteries of 42-pounder guns at point is being directed in this way is con- could be played out on the tabletop.
10 (also known as Fort Bankhead). sidered to have a height advantage (if
your rules allow for plunging fire) and Before the gauntlet
At first, the Union attempted to bypass also gains a bonus to its to-hit rolls. The Union player must first get rid of
Island Ten by digging a canal (Wilson The balloon may not be shot down. the floating battery (CSS New Orleans
bayo
ba yo
ou ca
cana
nal)
l),, bu
but th
t i The mortars do not have the range to ) by either sinking it or boarding it
cept
cept the shah l hit the floating battery. before running the gauntlet. This will
and
an d prprove involve a sortie of Union ships against
dred
e ge The Union player gets fifteen shots the battery – the surviving Confeder-
t with the mortars (each representing ate gun batteries can help defend the
CSS New Orleans. Historically, she

© 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.

Running the gauntlet


One US gunboat may try to run the
gauntlet of Island number Ten. Two
barges filled with coal and stone are
strapped to it, one on each side; this
will slow the vessel down by half as
it sails past the Confederate guns,
but it is considered to be a target in
hard cover and also moving for the
purposes of being shot at. As before,
all rebel guns fire at no closer than
medium range. Alternately, the ves-
sel may attempt to run the gauntlet
unladen, but then standard rules ap-
ply. If the boat makes it through in-
tact, then a second can try the same
tactic. Once two gunboats are safely
through, move to the next phase.

Heroic last stand


With two Union gunships through,
the Confederate forces attempted to
withdraw. The weakness of their posi-
tion was readily apparent, with only
a single road allowing them to retreat
he Confederates
iss
s issipp
p i flo-
on gu
gunbnboa
oats
ts.
the Conon--
with-
stor
o i-

WARGAMES, SOLDIERS & STRATEGY 115


42
The Confederate ships make one last effort to stop the Yankees from reaching Polk. Historically, they retreated.

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

WARGAMES, SOLDIERS & STRATEGY 115


43
© Alan Perry
THE TAKING OF FORT HARRISON, 29 SEPTEMBER 1864
THEME

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.

By Guy Bowers and Ian Beal


had 25 forts alone. In addition, the

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.

The history of these battles around the


two cities is worthy of note, as they
tend to be glazed over by lazy histori-
ans who mention the Battle of the Cra-
ter (31 July 1864) and the surrender of
Richmond in April 1865. On the
surface, this would suggest static
warfare, when this sector of the
war was anything but quiet.
There were in fact a series of

After capturing Fort Harrison,


WARGAMES
G ES, SOLDIERS
S & STRATEGY
GY 115
x

44 OL Union forces changed its name


to Fort Burnham and moved in.
© The Library of Congress
Wave after wave of brave Union soldiers assault the fort, despite mounting casualties. Models by Perry Miniatures.

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

southern flank of the city, along the


New Market road and to the James Riv-
er. It was part of a network of trench-
es and emplacements that stretched
around the city. The fort was situated
at the edge of the defences and could
not be easily supported by nearby forts,
which made it a perfect target to at-
tempt to break the Richmond defences.

The fort itself consisted of earthworks


defences with firing positions for
guns and infantry. It was manned by
Tennessee and Kentuckian infantry
and probably the James City Artil-
lery. Most of the Confederate rein-
forcements had been drawn away
s near New
south-east
nto
oon
o had ad
es RiRive
ver
ly,
ly
triggering the First

WARGAMES, SOLDIERS & STRATEGY 115


45
© Alan Perry
be
be 3rd Brigade, commanded by Colonel
crrosss
c Samuel H. Roberts
thee Ri
th Ric • 21st Connecticut
ly
y • 92nd New York
at
at • 58th Pennsylvania
• 188th Pennsylvania
WARGAMING THE BATTLE
WA
T iss
Th ORDINANCE
reate, quite unlike the classic Civil Two medium rifled guns and one
War battle. The scenario has been de- howitzer.
signed to be rules agnostic, with a few They may fire at the fort up until the
pointers. If we break down each regi- Union infantry assault begins. They are
ment into a unit for our chosen system, free to fire at the Confederate lines and
we get a fairly manageable amount of lone gun position at any time.
forces for each side. The Union Corps
brought ordinance with them, so they Confederate forces
have some artillery support. The Confederates have been com-
pletely taken by surprise with a
Union forces corps-strength Union force attacking.
These are all regular troops armed Details are sketchy as to which exact
with rifled muskets and bayonets. troops were manning Fort Harrison,
They are commanded by Brigadier so the following has been gleamed
Generals Stannard and Marston. The from the sources available.
Union commands can be divided
The fort itself provides cover and has
between subcommanders.
a ditch around it with abatis, which
1st Brigade, commanded by Colonel should count as difficult ground on
Aaron Fletcher Stevens the approach.
• 13th New Hampshire battalion (poor quality), placed
• 81st New York Commanded by Colonel Hughs
in the fort or defensive line.
• 98th New York • 2 heavy smoothbore guns and
• 2 regiments of Virginia LDF in
• 139th New York 1 medium smoothbore in Fort
reserve (poor quality).
Harrison.
2nd Brigade, commanded by Briga- • 1 medium smoothbore gun in a The reserve regiments were made up
dier General Burnham & Colonel bastion to the west. of second line soldiers, civilian vol-
Donohoe • 2 regiments of Tennessee infan- unteers, and/or the injured. Thus they
• 8th Connecticut try with rifled muskets, which would not have been well equipped,
• 10th New Hampshire can be placed in the fort or so your rules should reflect this. I
• 96th New York along the defensive line. would consider a lower grade, armed
• 118th New York • 1 regiment of Virginia reserve with smoothbore muskets. The re-
serves should be available mid-battle
© Alan Perry

– the Confederates did try to support


Fort Harrison, but as one observer put
it, it was a sea of blue by the time they
were mobilized.

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.

Abatis and defensive trench: The fi-


nal approach to the fort will be diffi-
Confederate troop reinforcements arrive to help guard the battery from the Union assault. Will it be enough?
cult ground, with the moat trench and

WARGAMES, SOLDIERS & STRATEGY 115


46
DID YOU KNOW?
African American regiments fought
with distinction at New Market.
Fourteen USCT soldiers received
medals of honour in this battle.
The Union raised 175 USCT Colored
regiments, which by the end of
the war formed 10% of the Un-
ion’s total fighting strength.

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

WARG AMESS, & STRATEGY 115


A AME OLDIERS
47
A TEASER VIEW OF CAVALRY IN THE AMERICAN CIVIL WAR
THEME

ADAPT AND SURVIVE


In military history, as in nature, it is the most adaptable that survive and
win. These adaptations come in all aspects of waging war, from top-
level national strategies through to leadership learning, doctrinal de-
velopment, and that most essential of all places – on-the-job training.

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

Union and Confederate cavalry clash


x

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

WARGAMES, SOLDIERS & STRATEGY 115


49
CAVALRY IN OUR WARGAMES
An ACW game that lacks cavalry miss-
es out on a chance to explore how
the cavalry of both sides operated. All
good rule sets will recognize the dif-
ferences between the cavalry arms and
take account of the tactical innova-
tions of the time. Union and Confeder-
ate cavalry are not identical, and they
need to be handled in different ways,
especially after 1863 when the differ-
ences appear even more marked. This
does, of course, make it difficult to bal-
ance the forces in any game. Just be-
cause each side has one or two units
of cavalry does not provide a balanced
game. This needs to be recognized
when balancing forces.

To command our cavalry effectively,


we need to learn how to use them.
We need to recognize ways to deploy
cavalry to maximize their strengths.
This is likely to require us to learn how
to use them effectively as mounted lines of supply, safeguarding vulner- scenario is presented as Union caval-
infantry, utilizing both their firepower able positions, guarding essential ry attempting to hold up a Confeder-
and their manoeuvrability in equal transport routes, and securing all im- ate advance, but I would suggesting
measure. The aggressive nature, par- portant bridges. playing it twice, switching the tables
ticularly of some Southern cavalry up on the second game to have Confed-
to 1863, means they have real poten- erate cavalry holding up a Union ad-
cy in short, sharp, aggressive action.
A TEASER SCENARIO vance. What I predict is that the two
The massed charge should be seldom The Battle of Pennypacket Bridge games will not play out the same. In-
seen, but we have lots of opportunity I like to use my scenarios to explore stead, the cavalry commanders will
to study the actions of cavalry when decisions and tactics of the opposing need to change their tactics to fit the
we switch our attention to the flanks armies. The attached scenario gives a force under their command, whereas
of the main battle, where cavalry still chance to explore the differences in the infantry commanders will, pos-
played a crucial role in protecting Union and Confederate cavalry. The sibly, see more similarity in their
approach. The cavalry commanders
in this game, like the cavalry com-
manders of the ACW, will need to
adapt and innovate their tactics to
succeed. What works for the Union
cavalry will not work for the Con-
federacy. As a commander you will
need to adapt to survive.

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-

WARGAMES, SOLDIERS & STRATEGY 115


50
Cavalry versus cavalry actions did sometimes happen, but usually the two sides would dismount before fighting.

The two forces charge one another head on.

fully generic with my force descrip-


tions, allowing gamers to structure
their forces using any rule set. I have
suggested that both cavalry and infan-
try are categorized as ‘good’, giving
both commanders confidence in the
men under their command.

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

RAILS AND REPEATERS


AT ROWETT’S REDOUBT
The rate of fire of rifled muskets was not significantly bet-
ter than the Napoleonic era half a century earlier. Paper car-
tridges loaded by hand and pushed down with a ramrod lim-
ited fire to around three rounds per minute. The introduction
of repeating rifles would revolutionise the speed of firepower.

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.

The Confederates attacked at 9.00 in


the morning after initial attempts to
seek a Union surrender were rebuffed.
The westward attack was spearheaded
by Young and Cockerell’s brigades,
who managed to clear off the Union
skirmishers and advanced on Rowett’s
redoubt holding the western advance
to Allatoona Station. Packed into the
trenches opposing them were the 39th
Iowa and a battalion of the 93rd Illi-

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

depicted in a 1887 lithograph by


Thure de Thulstrup.
© The Library of Congress
Under heavy fire from the Union positions, the Confederate infantry boldy charge forward towards certain doom.

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

vanced … notwithstanding their


fearful losses at every step they still
advanced, faster and faster …”
– Harvey M Trimble, 93rd Illinois
Regiment

In the end, the fire slackened as am-


munition started to run low, and
fierce hand-to-hand fighting occurred
around Rowett’s redoubt. The fighting
was savage and the 39th Iowa
lost their regimental flag.
General Corse himself was
wounded. After several hours
on
t to

WARGAMES, SOLDIERS & STRATEGY 115


53
© Alan Perry
a d
dee FRENCH’S DIVISION
de
efe Youngs’ brigade
w
wh • 29th North Carolina infantry
are your favoured choice. • 39th North Carolina infantry
Regimental Fire and Fury, • 9th Texan infantry
Across a Deadly Field, • 10th, 14th, and 32nd Texan
Johnny Reb III, Pickett’s Charge, or cavalry (dismounted)
Black Powder are all suitable, and I’m
sure there are plenty more. Cockrell’s brigade
(six small infantry regiments consoli-
Size of table and terrain dated into four regiments)
I’d recommend a 6' x 4' table length- • 1st and 4th Missouri infantry
ways for 6–15mm refights or a 8' x 6' • 2nd and 6th Missouri infantry
table for 20–40mm battles. The most • 3rd and 5th Missouri infantry
significant terrain features are the ris- • 3rd Missouri cavalry (dismount-
ing ground and the two sets of Union ed)
earthworks. The most westerly earth- • at-
works can be represented by rifle pits teries commanded
and fallen trees. The redoubt on the by Major Myrick
map (Rowett’s) needs to be a more
substantial earthwork with space Union forces
for at least two regiments of Union emed
troops and the guns. nd
armed with rifled muskets one of the infantry regiments.
The area of land in front of the rifle except for the 7th Illinois, who The final Union regiment may
pits and redoubts had been deliber- are armed with Henry repeating rifles. be positioned anywhere to the east of
ately cleared of vegetation to provide the first line entrenchments.
a good field of fire down the slope, Corse’s brigade
but there was woodland on either • 7th Illinois infantry
• 39th Iowa infantry The Confederates start the game off
flank of the position.
• 93rd Illinois infantry battalion the table, but each brigade may either
Confederate troops • 1 x two-gun heavy battery at advance from the southern bend of
(attacking from the west) the redoubt the Pumpkinvine Road or anywhere
All Confederate infantry are as- along the western table edge. The
sumed to be veteran quality. All Deployment Confederate guns may be positioned
infantry are equipped with rifled The Union forces must be positioned off table to bombard the Union posi-
muskets and all dismounted cavalry onto the table first. One regiment must tions (firing at long range, see below)
with assorted carbines, breech load- occupy the forward entrenchments. or deployed limbered from the same
ers, shotguns, and pistols. Their artillery must be in redoubt with locations as the infantry.
© Alan Perry

Union skirmishers run into the advancing Confederate forces. Can they slow them down to buy some time? Confederate artillery shell the Union positions.

WARGAMES, SOLDIERS & STRATEGY 115


54
The Confederate infantry make their way towards the positions that the Union troops have been busy fortifying.

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

rules do not, I’d suggest rolling 2D6 ion entrenchments


every time they fire and on a double • 5 points for capturing the redoubt
their ammunition is getting lower, re- • 1 point per Confederate regi-
ducing their firepower to normal lev- ment they manage to get off the
els. If you carry out a ‘mad minute’, eastern edge of the table with
roll 3D6 and reduce the fire if any two less than 50% casualties.
numbers are the same. If the Union
player rolls a triple, they have com- The Union score:
pletely expended their ammunition! • 2 points for every Confederate
regiment or battery that is broken
Forward, boys! – The poor Confed- • 3 points for holding the Union
erates are in for a tough game here, entrenchments
g • 5 points for holding the redoubt
level of Union fire. Despite thiss, t • 1 point for any Union regiment
showed remarka or battery they are able to with-
b averyy to re
br draw from the eastern edge of
thee re
th redo
doub
ubt.
t. O the table with less than 50%
Conf
Co nfed
eder
erat
atee r casualties, still formed and ca-
imen
im e t mamayy pable of continuing the fight at
roll any fa
ro the star fort. WS&S

WARGAMES, SOLDIERS & STRATEGY 115


55
A LOOK AT AMERICAN CIVIL WAR RANGES
THEME

GET THERE FIRST


WITH THE MOST
The American Civil War is a fascinating peri-
Foundry Miniatures 40mm
Range: Comprehensive
Foundry has a range of
40mm miniatures, includ-
Size: 39mm ‘foot to eye’ or
ing fourteen cavalry and 35
od where Napoleonic-style tactics rubbed up 43mm tall; 60mm in saddle infantry, plus a ‘Napoleon’
gun with crew.
against the lethality of the modern world. It Price: £5.00 per infantry or
per cavalry model; the
saw large, sweeping campaigns, particularly in £14.00
the early phase (1861–1863), with trenchworks
and sieges reminiscent of the Great War in the
latter phases (1864–1865). As the Union and
Confederate troops wore very similar uniforms,
there is a lot of crossover between ranges.

By Guy Bowers 28mm Di h


Range: Complete range of ACW models
including sharpshooters,

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.

WARGAMES, SOLDIERS & STRATEGY 115


57
Peter Pig 15mm The Pe
The Peter Pi
Pigg AC
ACW
W ra
rang
ngee P Pendraken has a large ACW
Range: Complete contains over a hundred Range: Complete range of 64 packs, including
Size: 15mm ‘foot to eye’ or
different packs, including in- Size: 10mm ‘foot to eye’ or
infantry, cavalry, and artil-
17mm tall; 24mm in saddle fantry, cavalry, and artillery. 11mm tall; 17mm in saddle lery. Civilians, wagons, and
Price: £3.50 for eight infantry Price: £5.50 for 30 infantry,
dead are also available.
or three cavalry fifteen cavalry, or four guns

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.

WARGAMES, SOLDIERS & STRATEGY 115


58
commissioned my brother Álvaro Mateos to do the 3D
BRINGING OUT THE REALLY BIG GUNS
THEME

modelling of the Rodman cannon. He, based on some

DON’T SMILE FOR


original plans of a specific model, modelled the cannon
to scale, 3D printing it together with a circular base and
some rails to allow it to rotate.

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

WARGAMES, SOLDIERS & STRATEGY 115


60
THE IRREGULAR
COLUMN

HISTORICAL REVISIONISM AND WARGAMING


As an historical wargamer, the process of learning and con-
ducting research is something I greatly enjoy. The education-
gie Harman

al element of the hobby is, in my opinion, one of its greatest


virtues. A critical element of learning about history, however,
Geor
©

is being willing to challenge and, potentially, revise our under-


standing of what we think we know about the past, also known
as ‘historical revisionism’. This is a concept that is increas-
By David Hiscocks ingly seen in the wider media as well as in wargaming circles.

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.

WARGAMES, SOLDIERS & STRATEGY 115


64
Similarly, but to an even greater extent, the Battle of as the release of previously confidential material from
Waterloo has been the subject of extensive and con- archives, have served to demonstrate that far from be-
tinued revision by historians, particularly in relation ing moribund, the leaders of the BEF were highly inno-
to the actions of Napoleon’s Guard. The story of the vative as well as keen to make use of and develop new
Guard formations during the battle is still poorly un- technologies to support their war effort. Today, many
derstood and subject to continued debate. Scholarly historians argue that by 1918 the BEF was the most
discussions are still ongoing about how to interpret advanced on the Western Front. The slow but steady
the available evidence, not only about how they were growth in the number of wargame rules for the period
used but even down to how many battalions were ac- suggests that this fresh perspective is beginning to find
tually present on the day. For example, accounts of the acceptance in the wider wargames community.
battle famously had the 52nd Foot and the British Foot
Guards rout Napoleon’s Middle Guard by themselves Equally dramatic are the efforts to re-evaluate the
at the climax of the battle. More recently, historians myth surrounding Erwin Rommel’s North African
have drawn upon Dutch and Prussian sources which campaign (1941–1943). For decades following the
refute the traditional Anglocentric version of events. end of the Second World War, Rommel’s desert ex-
The ongoing debate around this moment and others ploits were lauded as examples of German martial
during the battle indicates that a consensus is unlikely skill. In particular, Rommel’s Gazala offensive in
to ever be reached about the exact sequence of events. May 1942, which led to the fall of Tobruk, has been
In the absence of consensus, wargamers seeking to held up as a military masterstroke. Reflecting this, on
accurately play Waterloo may find it beneficial to be the wargaming table Rommel’s influence typically
aware of these various controversies in order to bet- translates to giving the Afrika Korps tactical advan-
ter draw their own conclusions about how they want tages and superior command and control abilities.
to portray the battle. Despite being the most written-
about battle in history, the fact that pivotal moments Recently, however, historians have begun to reassess
of this battle are still being debated indicates the value Rommel’s career, and his North African campaign
of being willing to revise our understanding of history. specifically, in an attempt to untangle reality from
German wartime propaganda that has influenced
Historical revisionism has also led to improved post-war assessments of Rommel. These fresh reap-
understanding of the developments in tactics and praisals of Rommel’s career suggest that his grasp of
training that underpin the art of warfare on the bat- the skills required for high command, such as logistics
tlefield. Examples of this include reappraisals of and strategic-level planning, were flawed. His Gazala
the effectiveness of the English navy when fighting offensive, for instance, is coming to be seen as a short-
the Spanish Armada or the tactical prowess of the sighted victory, a battle that regardless of outcome had
Zulu nation, both of which have led to changes in little chance of being strategically decisive but every
how these events are portrayed in wargames rules. chance of being ruinous to the Axis’ long-term ability
In such cases, the passage of time combined with to prosecute the war in North Africa. Ultimately, this
newly uncovered evidence led to new perspectives ‘victory’ led inexorably to the Axis’ defeat in North Af-
being developed in regards to how these events are rica due to Rommel’s failure to acknowledge the logis-
understood. One of the most dramatic developments tical requirements of desert warfare as well as strategic
in this regard involves the rehabilitation of the British realities. In time, this fresh perspective on the North
Expeditionary Force (BEF) during WWI. African campaign will doubtless make its influence
felt in how we present our tabletop battles.
Following the outrage at the carnage on the Western
Front in the Great War, the BEF became synonymous Historical revisionism is an important matter for war-
with the idea of “lions led by donkeys”. This school of gamers interested in history as it has the potential to
thought argues that its leaders, principally Field Mar- change and develop our understanding of the events
shal Haig, refused to learn from their mistakes, which we are seeking to emulate in miniature. Actively ques-
resulted in never-ending carnage and tens of thou- tioning our interpretation of the history we are inter-
sands of needless casualties. This attitude of senseless ested in through the light of new evidence and fresh
waste and battles fought almost without any attempt ideas is a worthwhile and productive exercise. From
to adopt any resemblance of tactics or strategy led to an educational perspective, this can lead to us de-
the Great War gaining a reputation as being impossi- veloping a new and deeper understanding of history.
ble and undesirable to wargame. Yet since the 1960s, Equally however, revisionism is seen by some as pos-
but especially in the last twenty years, many histori- ing a threat to the established narrative, which some
ans have begun to argue for a more forgiving perspec- wargamers are uncomfortable being shaken out of. A
tive of the BEF high command. Arguably this has only backlash against genuine historical revisionism is to be
been possible due to the chronological distance from regretted, as one of the great assets of historical war-
the events in question, meaning that the social trauma gaming is its power to educate and facilitate learning,
caused by the war has started to be less immediate and which can only happen effectively if we are also open
raw. Fresh interpretations of existing evidence, as well to debate and discussion about the past. WS&S

WARGAMES, SOLDIERS & STRATEGY 115


65
PAINTING SOVIET CAMOUFLAGE IN 15MM
HOBBY

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

an intermediate layer by mixing shade and

UNIFORM
TAN SMOKE base colours in the same proportion. The
same goes for the second intermediate
colour between base and light.

Although we are going to paint two dif-


ferent colours for the uniform, we can still
maintain the coherence between patterns
if we use the same colour for the shades or
the lights in both cases. For example, we
GREEN SMOKE can use Chocolate Brown (VMC 872) for
the shades on both uniforms and/or Ivory
(VMC 918) for the highlights on both.
Therefore, the only difference will be the
base: English Uniform (VMC 921) for the
tan version and Ardennes Green (SC-45)
for the green one.

Highlights are always applied toward the


Shade Intermediate 1 Base Intermediate 2 Light
upper part of the more prominent areas of
Create the shade Mark the most ex- Use pure English Start working on The last highlight the miniature. Just imagine that the source
with a dark brown posed areas with Uniform or the highlights by is done by adding of light is on top of the model. If you are
such as Chocolate a mix of Chocolate Ardennes Green mixing two parts more ivory to the unsure where to apply the brush stroke,
Brown (VMC 872). Brown and English to create a lighter of English Uni- mix and painting
Uniform (VMC layer, the base. form or Ardennes a very thin line at simply follow the sculpted wrinkles. We
921) or Ardennes This is the ‘real’ Green with one of the edge of each are going to apply four layers using lighter
Green (SC-45). colour. Ivory (VMC 918). highlighted area. colours each time to create the highlights. It
is very important that each time we reduce
We will paint both options of the camouflage: to create the shades and lights. I normally start the painted area, so that we can create a
autumn and spring. In this example, I have com- from the darkest colour, the shade, and then gradient effect. That is, do not completely
bined garments of both colours in the same unit move forward using lighter colours to create the cover the previous colour. The last highlight
and even on the same miniature. I wanted to base and finally the light. To soften the transi- is applied as a thin line or small dot in the
represent the shortage of material, which meant tions between these three layers, we can add most exposed part. If necessary, we can go
that soldiers had to use whatever was available. intermediate layers by mixing the two flanking back to the darkest colour to repaint some
To paint the uniform, we will follow the layering colours in the same proportion. For example, shades. Remember to ALWAYS thin your
technique, where we apply consecutive layers between the shade and the base we can add acrylic paints with around 20% water.

WARGAMES, SOLDIERS & STRATEGY 115


66
To add definition, we can apply black pro-

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.

Paint over the bag and pouches again with

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.

WARGAMES, SOLDIERS & STRATEGY 115


67
TTINGS
HOBBY

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.

By Philip Taylor You can add domes – I use 45 mm


and 70 mm diameter polystyrene balls

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

WARGAMES, SOLDIERS & STRATEGY 115


68
CONSTRUCTION
1 2 3

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

Painting the s of beams.

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

LET'S PLAY A COMPLETE ANCIENT & MEDIEVAL RULESET

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).

WARGAMES, SOLDIERS & STRATEGY 115


72
e-
ost
osst
onn
een
su-
ch,
h,
d
-
ne charg
rge
e
Support, an inspiring general and
other factors will all help! Your army
will break when sufficient units have
been routed and enough other units
have lost one cohesion point.

A game on average will need six turns


and some two-and-a-half hours, in-
cluding terrain setup and army deploy-
ments. AdlG is a ruleset where Roman
legionaries work out as we think they
A Carthaginian army makes use of many different kinds of units, including Iberian and Celtic mercenaries.
should, winning (eventually) against
infantry armies (Macedonian phalanx)
and having serious difficulties against
cataphracts and bow-armed cavalry
(Parthians) – a benchmark for ancient
rules. Dice rolls do certainly have an
effect but what sensible general would
historically start a fight when the ar-
mies were equal in size/quality? Unless
of course he had a cunning plan…

Are there any drawbacks? Of course


there are. There are no naval rules
or rules for army panic cases (such
as the sudden death of the C-in-C);
flank marches are marginally useful
A Romano British warband prepares for battle, with spearmen up front, and the elite cavalry at the rear. because the table isn’t deep; sieges
are not covered; and as battles are
Having moved, all those that can shoot Melee is roughly similar. Roman le- fast, an integrated campaign para-
– including the opponent – may do gionaries charge a unit of pikemen graph would have been nice. AdlG
so, with melee resolution following. with +2 (their basic swordsmen heavy would be ideal for competitions.
Shooting won’t let you destroy enemy infantry of +1 and their pilum giving
units but is meant to disrupt and dis- them impact ability of +1), whilst their AdlG is a very playable, affordable,
organize them before entering melee foes come in with their basic pikemen complete set of rules, easy to learn and
combat. It is straightforward and best factor of +2. The better dice roll will with about half the figures needed in
explained with examples. An archer determine the outcome. In a second comparison to other rulesets with focus
unit has a basic factor of + 1 against round, the Romans will have lost their on ease and speed of play. It has re-
medium cavalry. These will defend impact ability, but the pikemen still get vived ancient wargaming in the north
their +2. The Romans, Netherlands for us, so it must be
with 0 (no protection). A supporting
due to their heavier doing something right! WS&S
unit (shooting at the same target) will
armour, will be able
give the shooter a +1 bonus. Both roll
to compensate a ART DE LA GUERRE
the dice and add their factors. If the re- Author: Hervé Caille
negative total. The
sult for the shooting unit is higher, the Published by: Onyx Editions
losing unit will be
target suffers one cohesion loss. Light bleeding cohesion
Format: 272-page A4 book, available in
infantry have a base factor of -1, be- French, English, Spanish, and Italian
points. Various attrib- Dice: D6
cause fewer men shoot. If they shoot utes can mitigate or Activation: Alternate turn
at armoured legionaries, for example, worsen the outcome, Price: ¤40 or £30
with protection 2, their chance of scor- as in many rules. www.artdelaguerre.fr
ing a cohesion hit is quite slim!

WARGAMES, SOLDIERS & STRATEGY 115


73
LET'S PLAY

THE NEW SUPPLEMENT FOR MUSKETS & TOMAHAWKS

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.

Cards are used to activate types of


troops, so you activate every unit of that
type in your faction at once. There is a
‘Clock’ card in the new

Spanish troops enjoy themselves in camp after a hard day of fighting the French.

WARGAMES, SOLDIERS & STRATEGY 115


74
tact
ta ctic
ctics’
ics’’ (ra alllly
e nenew w spec
sppeeccia al
ula
larr gu
guererri
er rill
ri
illas
lass
ing,g lig
ight
htt ca avv-
red
ed upo on,
n and n
rm
m to li line
ne be-
thes
th ese hehelplp to
vour
vo ur.

(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.

S&B adds several scenarios. “Con-


voy” is a standard wagon-protection
Napoleon’s Spanish ulcer; an impressive Spanish army out in force; From the collection of Bill Gaskin. scenario with a few twists. “The Final
Hour” covers the aftermath of a battle.
game, which functions a little like the receives a gift (a special ability or trait). “Assault” is another Napoleonic clas-
‘Tea Break’ card from Sharp Practice. There is an optional rule for officers to sic: storm the enemy positions. Finally,
‘Clock’ cards are revealed as soon as challenge each other to duels – while I there is “The Heart of the Inferno”,
they are drawn – if the first one is red, a like the concept, completely stopping which deals with a small section of a
random event occurs. When three such play for two gentlemen to ‘duke it out’ larger battle raging around the two op-
cards are drawn, the entire discard deck isn’t my idea of a skirmish battle. ponents; players have to adapt to the
is reshuffled back into the main deck. changing winds of battle.
There are no game turns, cards simply The main M&T rulebook has three
get recycled and gameplay continues. scenarios (“Morning Meeting”, “Am- CONCLUSION
The ‘morale’ card forces a faction to bush”, and “Breakthrough”). The S&B The new edition has taken what
check morale on damaged units; this supplement adds four more: “Con- worked well with the old edition and
is in addition to the usual discipline voy”, “The Final Hour”, “Assault”, polished it. I was worried that adapting
checks when a unit takes casualties. and “The Heart of the Inferno”. M&T to the Napoleonic period might
not work well, but it worked brilliantly
Command points allow you to activate I mentioned before that the book is a in our playtests. Consideration has
units or use a special ability instead of thing of beauty, but what about the been taken for what makes the Na-
playing a card. These points are hard to rules and army lists for Napoleonics? poleonic era different on the tabletop.
come by (each faction starts with one They are things of beauty too. Each While a little pricey, with its innova-
per officer on the field) so should be army gains its own special command tive turn mechanism and in-period fla-
used sparingly. The abilities are good, ability. The French have ‘tactical supe- voursome rules, I highly recommend
for example allowing a player to place riority’ – they can move and charge Shakos and Bayonets. WS&S
a card in reserve, to activate two cards (with bonuses). The
in succession in subsequent moves, or British have ‘roll- SHAKOS AND BAYONETS
to automatically rally fleeing troops. ing fire’, which al- Authors: Fred Machu and Sebastien Coels
lows the removal Published by: Studio Tomahawk
Officers are much like in the first edi- of fire markers. The Format: 80-page full colour (original rules)
tion, having their own traits and able to Russians have ‘stoi- Dice: D10
generate their own secondary missions cism’ (bonuses to Activation: Card activation system
Price: £24.00 for the basic rules; £20.00 for
(originally called side plots, now called discipline checks),
Shakos & Bayonets supplement; £10.00
intrigues), which add a roleplay ele- the Prussians ‘re- for S&B Napoleonic-themed card deck
ment to the game. In this new edition, servists’ (bonuses to
www.studio-tomahawk.com
if an intrigue is successful, the officer Landwehr), and the

WARGAMES, SOLDIERS & STRATEGY 115


75
GAME REVIEWS

GAME REVIEWS New and recent wargaming rulesets, reviewed


by the Wargames, Soldiers & Strategy team.
be how the rules stack up and impor- Figuring out how the interplay of
tantly what, if any, new ‘things’ they some of the mechanics work (‘Unit
bring to the table. The War on the Effectiveness’, which is the morale
Ground (TWotG) is for company- to mechanic, for example) can involve
battalion-sized action at a 1/1 scale, digging about online. A few exam-
claiming to reward authentic ‘com- ples would have really helped in a
bined arms’ period tactics. The sug- few areas. Even within the confines
gested scales are 1/300, 10–12mm of the late war European theatre of
(1/144) on a 4'x3'–4'x6' table. operations, there are number of an-
noying omissions – the main one
The book’s 60 pages of rules look very noted is the lack of any Tiger I stats.
presentable; the font size is aging eyes I’m sure these will be included in
friendly, all the tables are well laid future supplements, but I want them
out, and the illustrations are mainly now, dammit!
The War on the Ground stock photos from the late war. There
are no gameplay photos nor many I may be creating the impression that
By Peter Heath other graphics at all – call it either the rules did not impress me; this is
(Anschluss Wargames, 2021)
£16.00 concise or sparse, depending on the far, far from the truth. What I have
reader. The rules are presented in a found (unfortunately as well cam-
D10 and D20, mixed alternate
turn sequence very ‘you need to know this to play ouflaged as a brush-laden Hetzer in
so here it is’ fashion (there is a series a Normandy hedgerow) lurking in a
Given the plethora of WWII rules out of three tutorial videos online which ’70s WRG-looking booklet is some-
there, the crux of this review should help with the base mechanics). thing that feels akin to coming across

tercios representing up to 3000 men,


The rules are designed for smaller-scale brigades 900–1200, and companies
miniatures: 15mm and under, with I be- 200–400. For infantry, the ratio of pike
lieve 10mm armies in action through- to shot is up to you and what looks
out the book – and fantastic they look, right. Brigades consist of 400–600 and
too. The author suggests a 6' x 4' table. companies and dragoons 150–200
No separate play sheet is supplied, but men, and irregular Croats and Cos-
one can be copied from the last few sacks cover the mounted arm. These
pages. The last part of the book is taken fighting units are described historically
up with six historical scenarios: Fleurus and can be used within the rules. The
1622, Wittstock 1636, Cheriton 1644, units stay together – no marching your
Marston Moor 1644, Second Battle of musket wings away from the unit.
the Dunes 1658, and Lund 1676. There
is also a chapter on how to create your Basing, funnily enough, covers basing
In Deo Veritas own scenario. All these scenarios have and ratios for your brigades, tercios be-
a map, an order of battle, a brief de- ing 75  mm square and brigades 75 x
By Philip Garton scription of the historical outcome, and 40  mm; you can use one or multiple
(Helion & Company, 2021)
£19.95 setup and objectives. Fleurus is a great bases to cover this area. Troop qualities
game to get you started. are raw, trained, and veteran; the au-
D6, card based activation
thor again gives a historical note and
These rules promise to be fast-play Army composition deals with leaders – describes the use in game for these
rules for exciting seventeenth-cen- you’ll need army and wing command- qualities. For those wanting pick-up-
tury battles in smaller scales and are ers – and their quality. Also, the ‘Com- and-play games, there is a battlefield
the first in the Helion Wargames se- mander’s Will’ is an optional rule, along terrain generator giving terrain types of
ries. In the introduction, the author with being heroes. Neither are overdra- streams, marshes, hills, etc.
gives a brief overview of events, matic, but that extra point or dice may Deploying your troops is simple:
changes, and command – reading come in helpful. For command cards, dice off, the lowest sets up a wing,
this, you can understand his reason- a normal pack of playing cards can be then take it in turns till all units de-
ing behind the rules. The ground used; one card per wing is needed, and ployed. There are optional rules for
scale is 1 cm = 15 m, and each turn these are used to activate wings. Fight- scouting, allowing redeployment of
is approximately 30 minutes. ing units can also be found, with early brigades. Special events are covered

WARGAMES, SOLDIERS & STRATEGY 115


76
BY DAVID DAVIES, RICH JONES AND CHRIS KING

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

WARGAMES, SOLDIERS & STRATEGY 115


77
tense feel to what is going on in the give an indication of the forces you they take the gaming world by storm?
game and avoid any meta-gaming will need for decent games. Probably not; they are nowhere near
by having an omnipresent view of accessible enough to the new player or
the table. Another plus in these days So, do they add anything to the hoard even an experienced player who is not
of enforced solo gaming is that this of rules out there? The answer is a re- well versed in WWII. This final fact is
means you can still have a solo game sounding ‘yes’ – anyone who wants a real shame, as they are arguably the
with ‘hidden defenders’. Five scenar- their WWII games to have a real pe- best WWII rules I have come across.
ios (of various sizes) are included to riod feel should try these rules. Will – Rich Jones

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

WARGAMES, SOLDIERS & STRATEGY 115


78
BOOK REVIEWS
BOOK REVIEWS
A roundup of recent books on wargaming,
or of special interest to the wargamer.
technique to create verisimilitude in ing ‘Fall Gelb’ at the start of hostilities.
a work of fiction” should be taken Similarly, it was diverting to discover a
as nothing less than a searing self- little more about the organization and
indictment. Before we go any further, training of the ‘Operational Patrols’
I really like Pen & Sword books. The who were to, well, operate behind the
book does not start well, however; Germans’ lines sowing discord and de-
“an historical cover up” – surely that struction should the invaders set foot
should be “a historical cover-up”? upon Blighty. But sadly that’s about it
for the real ‘meat’ of the book.
Bowman’s ninth chapter really is com-
plete fiction. It’s hackneyed, clichéd Instead, what we get a lot of is dry
fiction, with two-dimensional charac- prose (the editing of which could at
ters and a tortured ‘plot’... and it has no times use quite a lot of reining-in), an
place in a well-written history book. It uncomfortable amount of Fallschirm-
doesn’t even have a place in this history jäger fetishization, a dreary amount of
book, and that’s saying something. Churchill worship, and very, very long
Hitler’s Invasion of East Anglia, passages from the writings of others,
1940: An Historical Cover Up?
This is a very difficult read. That is not all of which are clearly demar-
By Martin W. Bowman not because of the reader’s concerns cated. Tediously extensive footnotes
ISBN: 978-1526705488 about the British wartime military-in-
(Pen & Sword Books, 2019) - £25.00 can be a means of signalling research
dustrial complex covering up a small- undertaken – and research has indeed
The title of this book should be tak- scale landing on the east coast of Eng- been undertaken for this book – but
en as instructive. That the last twenty land: it’s just hard to read, hard to get sadly Bowmen seems to use many of
per cent of this book is dedicated to into, and almost impossible to enjoy. them simply for potted biographies. It
sprawling appendices should be tak- just draws the experience out.
en as indicative. The fact that the Au- In Bowman’s defence, there are some
thor’s Note includes the phrase “...the fairly interesting insights provided into A chapter is dedicated to the develop-
contents of this book are factual, save the infiltration of conspirators, fifth ment of radar and Chain Home, but I
for Chapter Nine, in which I make no columnists, and (later) Brandenburg- don’t really think there needed to be.
apology for using the false document ers throughout the Low Countries dur- It’s entitled “The Death Ray”, of course.

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

WARGAMES, SOLDIERS & STRATEGY 115


80
BY CHRIS KING, JAMES ORAM, AND JON YUENGLING

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

WARGAMES, SOLDIERS & STRATEGY 115


81
PARTING SHOTS
PARTING SHOTS
The last hurrah – with tips, tricks
and laughs for every wargamer CUE!
SIZE MATTERS! ACW SCENERY -
e
Most of us will collect figures from
-
multiple sources and do happily mix
r,,
metal, plastic, and resin figures. Giv-
vee
en this diversity, the individual figures
la
ack
will naturally vary in height and bulk.
n anyn
Within reason, this naturally leads to
needed to
more realistic looking armies. Howev-
apid ad dvance
er, even within a single manufacturer’s
You gueuesssed
e it
range there can sometimes be notable
I was playing a breakthrough scenar-
differences in scale. However, where
io. Transport and supply miniatures
such differences look too unsightly The Evergreen Cemetery gatehouse at Gettysburg.
are often overlooked when collect-
there is a simple solution, basing.
Reader Bill Friend has a suggestion ing armies. This need not be the case,
Combining flat MDF or plastic bases
for a great ACW terrain piece: the given the easy availability of very af-
with the ‘pedestal’ type bases your
Evergreen Cemetery gatehouse at fordable models in different scales.
miniatures can be granted a few ex- For my own 28mm collection, an
tra millimetres in height. Alternatively, Gettysburg. Made by Cracker Line
Miniatures in 10mm, it is a wonder- online bulk order of 6 die-cast Lle-
y y do trucks cost less than £20! With
i tu
iature
ress onn th ful model, consisting of five main
a quick respray, and application of
the shhorteeer fi pieces of resin, with several also in
spare waterslide transfers from exist-
or filleeer, u metal. There were a few air bubble
ing kits, I now have transports which
ally, I th
al marks from the casting, but some he
can be pressed into service for vari-
t e co
th com left as is – to simulate ‘battle dam-
ous WW2 armies. Although these
givve
gi age’. Of the few models of this signif-
models will never rival the detail of
I icant building in this scale, I’d say it’s
kits made especially for the wargam-
to by leaps and bounds the best – any
er, they will be ‘good enough’ when
sion over the heads of modeler that has some experience quantity is needed over quality on
the mere trooper! working with resin could handle it. the tabletop. With a good paintjob,
– James Oram –Bill Friend they’ll look very good too!
– James Oram
BIGGER IS BETTER
The subject of using es such as Stormshield from Games KEEP YOUR SANITIZER HANDY
matt varnish correctly Workshop are good, but expensive As someone whose hobby space is far from a
could take up several for a small 24 ml container. For not a convenient sink, I have started, recently, to see
Parting Shots or be an whole lot more, you can buy Winsor an additional benefit of all the small bottles of
alcohol-based hand sanitiser that have become
article all by itself. The & Newton Galeria acrylic matt var- so inextricable a part of all of our lives over the
gold standard for var- nish, which comes in a bottle with last year: I now keep one with my hobby sup-
plies so that if - during the course off a paint-
nish seems to be Tes- 250ml! I prefer to paint thin layers ing session - I happen to fuss the dog, remove
tors Dullcote, but as of varnish on my figures, rather than the cat from my painting station or (dare I say
this is hard to find, I spray them, so the Winsor & Newton it?) have a quick snack, I can then ensure that
my hands are clean and free from grease be-
have been looking for is ideal for this. fore picking up my painting once more.
alternatives. Varnish- –David Davies – Chris King

WARGAMES, SOLDIERS & STRATEGY 115


82

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