Thursday 28 March 2019

Salute 2019 - Bloggers Meet Up



With only 9 days to go until this years Salute, I thought I better post about the annual
Bloggers meet up.
So if you have a Blog or read a blog come and meet up for a chat.
12 o'clock at the Big Red Dot!

So who's going?

Here's a pic of some of the motley crew from last year.


Tuesday 26 March 2019

AHPC9 Donnybrook - NYW Prisoners, Guard & Wagon


More Donnybrook goodness!
This time its back to Col Bill's with a little help from Foundry.


The figures are from Col Bill's Depot Battalion range and are named,


I've swapped the original Guard figure over with an Infantry figure from Foundry
rather than convert the figure.


The wagon is also from Col Bill's, although I can't seem to find it on their website?


I decided to have it as a piece of scenery, so left one wheel off.


So as for the points it should be....
4 x Foot = 20 points
1 x Wagon = 20 points

Monday 25 March 2019

AHPC9 Donnybrook - Highlander Master of Hounds & Bard



Yes I know.....more Donnybrook!
But you can never have enough of a good thing....right?
In the Highlander army list in Donnybrook, one of the characters you may use is
"The Master of Hounds"


The Scots figure is a standard bearer from pack SKU : JFR20 in Reiver Castings Jacobite range.
With his left arm chopped off a repositioned.
I wasn't sure how and what to use for the dogs lead or whether or not to have one at all.
In the end I went with some plane and simple fuse wire.
Which I think works pretty well?


The Hounds are from Gripping Beast pack PCT14 Pict pack Master & Hounds


"The Master of Hounds controls a pack of hunting dogs bred by the Clan. He is armed with a short sword and controls 3 dogs. When they attack the player rolls a d3. The result is the number of dogs who lunge that turn. Add the Master to the attack. So at full strength there will be 4 attacks, while the minimum is 2. The dogs do not check morale when taking casualties and fight to the death. If the Master loses all his dogs he fights on alone.
When attacking, any dog throwing a 1 has gone wild and turns on its own side. If a Unit or Character other than the Master is withing 12 inches in immediately attacks the them. If none are present the dog turns on the Master. Enemy characters attacked by the hounds must throw a 6+ on their activation die to fight back as they may be terrified by the beast. Shooting at the dogs from any distance further than 6 inches can be done as normal but shooters re roll any hits. Dogs are a fast moving and a low profile target. Shooting at dogs within 6 inches requires the 6+ score to overcome the proximity fear but there are no "to hit" minuses. Dogs have the same ability as their Master."

From Donnybrook by Clarence Harrison & Barry Hilton


The only trouble is he looks a little lost without the dogs!


Another character in the Highlander list is the Bard.


"The Bard inspires the clan through his recording and retelling of their incredible deeds and heroism. He recites before during and after the action in verse and song. He must be attached to a unit. It moves up one Ability die type (e.g: Recruit are d8 instead of d6). If the enhanced Unit fails a morale check it reverts to its original Ability level. The Bard's gifts do not affect other Characters. The Bard is armed with a sgian dubh, a silver tongue and a melodious timbre!"

From Donnybrook by Clarence Harrison & Barry Hilton


The figure is also from the same pack as the dogs, he is infact a Pict Master of Hounds!!
But I thought he'd fit the Bard character better, as he looks unarmed and doesn't look the
warrior type??


Points wise.......2 x 25mm figures is 10 points and whatever our luvvly Minon wants to give me for the 3 Hounds plus a little conversion work????

Saturday 23 March 2019

AHPC9 Fellowship Bonus Round Gandalf



Can't believe the Challenge is over for another year???
This being the final Bonus Round " Fellowship"


As soon as I read the name Fellowship I knew my entry would have to be from
Lord of the Rings. I've got a box with all sorts of odds and ends from Games Workshop's range.


Gandulf here was still sitting in his red backed blister pack begging to be painted up!


To be honest he was originally bought to be painted up and sold on ebay
many years ago, but I never got around to it.


Another reason for painting up Gandulf was he was quite an easy paint, being all white!!
But the most important was he was the defacto leader of the Fellowship in LotR
and if our defacto leader the SnowLord, Curt himself put on a white wig, he could be Gandulf!!


This entry will be winging its way over the Atlantic soon as my Curtgeld
so a few more points will come my way.


Thursday 21 March 2019

AHPC9 BLB - NYW Spanish brigade 1692




Back down to 15mm for my next Painting Challenge entry.
I've been promising myself that I'd paint a Spanish brigade for my Beneath the
 Lily Banners rules for a few years now. well 5 years to be exact, where'd that time go??
I bought a copy of The Spanish Armies of the League of Augsberg, here, after winning a competition which got the juices flowing.....
So here we are!


There are 4 units of infantry, 4 artillery pieces, a stand of Grenadiers
and 3 commanders. All the figures are from Donnington, which are not my usual 
goto company for my NYW figures. I bought 98% of this on ebay for  a bargain price.
Then had to top up a few bits and bobs. They are a little larger than Essex, but hey ho
beggars can't be choosers!


A pic from the back


Tercio Sevilla or old Violet’s (Morados viejos)
Maestros de Campo : (1685) D. Thomas de los Cobos y Luna, (1695) D. Francisco Antonio Diaz Pimienta 


Tercio Cordova or old Green’s (Verdes viejos)
Maestros de Campo : (1682) D. Carlos de Eguia, (1691) D. Juan Vasquez de Acuña, (october 1694) D. Esteban de Olalla


Tercio Valladolid or old Yellow’s (Amarillos viejos)
Maestros de campo : (1677) D. Antonio Serrano, (1689) D. Pedro Tolesano y Velasco, 
(1695) D. Fernando Davila Bravo de Laguna.


Tercio de Aragon
Maestros de Campo : (1678-1691) Artal de Azlor, conde de Guara,
 (1692) Guillén Ramon de Moncada, marqués de Aytona, (1693) D. Geronimo Pérez de Nueros y Pueyo


1 Heavy, 2 Medium & 1 Light artillery piece


1 Base of Grenadiers


Governor General and Captain General of Flanders

03/01/1686-December 1691 D. Francisco Antonio de Agurto, Marqués de Gastañaga.


D. Juan Vasquez de Acuña


D. Pedro Tolesano y Velasco


Spanish flags are a right pain, there were a quite a number captured at various battles
But we don't know which flag belongs to which regiment, with the exception of 
Tercio Aragon on the left. So I picked the ones I liked and added them to the regts.
All flags are taken from the book previously mentioned,
The Spanish Armies in the War of the League of Augsberg 1688-97
by Giancarlo Boeri, Josè Luis Mirecki and Josè Palau with Artwork by Robert Hall
available from The Pike & Shot Society


So by my calculations we have
4 x 21 figure units =  168
6 x Grenadiers = 12
12 x Artillerymen = 24
4 x Artillery pieces = 16
6 x Commanders = 24
For a total of 244 points!!
But Minion Lee awarded me a few bonus points taking me up to 250 points
and cementing me in 8th place in the Challenge.

Tuesday 19 March 2019

AHPC9 HYW Cheshire Archers



Another entry into the Challenge from a different period, I really should have entered 
the Squirrel Dual!!!


These 16 figures from Wargames Foundry have already flown the nest to their new 
home next door at Casa Postie!


They are HYW archers painted up in the livery of the men of Cheshire. 


They were a joy to paint to be honest, I wish all figures were this easy!!
These 16 figures should earn me 80 points to add to my total.
Getting worried about that dodgy Irishman Fran, he's gaining fast!!!


Friday 15 March 2019

The Battle of d'Artenay-Pas-Vraiment - 1870 A Franco-Prussian batrep


Last weekend the Rejects got together for our first Franco-Prussian game in 2 years. Here's a link to the last game in 2017. The figures are owned by Reject Richard, so he reffed the game, which meant Postie would get a very usual game where he wasn't in charge!!!
It should have been a 10 o'clock start but 2 naughty boys turned up late!!!! Lee (link to Lee's post) and Surj. Lee got stuck the wrong side of the QE2 bridge due to high winds while Surj completely forgot about the game!!!

Anyway 2 hours later than scheduled me and James picked out the French, while Surj, Postie and Lee picked out the Prussians.

The Setup
This is a hypothetical scenario based on the military situation at the time. August and September of 1870 have seen the irresistible onslaught of the Prussian War Machine against an ill-prepared and poorly lead French Army. The Prussians and their allies under the direction on Moltke have swept the Imperial French forces from the North and have commenced the siege of Paris. However, the Teutonic hoard has failed to destroy the armies of Napoleon III, allowing them to retreat in a disordered fashion to Orleans to try and regroup. 

In order to counter the threat of a French counter-attack to lift the siege of Paris, Moltke has ordered a probe in strength towards Orleans with the intention of pushing Napoleon away south and perhaps capturing Orleans in order to stop its use as a base and rallying point for the French. 

Both sides were given a briefing, each of which contained detailed objectives and advice


French Briefing
James and myself were given the following orders...
This was going to be difficult, for every turn after turn 5 that we held Villechat and Assas we would earn points. For every turn after 7 , we would earn points for all the other buildings.
So all we had to do was hold on!!!



The Initial set up
The Order of Battle
French Army
18th Line (8)* (in Assas), 18th Line (8) (in Villerchat), 96th Line (16) (in Autroche), 45th Line (16) (in Artenay), and 50th Line (16) (in the Station)
*Number of figures in the unit

Deployed by towns with Divisions
2 x 4pdr & 1 x Mitrailleuse

Deployed across Orleans road and railway south of Artenay.
48th Line (16), 36th line (16), 74th Line (16), 78th Line (16), 1st Zouaves (16), 1st Turcos (16), 2nd Turcos (16), and 3rd Turcos (16)

Arriving at Point F in turn of players choosing
8th Cuirassier (12), 9th Cuirassier (12), 3rd Dragoons (12), and 10th dragoons (12)

Arriving Turn 3 at Point E at Umpires Discretion (Never deployed)
1st Grenadiers (Line) (16), 2nd Grenadiers (Line) (16), 3rd Grenadiers (Line) (16), 1st Voltigeurs (16), and 1x 12 Pdr

Prussian/Bavarian Army
Bavarians deployed in deep column between Dambon and Railway line, north of La Boule D’or farm. 
Lieb Regiment (20), 1st regiment (20), 3rd Line (20), 4th Line (20), 8th Line (20), 10th Line (20), 13th line (20), Jagers (20), and 2 x 4pdr

Prussians deployed on road between point C and Poupry
IR 2 1st Pomeranian Gren (20), IR42 (20), IR15 (20), IR54 (20), IR9 Colberg gren (20), IR21 (20)
IR61 (20), and 2 x 4pdr

Prussians arriving on road at point D,
IR 8 Leib Grenadier (20), IR48 (20), IR12 (20), IR52 (20), IR20 (20), IR35 (20), IR24 (20), IR64 (20), and 2 x 4pdr

Prussians arriving turn three at entry point B north of Assas and Villerhay
7th Magdeberg Cuirassier (12), 6th Brendenberg Cuirassier (12), 16th Altmark Uhlans (12), 3rd Brandenberg Uhlans (12), and 1 x 4pdr Horse Artillery

Prussians arriving at point B from East on road to Artenay
1st Leib Garde Hene-Dormstadt (20), 2nd Grosse Herzog Regt Hene-Darmstadt (20), 3rd Regt Hene-Darmstadt (20), 4th Regt Hene-Darmstadt (20), and 1 x 4 pdr


This was the most important area for us, both towns had troops in, but we didn't have a lot
of  spare troops if things started to go wrong.


Artenay on the left the Railway Station on the right
Top right, the village of Assas


Ready and waiting for Surj's Bavarian troops!


Postie was on our left 


Looking as though he would attack the village of Autroach.


While Lee, sat in the corner, like the bad boy he is!!
An hour late for a game ! Tut Tut!


On a rare day out, Postie starts moving his troops.


I think Surj is going to leave Assas?
That's handy!


My artillery takes a pot shot and misses!


We decided to move around the flank and try to hold up the coming Bavarian onslaught.


I sent the other half on the brigade to the centre.
That poor French line unit looks a little exposed in the centre!


Like on my flank, James moves out, to try and delay the attack on Autroach.


OOO Reinforcements!!
Richard hinted we may get some cavalry, but we weren't expecting
this much.


And very nice they look too!


Richard uses the excellent set of rules for the Franco-Prussain period, "They died for Glory"
The French can fire their muskets 18 inches, the Prussian only 12.
So that really helps out if you're defending. 


Booo Hisss
Postie, Surj and Lee
The enemy


There's a lot of troops heading our way!!


The thin Blue line.......


Prussian reinforcments.
Lee finally arrives!


With infantry right on my bloody flank!!!


Not to mention the Cavalry to the front of my columns


Into skirmish formation I go


While James moves back, out of their range but still in ours!!


Oh crap!
My artillery on the Orleans road is destroyed.
I need to plug that gap fast before they exploit the situation.


Our Cavalry square up!


Lee changes into skirmish and fires at my horse. Because hes caught me in column 
they are automatic hits!!  So that's 2 stand of of 2 units!


They're getting closer


Through musketry I force some of the Bavarian's to go prone.


James does the same to Posties columns


Lee charges in and I countercharge.
I did get a bit shirty here! Surj was bending the rules and got away with it.
All 4 of Lee's units were able to charge, when they shouldn't have!!
I had hoped to get Lee in the flank with their daft move, but didn't gain the bonus.


James continues the firing with artillery, a Mitrailleuse and infantry.



What's going on here then?
Surj changes all his units into skirmish? You can't attack towns in skirmish?


Before


and after the melee!
For a change, Lee's cavalry runs bloody riot!!!
Knocking back one of mine while I knock back 1 of his.


I pulled back my flank attack and plugged the road.


Posties artillery on the extreme left is playing havoc with James' infantry.
One units fails its morale and runs back.


Lee smashes my remaining Cavalry!!
Its usually the other way round!!!!


As my Cavalry run away, Lee's infantry splits up , some head for 
Villechat the rest edge closer to the Station.


Charge!!
What the hell's wrong with Lee!
winning with the horse and charging buildings too!
Again it works for him as he takes Villechat.
This is turn 6 so we've already earned points from both towns.


James takes a calculated risk and charges his skirmishers against Posties.
It works perfectly.
Its a draw to melee will continue next turn. This blocks Posties attack for another turn.


An ariel view of the main field
We're slightly outnumbered, but still holding on.


Postie charges the building


But bounces back off after James' excellent musket fire!


I form a line against the railtrack. It gives me a little defence as its slightly raised.


Another Cavalry charge


Which Lee wins again!!
At this point I checked the bottom of his shoes, incase he's trod in somthing!


The Prussians march on, but are stopped on the road as fire from the Station and railway track force
Lee to go prone.


Surj's constant fire on the town finally pays off. My unit is in serious trouble.
So I move it out and replace it with the one guarding the road.


Naughty Lee gets a chimney stuck up his nose!


That looks a little better. Our line is plugged, while the Prusso-Bavarian line are pushed back.
Even though There are more troops hurrying down the road in the centre .


And there the game ended on turn 6. Which was a shame it was just gonna get juicy!
Due to the fact that the French had managed to hold on to Assas for 2 turn and Villachat for 1 turn past turn 5 the victory went to us the French.

Analysis
The game was still very wide open and could still have gone either way over the coming turns. The Prussians were just about to unleash their numerical superiority on us, with the infantry reinforcement to the front and flank. 
I'm not sure why Surj held his attack on the town for so long, just trying to use musket fire to where us down instead of charging, at least Postie gave it a go and charged. Surj didn't? After all that's what the game was about, take the towns as quick as possible for the Prussians, hold on for as long as possible for the French.
At the end of the game we managed to still hold 4 of the 5 Prussian targets at the end of turn 6, which shouldn't have happened, If the game would have started earlier on then it could well have been a Prussian victory? 
Me and James will take the slim victory for what it is, we stuck to our plan and we just tried to slow them down where ever we could, which worked well.

Great game, great rules, well done Richard!