Tuesday, July 26, 2011
Perry late 15th Century Swiss
Monday, July 25, 2011
HYW Perry Command 3
This post is for Greg to prove to him that I'm still painting for our medieval project. Here are some pictures of some of the newest 28mm Perry Miniatures Hundred Years War command stands I've been painting for my Piquet: Band of Brothers games.
In Band of Brothers, the sub-commanders and commanders fight in the ranks, like real men. We're trying out a new house rule that reflects the household troops that would fight alongside these high-ranking nobles. The command stands actually form up with the unit they are attached to and count as an extra stand for stand difference modifiers. A four stand unit with a commander attached to it would count as a five stand unit.
We'll see how that works. It might be too much of an advantage, but it doesn't hurt to try it out.
I took a command figure from the Perry personality set and matched them up with two miniatures from the Perry men-at-arms and command packs. The flags are from Maverick Models. The owner was nice enough to design a flag for Thomas Erpingham for me. He also can size the flags to suit your needs. Great service.
I'm still using the idea I stole from James Roach for removable flags. Each flag is wrapped around a small tube so I can remove them for travel and when the commanders need to represent different armies and nobles.
The command figures are:
Sir Thomas Erpingham who marshalled Henry V's archers at Agincourt:


The Count d'Eu, captured at Agincourt. But he looks pretty! The Perry's did a great job of sculpting his heraldry:


Anthony, the Duke of Brabant, who arrived late to the battle of Agincourt, rushed into combat at Agincourt. In his hurry, he wore improvised armor and a surcoat made of a trumpeter's flag. He was captured and executed when Henry V gave the order to kill the English captives. He most likely died because no one recognized his value as a hostage without his heraldry. In my games, he fights dressed to the nines:



Coming soon: Late 15th Century Swiss pikemen and handgunners!
In Band of Brothers, the sub-commanders and commanders fight in the ranks, like real men. We're trying out a new house rule that reflects the household troops that would fight alongside these high-ranking nobles. The command stands actually form up with the unit they are attached to and count as an extra stand for stand difference modifiers. A four stand unit with a commander attached to it would count as a five stand unit.
We'll see how that works. It might be too much of an advantage, but it doesn't hurt to try it out.
I took a command figure from the Perry personality set and matched them up with two miniatures from the Perry men-at-arms and command packs. The flags are from Maverick Models. The owner was nice enough to design a flag for Thomas Erpingham for me. He also can size the flags to suit your needs. Great service.
I'm still using the idea I stole from James Roach for removable flags. Each flag is wrapped around a small tube so I can remove them for travel and when the commanders need to represent different armies and nobles.
Sir Thomas Erpingham who marshalled Henry V's archers at Agincourt:
Coming soon: Late 15th Century Swiss pikemen and handgunners!
Sunday, July 24, 2011
Field of Battle Kursk Project
After a few games of Field of Battle WW2 (FOBWW2), I decided to embark on a new WW2 project using the FOBWW2 rules. The smallest unit in the game is a company. Commands are battalions and brigades. The rules make it easily possible to fight a division versus a division.Each day lasts 3 turns (AM, PM, and Night).
After re-reading Glantz's Kursk book, I realized much of the action described in the book could be recreated with the FOBWW2 rules. For the first Kursk project, I selected a recreation of 1st SS Panzergrenadier Division LAH's attempt to seize Prokhorovka.
From 10 July 1943 to 15 July 1943, the LAH Division attempted to fight its way into Prokhorovka. It was opposed by a tremendous quantity of Soviet armor, infantry, airborne troops, and entrenched AT guns. The Germans start on the left side of the table and immediately have to seize Hill 241.6 right in front of them. By the end of the scenario, SSLAH Division has to have seized all four town sections of Prokhorovka on the right board edge to win the game.One of my fellow Piqueters, Jed, agreed to participate in this project with me. I already had a decent collection of 10mm American and German troops, but no Soviets. My calculations have shown me that we will need to paint up the entire SS LAH Division as well as a Soviet Guards Airborne Division, a Soviet Tank Corps, a few motorized rifle brigades, and several AT artillery, assault gun, and heavy tank regiments. I currently have enough painted Germans to field half of what we will need.
We normally use 3 stands per company because we like the look on the table, but for this project, Jed and I agreed to only use 2 stands per company to reduce the troop congestion on the table (and reduce the painting load).
I have a lot of Pendraken infantry and vehicles. I also have approximately 30 pre-painted German 1/144 tanks. I ordered some samples from Pithead and I was happy with how closely the Pithead vehicles matched up with the plastic armor. I also recently purchased 48! 1/144 pre-painted plastic T-34's at Historicon, so that should help the painting chore list also:
The tank is an un-based plastic T-34. We'll base and touch them up.
The middle bunker is an AT gun bunker I made for this project out of Sculpey and toothpicks. The Soviet AT fortifications really wore down the Germans throughout this battle. I thought it turned out pretty well and I have some ideas for improving on this test model. I need to make 7 more and I didn't feel like buying a bunch of 10mm AT guns if I could make them myself.
The circle stand is a Soviet battalion command stand. The Pithead infantry looks really nice and I'm very happy with them. They also make tank riders we can put on out T-34's.
A few close-ups:
Sunday, June 19, 2011
Field of Battle WW2 First Game
I've had the Field of Battle World War 2 (FOBWW2) rules for some time now, but I hadn't used them for any actual wargaming. After browsing through the rules and playing them a few times solo, I had the guys over and played a quick intro scenario. The setting is 1944 France and an American infantry regiment has to capture a town in two turns (by nightfall) that is defended by a German infantry battalion. The Germans are poor quality troops, but they are led by a skilled commander.
Units are three stand companies. The town is a Class III town that can hold 4 units. The woods are Class II woods. The hills are Class II hills. The farms and everything else are just there for looks.
The American infantry and HQ's are 12mm Minifigs. All of the rest are 10mm Pendraken.
(BELOW) The Americans approach the quiet valley from the hill on the right. The village is in the upper left of the play area, defended by volksgrenadiers and assault guns. The play area is restricted to 4 feet wide by the line of woods at top and bottom.
(BELOW) A better look from the American perspective. The three American battalions can be mixed commands during this period and they each have armor companies attached to them. The round bases are battalion HQ stands and each HQ has a heavy weapons marker that represents the assets of the Heavy Weapons Company. The Americans started a little clumped together, but as soon as the first German artillery landed, the Americans spread out in a hurry.
(BELOW) Heavy fire between the advancing Americans and the defending Germans among the quiet farms of the valley floor. In the game, you can fire whenever you want, but once you're unloaded, you can only fire again when you draw a Firepower card.
(BELOW) After the first American assault was repulsed, the Americans attacked out of the woods and charged into the town again. Good use of combined arms allowed the Shermans and infantry to finally drive out the Germans. The yellow beads mark suppressed units.
(BELOW) A German reserve infantry company was strafed by American airpower and lost a stand. In 1944, the Germans should not be leaving their units out in the open. I learned a lesson on this one. The German command stand is next to the infantry company.
The Germans were unable to retake the town with the damaged reserve infantry company and they failed a Morale check to end the game. The Germans withdrew to fight again another day. Each force has a certain number of Army Morale Points (AMP) that are rolled for in the beginning of the game. You lose an AMP every time you lose a stand as a casualty. While your leaders can rally stands back and get units back to full strength, you can never recover lost AMP's. Once you have no more AMP's you have to take a Morale check every time you pull the Morale card. If you fail the Morale check, your army retreats.
We took a pub break and then returned to replay the game.
The Americans had two battalions to defend their new prize. They were also given the full artillery support of their division and airpower. As morning broke, they were attacked by Germans from the 116th Panzer Division ("Windhund").
(BELOW) Two German panzergrenadier battalions in halftracks and a small tank battalion attack the American lines. The Americans have already hammered the leftmost grenadier battalion with artillery fire.
(BELOW) After the panzergrenadiers were thrown out of the town, it was left up to a company of Panthers to clear out the suppressed and battered American defenders on its own. So much for infantry support! The poor American HQ stand is about to hop into their truck and beat feet!
I need to dullcote these guys, the gloss shows up too much with the photo flash.
(BELOW) Artillery spotting round markers and a barrage template. Spotting rounds are placed during the Command card and the artillery fire falls on the Indirect Fire/Barrage card. The Americans have excellent artillery in this game. They used Time on Target artillery to pretty good effect during the game.
(BELOW) The obligatory home-designed card shot. You know that I like the game if I made cards for it. The cards arrived in the mail from Artscow as we were deploying the troops. Great timing!
Overall, the game was great fun and the action was fast and furious. The artillery rules are very easy and seem to really work well. The systems used in the game are very elegant and the consistent game design philosophy means that even new players will be running through the rules in no time. Fun combat results with very little need to consult the rules.
Units are three stand companies. The town is a Class III town that can hold 4 units. The woods are Class II woods. The hills are Class II hills. The farms and everything else are just there for looks.
The American infantry and HQ's are 12mm Minifigs. All of the rest are 10mm Pendraken.
(BELOW) The Americans approach the quiet valley from the hill on the right. The village is in the upper left of the play area, defended by volksgrenadiers and assault guns. The play area is restricted to 4 feet wide by the line of woods at top and bottom.
We took a pub break and then returned to replay the game.
The Americans had two battalions to defend their new prize. They were also given the full artillery support of their division and airpower. As morning broke, they were attacked by Germans from the 116th Panzer Division ("Windhund").
(BELOW) Two German panzergrenadier battalions in halftracks and a small tank battalion attack the American lines. The Americans have already hammered the leftmost grenadier battalion with artillery fire.
I need to dullcote these guys, the gloss shows up too much with the photo flash.
Sunday, May 29, 2011
Gamex 2011 HYW Game
In this scenario, the French army is pursuing an English raid led by the Black Prince. Feeling the heat of the close pursuit and slowed by his siege guns, Edward parked his army on a hill parallel to the French line of march and waited for them to approach. Once the French saw the English, they immediately deployed to do battle.
After a few more phases, the French had 3-4 disordered units remaining on the hill, but no morale chips left to rally them. The English also reached no morale chips and drew their Major Morale Check card first. This check routed every English unit but the Black Prince's household and an artillery battery.
The Black Prince refused offers to surrender and wheeled his tired retainers to fight the dismounted French knights. Faced with his fearsome determination and reputation, the French then flipped their own Major Morale Check card and routed from the table. A close battle with both sides losing all of their morale chips and struggling to survive. Thanks to all the players who participated.
Friday, May 27, 2011
Upcoming HYW Convention Game
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