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Wednesday, 17 August 2022

Revised campaign rules for my Franco-Prussian war of 1810

In the light of the moves that I have already played through, I have made some more changes to the existing draft of the rules.


CAMPAIGN TIME

  • Each turn represents two days of game time.
  • During the summer (June, July, and August) four playing cards are turned over for each day.
  • During spring and autumn (March, April, May, September, October, and November) three playing cards are turned over for each day.
  • During the winter (December, January, and February) two playing cards are turned over for each day.

ACTIVATING FORMATIONS

  • Each side is allocated a playing card colour.
  • A standard pack of playing cards is shuffled and placed face down.
  • At the start of each turn, the top playing card is turned over, and the colour of the playing card determines which side activates its formations first and how many formations it may activate.
    • If the playing card is an Ace, that side may move all its formations one grid square.
    • If the playing card is a numbered playing card, that side may move one formation one grid square.
    • If the playing card is a Jack, that side may move its formations a total of two grid squares (i.e. it may move one formation two grid squares or two formations one grid square).
    • If the playing card is a Queen, that side may move its formations a total of three grid squares (i.e. it may move one formation three grid squares or one formation two grid squares and one formation one grid square or three formations one grid square).
    • If the playing card is a King, that side may move its formations a total five grid squares.
    • If the playing card is a Joker, that side throws a D6 die and reads the result from the list of Special Events.
    • Special Events
      1. That side may not move any of its formations for six game turns and any cards that favour them and that are turned over during those game turns are discarded.
      2. That side may not move any of its formations for four game turns and any cards that favour them and that are turned over during those game turns are discarded.
      3. That side may not move any of its formations for two game turns and and any cards that favour them and that are turned over during those game turns are discarded.
      4. That side may not move any of its formations for a game turn and and any cards that favour them and that are turned over during that game turn are discarded.
      5. The Joker is treated as if it were a numbered card, and that side may move one formation one grid square.
      6. The Joker is treated as an Ace and that side may move all its formations one grid square.
  • After the playing card has been turned over and any actions have taken place, the playing card is discarded. The discarded playing cards are placed face up in a separate pile.
  • The next playing card is turned over, and the process is repeated until all the playing cards for that game turn have been turned over. That game turn is then over, and play moves on to the next day's turn.
  • Once all the unused playing cards have been used, the pile of discarded playing cards is shuffled and placed face down where all the players can see it, ready to be dealt when required.

MOVEMENT RULES

  • Movement takes place orthogonally (i.e., through the faces of a grid squares) and not through the corners of grid squares).
  • No formation may enter or pass through a grid square that is already occupied by an enemy formation.
  • When a formation comes into contact with an enemy formation (i.e., it moves into an orthogonally adjacent grid square to one occupied by an enemy formation), it must engage that enemy formation in battle.


BATTLES

  • Battles take place when opposing formations come into contact (i.e., they occupy orthogonally adjacent grid squares).
  • The formation moving into contact is deemed to be the attacker and must set up their formation on the battlefield before the enemy sets up theirs.
  • The formation that loses a battle must immediately retreat one grid towards its nation's capital by the most direct route possible. This movement does not require the formation to be activated.
  • The formation that wins a battle must remain where it is until it is activated again.


REPLACEMENT POOL

  • Before the campaign starts, each side recruits a Replacement Pool. This is equal to 50% of each side's total starting SP value of all its formations.
  • At the end of every fifteen turns (i.e. at the end of a month of campaign time) each side's Replacement Pool 'recruits' an additional 2D6 SPs.
  • Battle casualties are replaced from the Replacement Pool until the Replacement Pool is empty. At this point a side will need to disband one or more existing formations and add their SP values to the Replacement Pool.

CASUALTY RECOVERY

  • One-third of all SPs lost by a formation during a battle are recovered immediately after the battle has ended from the Replacement Pool.
  • One-third of all SPs lost by a formation during a battle are recovered six turns of the cards after the battle has ended from the Replacement Pool. (This includes all turns of the cards including those that favour that side’s opponent as well as cards that may favour themselves.)
  • The remaining SPs lost by a formation during a battle are recovered twelve turns of the cards after the battle has ended from the Replacement Pool. (This includes all turns of the cards including those that favour that side's opponent as well as cards that may favour themselves.)
  • Any commanders who are killed are replaced immediately after the battle. Their SP value is deducted from the Replacement Pool.

Tuesday, 16 August 2022

First the WiFi went …

I am writing this blog post using my iPad, which is connected to the Internet via a hotspot using my iPhone. My iPhone is working on 3G. It appears that the sudden change in the weather (weeks of drought followed by a sudden series of violent thunderstorms and torrential rain) seems to have knocked out by my WiFi connection and the 4G network.

It appears that technical problems have also affected other people. This morning Mark Urban (the BBC’s Diplomatic Editor) tweeted that 'Our @BBCNewsnight studio was put out of action by a technical issue just over an hour before we went on air. The team shifted everything to a standby studio 3 floors away and we went on air without a hitch – one of those nights to marvel at the professionalism of our team!

So, technical issues can even happen to the best of us!

Monday, 15 August 2022

A rose by any other name ...

I was looking at my recently assembled Meng model of HMS Hood ... and realised that with a little bit of tweaking (or squinting!) it might pass for other ships.

From the side, HMS Hood looked like this:

When compared with the side views of the Japanese battleship Nagato ...

... and Fast Battleship Kongo ...

... the designs of which were heavily influenced by contemporary British designs, the possibility of converting a Meng model of HMS Hood into cartoon versions of the Nagato or Kongo looks possible.

It is certainly something for me to think about.


I am not the only person who is thinging about the wargaming possibilities of models like this. Martin Evans has designed and 3D printed his own 'cartoon' versions of HMS Revenge and HMS Erin that look very interesting. His models are smaller than Meng's model of HMS Hood but show the potential of 3D printing and of this style of model.

Sunday, 14 August 2022

The Franco-Prussian War of 1810: Wednesday 9th March to 14th March 1810

Turn 4: Wednesday 7th/Thursday 8th Match 1810

As a result of their defeat in the Battle of the Southern Frontier, the French 2nd Division fell back to K10.

  • Black 3: Prussians move G to R5 (1)
  • Black Queen: Prussians move G to P6 (3)
  • Red 2: French move 3rd to E9 (1)

The French 2nd Division recovers 3 SPs.

Turn 5: Friday 9th March/Saturday 10th March 1810

  • Red Jack: French move IG to H4 (1) and 3rd to F9 (1)
  • Black 4: Prussians move G to O6 (1)
  • Black Ace: Prussians move G to N6 (1), 4th to W4 (1), 3rd to T8 (1); the remaining Prussian divisions remained where they were.

The French 2nd Division recovers 3 SPs

Turn 6: Sunday 11th March/Monday 12th March 1810

  • Red 7: French move IG to I4 (1)
  • Black Queen: Prussian move 4th to U5 (3)
  • Red 6: French move IG to J4 (1)

Turn 7: Tuesday 13th March/Wednesday 14th March 1810

  • Black 9: Prussians move 4th to T5 (1)
  • Red King: French move IG to L6 (4) and 3rd to G9 (1)
  • Red Ace: French move IG to M6 (1), 1st to M5 (1), 3rd to H9 (1), 4th to J11 (1), and 2nd to K9

The French Imperial Guard Division has moved into a square that is adjacent to that occupied by the Prussian Guard Division and the French 1st Division has moved into a square that is adjacent to the that occupied by the Prussian 1st Division. The French divisions attack them.

To be continued ...

Saturday, 13 August 2022

Meng’s HMS Hood

I recently bought a cartoon-style model of HMS Hood that is manufactured by the Chinese model manufacturer, Meng.

I have now built it, and it looks like this:

The model certainly resembles HMS Hood in that all the main distinguishing elements of her design are there but truncated so that it can fit onto a hull that is 16cm long and 4.5cm wide.

I think that it is ideal for the sort of wargaming that I do, and I can see me using it to give offshore fire support to landings. I can even see me using it in ship vs. ship actions and will probably buy some more of them in due course.

(My wife saw my completed model and actually said how good it looked ... which is praise indeed!)


I did not fit the ship's secondary armament (four twin 4-inch AA guns and four UP [Unrotated Projectile] launchers) where the kit instructions said they should be. I did not bother with the UP launchers and fixed the 4-inch guns where I think that they should have been located.

Friday, 12 August 2022

My Belle Époque project: Looking back … and to the future

The genesis of my Belle Époque project can be traced back to February 2021 when I began thinking about organising my PORTABLE WARGAME armies along the lines laid down in Paul Wright’s FUNNY LITTLE WARS. It gave me the opportunity to use some figures that had been languishing in storage since the mid-1980s … and the rest is history.

As the project developed, ARMY KEPI ROUGE, ARMY BLACK, and ARMY KHAKI were renovated, gloss varnished, and based, and eventually morphed into the armies of Burgundy, Schwarzenberg, and Khakistan.

By this time I had the bit between my teeth and began looking at the rest of my 15mm figure collection. Some of it was looking rather tired and in need of renovation, and I decided to use them to create more Belle Époque armies. To date I have added Sahel, Harabia, Stalbania, and Hyderapore … and I still have enough figures left to create armies for several more imagi-nations, including Zubia.

Thursday, 11 August 2022

A flag for Sahel

I recently realised that I had not designed a flag for the Sultanate of Sahel ... so I have now rectified that omission!

I wanted a flag that included a green background because of its significance in Islam, and a yellow circle to represent the sun and the desert. In Islam black represents the unknown, the unknowable, or the mysterious (as well as evil), hence its use for ring around the circle.

Wednesday, 10 August 2022

More troops for the Khakistani Army are on the way

I am currently renovating some more figures for my Belle Époque project, and having repainted parts of them, I am about to begin the process of rebasing them.

The figures are 15mm Essex Miniatures Sudanese infantry that I bought ready-painted and are now wearing a mixture of brown and khaki uniforms and khaki fezzes/tarbushes and will be used to form some additional units for the army of the Sultanate of Khakistan.

Progress on renovating these figures is taking longer than expected as for most of the day it is just too hot to do anything in my wargame/toy room, so I’m confined to doing work on this project up until mid-morning. That said, I hope to finish them within a week or so … and then I can move onto the next batch.

Tuesday, 9 August 2022

A Gallimaufry of Colonial Wargames

I have put together a compilation of some of the Colonial wargames rules I’ve written over the years, and they are now on sale at Wargames Vault in PDF format.

Included in the book are:

  • Bundock and Bayonet
  • 'Ere'st o you Fuzzy Wuzzy
  • Hordes of Dervishes
  • Heroes of Victoria's Empire (HoVE)
  • Restless Natives
  • Colonial rules for Heroscape terrain
  • Redcoats & Dervishes
  • SCWaRes: Simple Colonial Wargame Rules

The gallimaufry is on sale for £7.50 and will not be published in soft or hardback formats.

Monday, 8 August 2022

A nasty case of lead rot

During my recent wargame with Gary Sheffield I noticed that some of the figures were suffering from lead rot. For those of you who are too young to have ever come across this phenomenon, it is a result of the figures being cast in a lead alloy that if it becomes damp, begins to break down. The first sign is the paint beginning to flake off, followed by the more delicate pieces to break off the figures.

The figures in question were Del Prado ready-painted ones, and all I can assume is that before they were painted, they were damp, and that this dampness was trapped underneath the paint and has been causing the alloy to moulder away ever since. It may be that the recent very hot weather has finally caused the rot to break through.

Without a serious search, I have found at least a dozen affected figures in my collection, and I am left with something of a conundrum. The affected figures could be removed from their bases, cleaned up, stripped back, and repainted … but I’m not sure that it would be worth the effort. It might just be easier to consign them to the scrap heap and rebase the unaffected figures.

It’s something for me to think about.