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20
60
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via phone or by mail. For the address see above. 66 Panzers los!
A look at 15mm miniatures for WWII
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6 Hobby news
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14
publishers. Any individual providing material for
publication must ensure that the correct permis- This gaming life
sions before submission to us. Every effort has been Rick Priestley preaches on the wargaming schism
made to trace copyright holders, but in a few cases
this proves impossible. The editor and publishers
apologize for any unwitting cases of copyright 16 Interview
transgressions and would like to hear from any Exploring the Dark Ages game with Dan Mersey
copyright holders not acknowledged. Articles and
the opinions expressed herein do not necessarily
represent the views of the editor and/or publishers.
70 Game reviews
Advertising in Wargames, Soldiers and Strategy
does not necessarily imply endorsement. 74 Up Front
Richard Clarke strikes players blind
Wargames, Soldiers and Strategy is published every
76
two months by Karwansaray BV, Rotterdam, the
Netherlands. PO Box 1110, 3000 BC Rotterdam, Boardgame review
the Netherlands.
© Georgina Harman
Heaven and earth
“If you know heaven and you know earth,
you will make your victory.”
Sun Tzu
When I first read Sun Tzu in my youth at my local school library, I took
this phrase as some sort of superstitious nonsense. How could a man know the workings of the gods,
whatever gods they may have been, in ancient China?
With age comes wisdom and I soon realised that Sun Tzu was talking about something far more practi-
cal. By “heavens” he meant the weather and the seasons, two critical components in warfare. Armies
out of necessity travelled in the summer months and sat out the winter. Weather is not mentioned in the
narratives of most battles, presumably as a battle involves more or less mutual consent so good weather
was chosen.
By “earth” the author meant terrain, another vital aspect of warfare. Using your battleground to maxi-
mum effect is key to victory. Ancient armies preferred open terrain, although the Greeks feared descend-
ing into the plain of Marathon lest the Persian cavalry outflanked them. Thankfully for them, the cavalry
was elsewhere, on board ship in a flanking manoeuvre. Caesar used the river at Pharsalus as an anchor
to ensure he had one secure flank to nullify the effect of Pompey’s greater numbers.
Weather does not affect our wargames too much, except perhaps when a sunny day will tempt gamers
out (particularly if they have family). Terrain certainly does play a very important factor – so it is wise to
make sure you are present and assisting when the scenery is put out on the table! A hill or wood in the
right place is worth a legion, as Suetonius Paulinus demonstrated.
It’s been a hectic month or so. Salute 2012 was a blur. As I said at the time, people told me there was
a show, on but I never got to see much of it. Partizan looms shortly (as I write) which will involve an
outing of Mark Backhouse’s ‘Warwick at Sea’. That’ll be good.
We’ve lots of ‘good stuff’ this issue, with Colonial SAGA being one of my favourites so far. We tried it out
and really liked it. Now with the magic of Christy Beall (she’s the one who does the lovely maps) we
now have two excellent battle boards to use. I hope you have as much fun with these as we have done.
Next issue is our ‘Spy’ themed issue. Now pay attention 007…!
As always, you can contact me with your comments, critique or suggestions for new articles at:
[email protected]
68 Buildings amongst
the bocage
Before William became The Conqueror Some suitable new buildings for Normandy and beyond
NEWS
Win a painted unit of Companions! Warhammer
It’s competition time again! Ray
Historical closes
Haskins of TNK Models painting ser- Forgeworld announced in late May
vice has kindly offered us a painted that Warhammer Historical was
unit of twelve of the new Aventine closing and that their range of books
Companions to give away. would no longer be available for sale.
To enter, all you have to do is answer The company, originally started by
these three questions: Jervis Johnson, Rick Priestley and the
The units of painted Companions. Perry Twins back in 1998, has un-
doubtedly brought gamers many excel-
Q1. Which well known writer and ancient scholar passed away in May of lent wargames such as Warhammer
this year? Ancient Battles, Legends of the Old
Q2. On what date was the battle of Asculum fought? West and Warmaster Ancients.
Q3. Name the consul who commanded the Roman army at the battle of The Warhammer Historical range of
Asculum. books will be sorely missed by gamers.
In the ancients field, we’ve seen sev-
Send your answers by email to: [email protected] eral successor games to WAB, such as
Or by post to: Wargames Soldiers and Strategy, Postbus 4082, 7200 BB Clash of Empires and War & Conquest.
Zutphen, Netherlands Undoubtedly other games will emerge
Please address each entry with COMPANION COMPETITION. to replace the void left by Forgeworld.
ames l
m tal
W a r lord G ye’ or 33m
any: ot to
e
Comp m ‘fo ike)
2 8 m o f the p
Size: e t o p
to th ients and
(91mm s ic a l Anc lastic
C l a s 2 4 p
Era: 0 for
: £20.0 res
Price u
miniat .co.u
k
metal r l o r d games
.wa
www
10
DAREDEVIL SISTERS
quired, so that all three may be armed.
A set of pilot-helmeted heads can be
purchased for an additional £1.60, but
other female heads are also available,
allowing the same bodies to be used for
different personalities.
The rules for the Daredevil Sisters can
be found in the 7TV supplement On
Location, reviewed in our next issue.
These models should be useful for mod-
ern gamers looking for female charac-
ters, as well as for 7TV aficionados.
Another hot release from the studios of 7TV are the Dare-
devil Sisters. As with most 7TV releases, these bear more ames tall
e d D ice G 30mm
than a passing resemblance to characters from a cult TV r o o k e ’ o r
any: C to ey
show, in this case some well-known Angels. Comp m ‘foot
2 8 m re
Casting is very good with no mould lines visible. Detail Size: /Futu racter, £9
a : M odern c h a
and posing is likewise very good. Each model comes with Er per
ic e : £3.50 t h r ee
its own ‘slotta’ base and separate head, allowing the three Pr t of
e s e o.uk
heads to be swapped around or alternative heads from the for t
h
k e d - dice.c
.croo
Crooked Dice range to be used instead. The two unarmed www
sisters come with pistol-equipped hands to be added if re-
11
res
a d M iniatu m L x
ronc l – 65m
New from Ironclad Miniatures is a set of 15mm Normandy : I p m
Comp
a n y (S h o – 67m
buildings. Their previous releases include Russian build- m m scale ; H o uses
15 H
Size: 0mm
ings, ruined factories, and a small Russian church. There
m m W x 9 9 0 mm H
)
tury
are currently three variants in the Normandy range: a shop 55
m m W x
n t ie t h cen
9 we
L x 4 nth/t
and two half-timbered houses.
r a : n inetee r buildin
g
k
The models are cast from resin, and the casting on the E
: £ 7 .2 5 pe
t u r e s.co.u
r ic e in ia
P ladm
samples received was good and bubble-free. Each model .ironc
www
has roughly the same footprint, at approximately 65mm x
55mm.
Each Normandy building is made up of three units: the
s
iature ood
Sir John Hawkwood was an English mercenary who plied
u r t e ys Min ’ – Hawkw
any: C e
his trade in medieval France and Italy. His famous White Comp to ey
m m ‘foot
2 8
Company of archers were for hire to the highest bidder. Size: l
Now Hawkwood is part of a new release from Kingmaker 4 9 m m tal e ars W
ar
+ knig
ht,
is e d Y o o d
undr Hawk
w
hers,
(Curteys Miniatures), as part of their new ‘Italian Condot- Era: H .0 0 for t e d arc
: £ 8 mo u n
tiere’ range. Price hree rcher
s
The models shown are of Hawkwood himself, a mounted 9 .0 0 for t
t E n g lish a k
£ igh o .u
for e ures.c
archer, and two foot archers. Hawkwood comes accompa- £8.00 t e y s miniat
.cur
nied by a mounted knight, who can act as a standard-bear- www
er. The mounted archers come in packs of three different
12
s )
iature mm H
B a t t le Min W x 240
otal m
any: T 220m
Comp 18 0 m m L x c e ntury
mm ( ieth ted
Siz e : 15
h / t w e n t
10 0 .0 0 pain
n t £
inetee ainted
,
Era: n 0 .0 0 unp u res.co
m
e : £ 4 m in ia t
Pr ic battl e
.total
www
13
14
15
By Guy Bowers
DUX BELLORUM
The WS&S team had an opportunity to catch up with
Dan Mersey, author of Dux Bellorum, the new Dark Age
rules from Osprey Publishing. He was kind enough to
answer some questions about his new rules.
© Georgie Harman
If WS&S readers have heard of me be- ding force.
fore, they’ll probably already know that Having said that, with wargamers
I love gaming the historical Arthurian being as we are, I’ve also seen these
period. I’d been working on a fresh set Arthurian-centred rules being used
of Arthurian wargaming rules, and then, for games set in late medieval Europe,
a couple of years back, Osprey asked Republican Rome, Ancient Greece, and Dan Mersey
me if they could make it the first book Middle Earth. I just turn a blind eye to
in their new Wargames series. Well, this sacrilege! so I’ve reduced that in Dux Bellorum.
I wasn’t going to say no to that! Who Anyone who has played Glutter of
could turn down the chance to have What inspired the name Dux Bellorum? Ravens will probably spot its influence
their rules published with some evoca- Dux Bellorum is a Latin title used to in Dux Bellorum, but the only things
tive Osprey artwork added to them, not describe Arthur in one of the early that really remain similar are the move
to mention the chance to get a set of references to him. It means ‘Leader sequence, the ‘aggression/protection’
rules into High Street bookshops? of battles’, although you can twist it dynamic, the importance of leadership,
into ‘War Duke’, which I think makes and the effort that’s gone into making
At its simplest, the idea behind Dux him sound a lot tougher. It’s a title that the army lists feel right for the Arthurian
Bellorum is to provide a set of straight- seems to sum the whole period up just period.
forward wargaming rules specifically so evocatively, and also ties the game to
geared towards my favourite period. Arthur himself. What size of game is it designed for?
This means that I could concentrate on How many miniatures? Units or
what seems really important in warfare As there’s a whole period of wargaming individual casualties?
at this time: leadership and simple named after him, I enjoy finding ways Dux Bellorum is a battle game rather
tactical choices. to work references to Arthur into the than a skirmish game. I wrote an Arthu-
name of the rules I produce. One of my rian skirmish game called Song of Ar-
What time range does Dux Bellorum previous rule sets, from which Dux Bel- thur and Merlin a couple of years back,
cover? What armies can you choose lorum has evolved, was called Glutter so I wanted to do something different
from? of Ravens, which is another reference to this time. The basic playing piece is the
Well, as stated on the front of the book, Arthur, tucked away in a British battle unit, with no casualty removal, and I’ve
the rules cover AD 367-793, but those poem called Y Gododdin. The poem’s made the game as scalable as possible.
dates just give you a guideline. AD 367 well worth a look, to get a feel for the This means that you can play with a
is the date of the ‘barbarian conspiracy’, period. DBA-sized army or a WAB-sized army,
when Roman Britain was seemingly or anything in between to suit your
overrun by nasty, hairy Picts, Irish, and What changes have you made from space and your budget. Armies have
Saxons. AD 793 was the date of the first Glutter of Ravens? between five and twelve units in them,
recorded Viking raid in Britain, which Can I just give the simple answer? Lots! but it’s up to you how big you want to
started a whole new era of terror. I’ve I’d better expand on that. Glutter of Ra- make your units.
used the dates as a shorthand way of vens was published in 1998, and, over
saying that these rules are designed for the years, I’ve tried out different things What sort of dice do you need?
battles in Britain from the late Roman to bring the game up to date. Player Just the usual six-sided type. I made the
period to the start of the Viking period. feedback said that the game was good decision to stick with six-siders to keep
You can choose from the following but there was a lot of record-keeping, the rules accessible for newcomers to
16
17
By Jan Groß
T
ACTICA is Germany´s most impor- Chronologically, the events at Troy, as
tant wargaming convention – you told in Homer’s Iliad, took place a gene-
really should go there, once in your ration after the voyage of the Argonauts,
lifetime! In 2011, our gaming group ran so a Trojan War project was the next
a participation game, a story-telling sce- logical step. During our two-and-a-half-
nario, based on the Greek mythological hour journey home, we talked about
tale of the Argonauts travelling the Me- every aspect that we wanted to include
diterranean sea. For that game, we used in the game: heroes, chariots, shining
Wargames Foundry miniatures with a bronze, the gate of Troy, Helen … and
Hellenistic-cum-fantasy appearance. some more ‘female civilians’. Plans
Tilman then told me that, considering have to be practical, however, and we’d
the time period when the voyage of the forgotten all about our idea within a
© Georgie Harman
Argonauts was set, they would actually few weeks.
have looked more like Bronze Age My-
cenaeans. I was suddenly hooked, and The Trojan War came flooding back to
confessed that I had always loved the me when I bought Osprey’s Bronze Age
look of boar tusk helmets, bright bronze Greek Warrior, 1600-1100 BC and saw
armour, and cow-hide-covered figure- all the gorgeous pictures. Tilman already
of-eight shields. had that book, so we resurrected our initial idea. Of course, we now had
even less time for painting all the minia-
tures, building the terrain, thinking of a
© Jan Groß
18
Menelaus’ brother, King Agamemnon of Triumph & Tragedy uses unit cards and ALTERNATIVE RULE SYSTEMS
Mycenae, led the united Greeks against order cards for activation, and mainly FOR THIS SCENARIO
Troy and laid siege to the strongly- D10 are thrown, but you will need SAGA: The rules could be mo-
fortified city. After ten years, Troy still some D6, as well. Gamers need a card dified, and you’d have to create
had not fallen. An illustrious bunch of for each of their units. Shown on the suitable charts and make your own
heroes came and went, fighting each card are the stats and initiative ratings of SAGA dice if you really want to
other several times; some were slain, a unit or a hero. The initiative rating is go to town. The SAGA rules are a
some were betrayed, and, along the required for establishing the sequence lot of fun – it was our rule set of
way, the gods intervened … until, in the of play. What is really cool about this choice, at first – but, as we were
end, it was the resourceful Odysseus turn sequence is that events happen short on time, we ruled it out with
who sealed the fate of Troy. In the belly simultaneously. a heavy heart.
of his Trojan horse, the Greeks entered
the city and destroyed everyone and Every force is led by a hero, who has Lord of the Rings: These have the
everything. a list of skills and drawbacks. Heroes advantage of familiarity to most
can cut through a unit of warriors with gamers. For example, we used
WHICH RULES TO USE FOR ease. The rules also have a strong focus LotR for our Argonauts game in
OUR GAME? on scenario-based games; there is a 2011. The rules are simple and
The scenario had to create a fast-paced, point system included, but it’s rarely very user-friendly, but a bit too
skirmish-level game. We wanted the used by players. Unexpected events do simple for our purpose.
heroes to have some superhuman not interrupt the game, but give it more
powers, we wanted godly invention, depth and enjoyment. So there were no Warhammer Ancient Battles: These
and we wanted rules that were neither problems including godly interventions! rules are well-known, and there is
too complex nor too time-consuming a supplement called Chariot Wars,
to play. Remember: the project´s title SCENARIO, OBJECTIVES, which deals with the Mycenaeans
was ‘The Trojan War in 90 minutes’! WARBANDS AND GODS! and Minoans of our period.
We debated different rule set options, The second step in our project was to
and ended up with Triumph & Tragedy. decide which story we wanted to tell There are certainly more alter-
These rules were written by my friend – we both love narrative games with a natives available on the market.
Björn Reichel. As they were originally lot of action. As it was a participation Just pick your favourite one and
designed for Colonials and the interwar game at a convention, most participants modify it, until it fits this scenario
period, we had to adapt them to fit a would not know the rules. Therefore, or one of your own!
war fought over three millennia earlier! the maximum number of players was
19
© Jan Groß
The heroes for the scenario were set.
Now it was time to give every single
one of them a warband and objectives.
We gave every hero a primary and a
secondary objective to fulfil in order
to earn Victory Points at the end of the
game. Six rounds are the limit, so ag-
gressive and fast-playing participants
have an advantage.
THE GODS
Every participant gets four Euché (‘pray-
er’) points at the start of the game (use
glass gems or similar markers). Once
per round, a player can spend one
For the glory of Troy, let the dice decide! Euché point to call on the gods. A 4+
roll on a D6 is needed to get the god´s
set at four, divided into two opposing flamboyant feather hats, a must-have for attention, and the gem is lost whether
teams, so that Tilman could help one every wargaming Iliad fan! the throw is successful or not. If two
team and I could help the other. or more players call upon the same
We decided that every hero should god successfully, throw a d6 again; the
We went with two of the most popular be represented on the tabletop twice: highest roll will get the god!
characters that the Iliad offers. Achil- once, riding a chariot on an 80mm
les raised his sword for the Mycenaean round base, and once, dismounted on a Every god is able to perform two effects.
cause, and Hector stepped forth for the 60mm round base; only heroes on foot After all offerings are made, the gods
Trojans. The next task was to decide are able to join units. And what is the are placed beside a random unit of the
which other heroes should accompany Iliad without the banter of gods? Four player who gets divine support for that
these two star-players. To make things a gods were needed, each one favouring round. The player has to choose what
bit more delicate for the Greeks, their one of the heroes for the duration of effect he or she wants the god to create
second hero was Agamemnon, leader the game. Ares, Apollo, Aphrodite, from the following list.
of the Greek forces and Achilles’ arch- and Athena were the gods we chose –
enemy. Hector´s brother-in-arms was mainly because the line-up gives a nice Each god may appear no more than
a simpler decision, as there are not so alliteration! twice in one game. You can use the
many heroes on the Trojan side. Paris, same effect twice, but after the second
the seducer of Helena, was a cowardly Having made our choice of opponents, time, the god will turn his or her atten-
sissy, and we wanted a more attractive we were ready to fill in the framework tion away from mere human desires!
warrior for our participants. The ideal with a mind-blowing story. We took
choice was Aeneas, Prince of Lukka, some events from the Iliad that involved Apollo: Apollo automatically causes D3
in south-western Turkey. He enabled these heroes and let them happen hits on a unit of your choice OR heals
us to include some fancy looking Sea simultaneously. D3 HP in one of your units.
People in our game – these fellas wore Aphrodite: All hit-rolls on a chosen unit
get a -1 penalty OR a unit can perform
one extra movement action.
Ares: A unit Ares is with receives a +1
bonus on all combat rolls OR every
enemy within 6” will suddenly have to
perform a morale test.
Athena: An enemy unit is not allowed
to perform any order this round OR the
effect of another God will be cancelled
this round!
MINIATURES
Our aim was to get a nice selection
of miniatures, giving all four forces a
distinctive look. This is perhaps the most
exciting part for dedicated painters like
Tilman and me!
Aphrodite, Ares and Athena.
20
21
© Jan Groß
THE GREEKS
Agamemnon’s warband
Agamemnon is the leader of the Greek kings. He is a ruthless politician and,
if he can loot the Temple of Apollo, this will show his friends and foes that not
even the gods are able to stop him!
Primary objective: Before the game ends, you must perform a ‘special action’
inside the Temple.
Secondary objective: At the end of the game, no enemy unit is inside the
Greek camp. A sacrifice to the gods!
Agamemnon himself gets +1 for his Euché-throws calling for Athena. His great-looking miniatures at Russian Sol-
special ability is ‘tactician’: he (and any unit he is with) modifies his initiative dier Art that fitted in perfectly. Athena is
rating by +1. known to have been accompanied by
His force consists of eight trained warriors with swords, ten trained warriors an owl, so I sculpted a new head for a
with throwing spears, and ten slingers rated ‘raw’. Warhammer 40K eagle. Apollo was my
task. We wanted an archer to represent
Achilles´ warband (The Myrmidons) this god, but there is only a Russian
Whoever plays the Mymidons has a little secret. You will not start as Achil- company that produces a suitable
les; your hero, at the beginning, will be Achilles´ servant, Patroklos. Patroklos miniature. I found them a bit overpriced
fought many battles at Achilles´ side, but, every time, in his shadow. Now, he and decided to convert a 1:32 plastic
wants to gain honour by leading the Greeks to victory. Meanwhile, Achilles is miniature that I found lying around.
in his tent, offended by Agamemnon and unwilling to fight for him. Patroklos
takes his armour and weapons, so that the Trojans will believe him to be THE BOARD AND INITIAL
Achilles. If he is slain, the rage of Achilles will descend upon the one respon- DEPLOYMENT OF TROOPS
sible for his friend´s death! The board should be 4’ x 4’ (that’s
120cm x 120cm in continental Europe!)
Patroklos’ primary objective: Before the game ends, you must perform one so that, on the one hand, troops can get
‘special action’ when in contact with the walls of Troy. (In the Iliad, Patroklos into mêlée quickly, and on the other
tries to climb the walls.) hand, the board is easily transportable
by car. The heroes and their warbands
Patroklos’ secondary objective: Stay alive! should be deployed as shown on the
map.
Achilles´ objective: Before the game ends, you must kill Hector in an affair of
honour. If Hector is already dead, kill Aeneas instead! When we looked at pictures of modern-
day western Turkey, we realized that the
Both heroes are favoured by Ares, so they get a +1 modifier for him. Howe- region isn´t as arid as it’s shown in the
ver, Patroklos has a drawback: he is of ‘weak constitution’, having only 2 HP movie. So there is no problem placing
instead of 3! By contrast, Achilles is a real fighting machine. He gets an extra some grass and vegetation on the table.
attack-die, and enemies in close combat will get a -1 penalty on to-hit rolls. The centre-piece of our table is the Tem-
Also, the Myrmidons are a real elite squad, including a four-man unit com- ple of Apollo. Facing each other diago-
prising ‘leaders’ (that makes them very tough), four warriors with throwing nally, there is the shore with the Greek
spears, and four archers, all rated as elite warriors. camp at one edge and the Gate of Troy
at the other, elevated on a plateau. The
aim was to choose two eye-catching ter-
Foundry Sea Peoples for Aeneas: a mix So which miniatures should represent rain pieces, which would make it clear
of helmeted and feather-hat-wearing our gods? We already decided that the to the participating gamers which edge
warriors, armed with swords, spears gods shouldn´t take part in the battle in belongs to which side. That is enough
and round shields. I had two Foundry human guise. They had to be of impres- scenery for such a small table; with 80+
Aeneas figures, so I used one for the sive appearance and unmistakably miniatures, four chariots, and even four
dismounted version, and mounted the identifiable as gods. The solution was gods, there still has to be some space to
other one on a Redoubt chariot. to go with a larger scale: 54mm, to be manoeuvre!
precise. We found a suitable Ares made
Redoubt Trojan War spearmen for Hec- by Art Girona in a few seconds, thanks CONCLUSION
tor: well-equipped citizens with large to the internet; he really is a savage and We tested the scenario twice before we
tower or figure-of-eight shields and long warlike chap! However, the problem drove to the TACTICA, and we played
spears. The Royal Guard was recruited was that there aren´t very many My- five games. These were all great. Heroes
from Foundry warriors equipped with cenaean civilian figures, specifically clashed, the gods spun their intrigues,
large figure-of-eight shields. females. As it was Tilman´s task to paint and history was rewritten when Hector
Athena and Aphrodite, he found two slew Achilles in one game! We had a
22
great audience, too. Thanks to everyone gods or Japanese Oni? The sky is the Readers may recall that Tilman did our
who participated. limit. Or is it Olympus? Or Asgard?! Austrian cover vignette for WS&S 58.
The Trojan War makes a change from
I really liked the mix of history and Jan Groß and Tilman Moritz bring back Napoleonics!
mythology. You can, of course, transfer to life the fascinating tale of the Iliad, Triumph and Tragedy can be found at
this fantasy flavour to other periods and all in 90 minutes, as promised. http://www.triumph-tragedy.de
easily. What about some Saxons, Goths
or Vikings with a lightning-throwing
© Jan Groß
23
By Mike Evans
© Georgie Harman
y gaming group had largely scenarios to get you started. The rules
ignored ‘Colonials’ as a pe- are simple, utilizing a deck of playing
riod, despite continued efforts cards to determine unit activation and
over the years to spark an interest. The to resolve the effects of shooting and
Sudan, the Zulu War and the Boer War combat. Also included is an adaptation,
(amongst others) had all been passed The Sword in Africa, that caters for the Harry Flashman!
over, but – after a friend suggested that I European explorers’ adventures in east-
read Flashman and the Great Game fol- central Africa. As your armies evolve, an penned Death in the Dark Continent,
lowed by Flashman and the Mountain expansion set, 800 Fighting Englishmen, a set which builds upon the simple but
of Light – the simple question, “Have extends the rules to cater for ‘battalion- elegant rules of In the Heart of Africa,
you considered India, old boy?” was level’ games. As you might expect with adding greater depth. Army lists are
enough to get us tracking down a set of such a long-lived and popular rule set, included to take the game beyond
rules to start on my own Sikh Wars pro- it has been adapted for many earlier skirmish-level, and thus requiring more
ject. Fortunately, there are many good periods, such as the Indian Mutiny. figures to achieve a satisfying game.
rule sets available that may be tweaked These variants are easily found on the That said, you can still portray a relati-
to fit specific wars, even if they have not web: the Swordflame Yahoo! group is vely small, elite force (such as a Naval
been written directly with those con- a good place to start, as is ‘The Virtual Landing Force), but the native armies
flicts in mind. Many gamers like to start Armchair General’ site, which provides are noticeably larger, in the order of a
a new period in a small way, collecting period-specific card sets adding flavour hundred figures.
a handful of figures to fight skirmish- to the basic rules.
level games, so we will start our ‘Guide If you are looking to minimize your
to Colonial wargaming’ here. Chris Peers’ In the Heart of Africa (avai- initial outlay, free rules are often a good
lable from North Star) also covers the place to start. Downloadable from the
RULES exploration of sub-Saharan Africa at the Empress Miniatures website is Damned
The now-venerable The Sword and the end of the nineteenth century. Unlike Wobbly Gentlemen, a fast-play set
Flame by Larry Brom (available from the above-mentioned adaptation, this for the Zulu War that will get you up
Sergeants 3) saw its 20th Anniversary is a bespoke set with comprehensive and running in no time at all. Richard
Edition published in 1999. It’s a perfect coverage of the regions, terrain, and so Bradley’s Colonial Wargames Rules is
set for skirmish-level actions involving on. Despite this (or perhaps because of another quick and easy set to learn, and
the British Empire towards the later end this), the rules are eminently playable it’s available to download from the Ty-
of the century, and includes a basic and really capture the spirit of explora- neside Wargames site. Both sets provide
guide to organizing armies for the tion: “Dr. Livingstone, I presume?” a fast game with a handful of figures
British, Pathans, Zulus, Boers, Egyptians per side, the latter concentrating slightly
and Dervishes, as well as a series of Staying with Chris Peers, he has also more on heroes and characters.
26
Moving up in scale from skirmish acti- ‘resolve’ system that caters for unit superb range of miniatures suited to the
ons, David Bickley’s The Devil’s Wind is morale, amongst other things. Even if Sudan, the Zulu War and the Boer War.
an old-school set of rules based on the you don’t like the rules, the book is an Whilst 6mm might be just a tad on the
Indian Mutiny. Easy to learn and fast to excellent first source book, with infor- small side for skirmish games, the range
play, they have something of a Warham- mation on army organization, uniform is extensive enough to provide plenty
mer feel about them – all the good bits, guides, and scenarios. of variety for larger battles at a price
that is! The rules comfortably deliver a that’s difficult to beat. With pre-set army
game in two or three hours with bet- Moving up in scale yet further, Black packs including bases and flags, this
ween five and ten regiments per side. Powder, penned by Rick Priestley and is a one-stop shop to get you started.
With very little effort, they can be easily Jervis Johnson (available from Warlord Moving up in scale, Pendraken Miniatu-
adapted to the Sikh Wars. In a similar Games), is a generic set for the Horse res cover the above conflicts in 10mm,
vein are Bickley’s A Good Dusting rules and Musket period. Aimed at large bat- plus those of the North-West Frontier
for the Sudan. With this number of figu- tles using a Warmaster esque command in the 1890s and the second Afghan
res available to game with, these would and control system, it is perhaps more War (1878-1881). The range is quite
most probably be my starting point. suited for players with some knowledge extensive and similarly available in
of their period, as the use of special ready-made army packs. Both Magister
If you are after a more comprehensive rules to distinguish between armies and Militum and Old Glory cover the Zulu
set of rules, John Company by Chris troop-types contributes significantly to War at this scale, providing plenty of
Ferree and Patrick Wilson (available the game. That said, example games for variety.
through Mutineer Miniatures) may Zululand and the Sudan are included in
be what you are after. Covering the the book to point the way. At 15mm, figure availability is exten-
early part of the period (the era of the sive, so please forgive us if we have
Honourable East India Company), the MINIATURES missed a few out. Essex and Navwar
rules are well-presented and very com- Whether any of these rules turn out have ranges that cover the Sudan and
prehensive. The gaming system has a to be to your taste or not, you will the Zulu War, as do Irregular Miniatu-
fair amount of detail, with an extended certainly need some miniatures to play res and Lancashire Games, who both
Quick Reference Sheet and a detailed them. Starting at 6mm, Baccus have a additionally cover the Boxer Rebellion.
27
Old Glory 15s also offer ranges for all Sadly, the superb Colonial ranges and have an extensive range covering
three of these conflicts, with an ad- from Wargames Foundry have suffered many conflicts. Their Sikh Wars range is
ditional range for the Boer War. Moving over the past few years, with many of one of their best, as are the miniatures
to India, the Sikh Wars and the Indian their castings now out of stock. Older from the North-West Frontier range,
Mutiny are serviced by Dixon, QRF miniatures, including those for the Sikh some of which give Foundry a run for
and Freikorps15. Stone Mountain pitch Wars, do sometimes become available their money. However, in their Indian
in with a range of French and Arabs, on eBay. Notwithstanding this, they still Mutiny range (amongst others), certain
as well as the British, Zulus, Dervishes offer a good range of British, French, figures seem slightly ‘odd’, so, if at all
and Pathans. If the Sudan is your area Chinese, and Indian figures, including possible, look before you buy.
of interest, Peter Pig have an extensive characters and civilians. Their range of
range to complement their Patrols in the elephants, especially the British elep- Fortunately, the options for 25mm col-
Sudan 1885 rules, with plenty of army hant troop-carrier, is superb, although lectors have improved greatly over the
pack options, plus paddle boats and you may baulk at the prices. Old Glory past few years. Perry Miniatures have an
other accessories. still provide excellent value for money extensive and beautifully-crafted Sudan
range that, more than any other source,
has surely been the prime motivation
© Simon Clarke (aka Lurkio)
28
ported by flags, books and buildings. Star’s ‘Africa!’ range is perhaps the most decorator’s filler, and slightly grander
Empress Miniatures have a nice range extensive here, with a good selection of residences can be manufactured with a
for the rather obscure Maori Wars and Matabele and Ila Warriors, British South little more effort. A trip to the local pet
a quite superb range for the Zulu War, Africa Company soldiers, and explorers, shop is recommended, where plastic
which includes a character pack for alongside a good selection of animals, aquarium plants can be picked up
Rorke’s Drift that is an absolute must- huts, and wagons. Rumour has it that cheaply and separated out into large
have for any fan of the film Zulu. They the next release for this growing range amounts of flora; just add a base and
also provide flags and accessories and, will be cannibals from the Congo! Arti- some gravel, and off you go.
in conjunction with Warlord Games, zan Designs (also from North Star) have
have a beautiful model of the Rorke’s their excellent French Foreign Legion Hopefully, this has given you a few
Drift mission station. Warlord themsel- (‘March or Die!’) range, with tirailleurs pointers towards starting Colonial
ves offer an excellent range of plastic and Moroccans. gaming. Whatever you do, enjoy your
British and Zulus, as do Wargames games.
Factory. No gaming table is complete without
terrain, which may be sourced from Mike would like to add his thanks to
If you are looking toward the African many of the manufacturers noted above. James Woodward for starting him off
explorers for your gaming experience, In addition to these, Grand Manner on his own Colonials journey. Mike
Old Glory have a range that is showing has a range of adobe-style houses and couldn’t have done it without you,
its age, but there are plenty of options plenty of paddle boats for the Sudan. James. His wallet has a different opin-
elsewhere. The Foundry range is still ex- They also have a large variety of African ion, however!
cellent despite its age, although it seems tribal huts and corrals. Hovels Ltd. have
to drop out of availability every now suitable ranges in all four of the above-
and again. This is certainly the place to mentioned scales. PMC Games (avai-
go for Pygmies and a wide range of Af- lable through eBay) do an inexpensive
rican tribal warriors. Copplestone Cas- range of buildings, boats and steamers. Models are from Perry Miniatures,
tings have some lovely sculpts in their However, as many of the buildings and Peter Pig and Artizan Designs.
‘Darkest Africa’ range, plus other useful terrain features are quite simple to make Thanks to Simon Clarke (aka
casts in their ‘High Adventure’ and yourself, the scratch-builder has plenty Lurkio) for the 15mm Sudan
‘Back of Beyond’ ranges. Irregular Mi- of opportunity to decorate his table. miniatures.
niatures have a range of animals to help Simple adobe buildings can be readily
generate an African ambience. North made from foamboard coated with
29
By Andy Miles
FASHODA 1898
In the summer of 1895, the French Foreign Ministry approved the 3000 porter-loads of supplies: these
included 200 rifles, a piano, several
a daring expedition to the remote outpost of Fashoda in the thousand litres of red wine, and a stock
of champagne. A steamboat, the Faid-
Southern Sudan. The expedition, which the French classified
herbe, was acquired. Able to be broken
as ’un raid’, would lead to a military and diplomatic crisis on into sections and carried overland, it
could carry supplies and men along the
the banks of the Nile between the two greatest imperial lengthy river journeys. Seven French of-
ficers and four NCOs were selected, all
powers in history.
men with exemplary records of service
in Africa. They would lead 150 tirail-
F
or wargamers, the Fashoda incident who were subservient to the Mahdists. leurs Senegelais (‘Senegalese skirmis-
offers the chance to fight out a Insignificant though it seemed, Fashoda hers’), locally recruited West African
tantalizing hypothetical battle bet- occupied a key strategic position at the troops with a well-deserved reputation
ween European forces in a colonial set- very centre of the axis formed by Bri- as steadfast, disciplined soldiers. Ahead
ting. This event was the inevitable result tain’s colonial possessions (see map). of the expedition lay a 3000-mile
of the ‘Scramble for Africa’, whereby journey across the Congo Basin, end-
European nations seized huge tracts of Both powers saw the value of domina- uring physical hardships, a rebellion of
the continent in the name of empire. ting the Nile at Fashoda, and dispatched porters, and numerous encounters with
Individuals such as Jean-Baptiste Mar- missions to acquire it from the Mahdist tribesmen (some more or less hostile,
chand were typical of the adventuring Khalifa who ruled southern Sudan. Con- including cannibals), before eventually
breed who flourished in the heat of the scious of the pressures being applied, entering Fashoda in the summer of
Dark Continent. Marchand set off from Brazzaville in the 1898. There, they improved the decrepit
Congo with a great sense of urgency. fortifications and raised the tricolour in
MARCHAND AND THE EXPEDITION His hand-picked party was well- time for the Bastille Day celebrations on
Marchand himself was an exceptional prepared. All the essentials of French 14 July. From then on, they could only
man. He rose rapidly through the ranks civilization were to be carried among sit and await their destinies.
of the marines, was commissioned, and
served with distinction in Morocco.
Here, he enjoyed a freedom of indepen-
dent action, displaying Gallic dash and
initiative in the face of France’s desert
enemies. His ability was matched only
by his patriotism and he was deter-
mined to expand French territory before
her rivals claimed the whole of sub-
Saharan Africa for themselves.
30
CLASH OF EMPIRES
In early September, a British army under
General Sir Herbert Kitchener wiped
out the Dervish army at Omdurman.
Britain was reaffirming its position as
© North Star
31
32
© North Star
The village counts as difficult ground, with the Sultan gunboat at the northern
not a built-up area. The areas of marsh edge of the river. Their camp sits at any
are ‘difficult’ for all: in July, the area was point on the table edge. One element
flooded and Fashoda was effectively a (sentries) may be deployed up to 600
pestilential island. paces from the northern edge.
French victory conditions are as normal French deploy along the eastern edge,
for Hordes, i.e. destroy one-third of the with the Faidherbe adjacent to the fort.
enemy points, with extra weight given Four elements of shooters deploy along
for capturing the enemy stronghold/bag- the northern edge, but no closer than
gage. The Mahdists must be in posses- 400 paces from the British deployment French officers.
sion of the fort to claim victory. zone.
SCENARIO TWO – ʻOLD ENEMIESʼ Victory conditions for both sides are RULES AND READING
Captain Germain is in temporary to eliminate one-third of the enemy The Hordes of the Empire sup-
command of the fort, as Marchand elements. plement provides a quick, easy
has departed for Cairo. In defiance of rule set, which – thanks to the
Colonel Jackson, he has dispatched a Options generosity of the writers – is
strong night patrol of 25 men into the a. French ammunition was running freely available on the internet,
territory of the Shilluk. On returning to low; Marchand secretly rolls 1d6 as are WRG’s Hordes of the
the fort, they venture too close to the per shooter element, noting the Things rules. Reference to both
British picket line. Inevitably, a nervous result, which is the number of turns can be found on the ‘Colo-
sentry, when his challenge is ignored, shooting that element is allowed. nial Wars’ Yahoo! Group (http://
fires a warning round. In the confusion, b. The French column from Djibouti games.groups.yahoo.com/group/
an exchange of fire takes place. Both has arrived, adding 6 x shooters to ColonialWars/).
sides ‘turn-to’ and prepare to fight the their Order of Battle.
long-expected battle. For further information on
Andy is a new writer for WS&S. He is Marchand’s expedition, I heartily
Deployment and special rules so into colonial gaming that he has his recommend The Fashoda Inci-
Terrain is as per the map, with the own Zulu spear which he occasion- dent of 1898: Encounter on the
marsh again acting as difficult terrain ally points at the table while shouting Nile by Darrell Bates (1984), and
for all (and impassable for artillery). The “uSuthu” at the top of his voice... The Race to Fashoda: Euro-
British deploy from the western edge, pean Colonialism and African
Resistance in the Scramble for
Africa by David Lewis (1987).
© Simon Clarke (aka Lurkio)
Mahdists in 15mm.
33
By Andy Miles
© Georgie Harman
long supply train of ox-drawn wagons.
K
ing Cetshwayo responded to the “This battle was so fierce that we had to
threat posed by Pearson’s com- wipe the blood and brains of the killed and
mand by dispatching a force from wounded from our heads, faces, arms, legs along the Eshowe track. At the same
Ulundi consisting of three ‘regiments’ and shields after the fighting.” time, Zulu scouts were spotted on the
(amabutho), of which only one was in (Unnamed veteran of the uMxhapo ibutho) high ground ahead, around the Wom-
its prime – the remainder, having been bane Hill. The NNC under Captain Hart
raised generations previously, compri- THE BATTLE were sent forward to clear them from
sed elderly warriors. They were supple- At 5am, on the morning of 22 January, the slopes.
mented by local tribesmen and ele- in preparation for the march towards
ments of various incomplete amabutho, Eshowe, Pearson crossed the Nyezane Godide had chosen the Wombane
and led by 72-year-old induna Godide River, with the Natal Native Contingent Hill as the location for his left horn,
kaNdlela. Their role was to mount a (NNC), the Naval Brigade, and the and sent his best troops, the uMxhapo,
surprise attack on Pearson’s column. ‘Buffs’ (the 2nd Battalion, 3rd Regi- to occupy it and prepare an ambush.
Soon enough, Godide’s warriors would ment of Foot) in the vanguard. At 8am, Having carefully observed the British
get their chance to wash their spears in he halted for breakfast, with the long advance since its crossing of the Tugela
British blood. column dangerously extended for 8km River days before, he had opted to try
34
35
repulse it easily, with just a few volleys of concentrated firepower, and were
from their carbines. relieved that Pearson had not pursued
them more aggressively. Instead, he
By 9.30am, the final Zulu skirmishers patiently collected his forces and conti-
had fled, leaving the British column free nued the advance to Eshowe, where his
to continue its advance. men converted it into a strong fortified
position. Any plans to continue on to
AFTERMATH Ulundi were shattered with the news of
Casualties amongst the column were the catastrophe at Isandlwana, which
slight, and included just 25 fatalities, had occurred almost simultaneously
mostly from the NNC. The Zulus lost with the Nyezane action. Pearson was
at least 400 dead, with many more ordered to hold his position at Eshowe.
wounded. Godide was chastised by There he remained, losing more men to GAMING THE BATTLE
his king for the failed attack and did disease than to the Zulus, until later in The Battle of the Nyezane River has
not feature again in the war. The Zulus the spring, when he was ultimately re- been overlooked by wargamers (and
were surprised by the effectiveness lieved by Wolseley’s ‘second’ invasion. even some historians), who tend to
ORDER OF BATTLE
The break-down of forces includes suggestions for using Chris Peers’ Death in the Dark Continent rules, which are desig-
ned to handle large-scale skirmishes and small battles involving up to a few thousand participants per side. Other rules
which may be suitable for this scenario include Black Powder, Triumph and Tragedy, and Battles for Empire.
36
37
By Mark Backhouse
COLONIAL SAGA
It is often the case with the miniatures in my collection that representing experienced regular or
elite colonial infantry, and elite tribal
the purchase of new ones comes as an impulse, when a fellow warriors renown for their ferocity (e.g.
Beja in the Sudan, or aggressive Zulu
gamer turns up at the club with a tray of unloved figures regiments).
destined for the bring-and-buy, and is open to offers. So it Warriors/regulars are the standard
colonial infantry, and most regular
was that I returned from one particular club night, with my tribal warriors. This category might also
include well-trained local auxiliaries.
wallet a few pounds lighter, clutching a large bag of 6mm Levies are poorly trained troops or ones
Irregular Zulu and British figures. who lack motivation, such as the Natal
Native Contingent.
R
eaders of some of my earlier
articles might have realized that
I’m quite an Anglo-Zulu War fan.
But, to be honest, I have always strug-
gled with the idea of painting Zulus
in the sort of numbers that I wanted.
While they can look smashing if you
have several hundred crowded together
in 28mm or 15mm, the idea of massed
ranks of 6mm figures really appealed.
The added incentive was speed of pain-
ting, as I could quite happily paint forty Colonial Saga in 6mm: bases and bases of Zulus...
or fifty in an evening.
played it at 15mm, 20mm, and 28mm! The C-in-C represents the leading
I started basing up the figures and What follows is the end result of a bit of colonial officer, or the local chief or
painting them, content in my own little tinkering and playtesting that I hope you warlord.
world and happily assuming that a set will enjoy!
of ‘Colonial’ rules would land in my Mustering your army
lap. None materialized, and I got a bit THE RULES You can either attempt to play historical
distracted with the Zeitgeist of play- Troop classifications scenarios, or you can try to achieve a
ing SAGA. The quick and characterful The forces are divided up into the fol- balanced scenario by having an equal
games entertained me, and I started lowing groups. number of points each (four points for
to wonder if they might work for the Veterans are the best troops available, a small game, six for a standard game,
Colonial period. I like the way you
can choose who you might activate,
sometimes at the expense of other ARMY LISTS
actions or units. This would hopefully Each army gets a C-in-C base for free.
make players think carefully about how For one point you can choose one of the following:
to prioritize their SAGA dice, and might 2 Colonial veteran bases with rifles and bayonets
create some tense decisions for both 4 Colonial regular bases with rifles/carbines and bayonets
sides. I started to use the game with 8 Colonial levy bases with rifles and bayonets
Zulus and British, and subsequently 4 Tribal veteran warrior bases with mêlée weapons*
developed into various other colonial 8 Tribal warrior bases with mêlée weapons*
conflicts, such as the Sudan and the 12 Tribal levy bases with mêlée weapons*
Maori Wars. Although it started as a
6mm project, various people at the club *Note that units with mêlée weapons might also include a number of figures
then tried it out with whatever figures with rifles, muskets and throwing spears. These can be activated by using the
they had available, and the rules still specific abilities on the player’s battleboards during the game.
seemed to work pretty well. I’ve now
40
Shooting
This obviously needs some tweaking
from the original SAGA rules, as a larger
proportion of the troops in our games
© North Star
41
44
By Andy Hawes
S
o, when the opportunity arose to
© Andy Hawes
paint a vignette for Wargames, Sol-
diers and Strategy, the famous last
stand of the British 66th Foot at Mai-
wand was the obvious choice, as it is a
nice small number of men in a very spe-
cific situation. Also, it’s the sort of thing
most wargamers love – a desperate fight
to the end against impossible odds. In
short, real ‘Boys’ Own’ stuff! It’s also a
timely reminder that the current sacrifi-
ces of the British army and the Afghan
people are actually a modern chapter
in a history of conflict that extends back
to the mid 19th century. British troops
have been fighting and dying for Queen
and Country in Helmand province of
Afghanistan for a long, long time.
HISTORICAL BACKGROUND
For those of you who may not know so
much about it, here is a short potted The Last Stand.
history of the battle and how I came to
my interpretation within the vignette.
The battle of Maiwand took place late Outnumbered and outgunned, Bur-
in the Second Afghan war on the 27th rowes deployed his brigade on an
of July, 1880. It was the classic example open plain, exposing his inexperienced
© Andy Hawes
46
rapidly became desperate. The regi- It is thought that there were two officers,
ment’s commander, Colonel Galbraith one of whom is believed to have be-
was killed during the first stand among longed to one of the Indian regiments,
the walled gardens in the village. The and nine other ranks. Despite what
regimental colour bearer was also shot some of the original Victorian paintings
down and anyone who took up the flag would have you believe, the regimental
became an immediate target. The British An officer readies his pistol...steady lads! colour would not have been present, as
47
© Andy Hawes
© Andy Hawes
© Andy Hawes
Empress Zulu War British painted The blood stained sand. An Afghan casualty.
in khaki.
it was left in gardens when the withdra- Pontoonier miniatures make the closest supporting a wounded colleague, which
wal from the village was made. match with their Burmese war infantry. I had to buy), so I was forced to source
These have everything correct except these from elsewhere, eventually set-
In addition, legend suggests that the for the helmet (which is uncovered). The tling on Foundry models from their Zulu
regimental mascot, a small white dog problem is, they have no fixed bayonets War range. Not ideal, but beggars can’t
named ‘Bobbie’ was present at the last and that was a HUGE no-no for me, be choosers! At this point, I also deci-
stand. He was certainly present during as soldiers in the situation of the men ded to add a couple of dead Afghans to
the battle and managed to make it safe- at Maiwand would definitely have had the scene. I wanted to be able to break
ly back to Khandahar despite a wound their bayonets fixed. Hmm…this wasn’t up the mass of khaki with white and oc-
on his back. Whether or not he was at going so well! casional splashes of colour, so a couple
the last stand is therefore not known, of Afghan casualties seemed the ideal
and is probably unlikely, but I rather So, I sat down and pondered for a while way to do this. These models came from
liked the idea of including him. As you and in the end realised that, for me, my colonial collection and are also
will see later, he made all the difference this was going to have to be all about from Foundry’s ranges.
when putting the vignette together. the ‘feel’ of the piece rather than 100%
historical accuracy. For overall ‘feel’, PAINTING THE MODELS
DESIGNING AND PAINTING there was only one choice: Empress Empress models are beautifully cast
THE VIGNETTE Miniatures’ fantastic Zulu War models. and ordinarily need little preparation.
I am not a professional painter. I’m just I had already painted a unit of these However, I did need to do a little work
a regular gamer who happens to be able in khaki for my Triumph & Tragedy before painting in order to make them
to splash paint around pretty effectively. Northwest Frontier Anglo-Indian force ‘Afghanistan-ready’. Firstly, I gently filed
In addition, I had never painted a full- and had been very pleased by the effect away the decoration on the cuffs of the
scale vignette/diorama before, so this I’d achieved. Would these come to the jackets, as the khaki summer uniform in
was bound to be something of a chal- rescue? I dragged the models out of Afghanistan had no cuff ornamentation.
lenge. However, I had already formed the miniatures cabinet to look at them Secondly, I filed away the parts of the
a vision in my mind of approximately again, and that made up my mind for gaiters where they joined so I could
what I wanted the scene to look like, so me! Empress miniatures it would have paint them as puttees. Lastly, I glued all
I set off to get everything together. to be! the models to the lids of empty Foundry
paint pots to facilitate ease of handling
Sourcing the miniatures CHOOSING THE FIGURES while painting.
Finding good quality 28mm models of With only eleven men to play with, one
British troops in the correct equipment has to choose wisely! I tried to choose The models were painted in my usual
for Maiwand is actually impossible. a selection of models that would give three-layered style using a mixture of
Nobody makes them! Hmm…that’s a ‘height’ to the scene. This is important, Foundry and Games Workshop paints.
bit of a snag at the outset then! So, what as the battle was fought on a fairly flat,
are the options? open plain and the last stand took place
on the open ground to the Southeast of
Firstly, Perry Miniatures make a bunch the village of Khig. This means that we
of British troops in ‘Indian kit’ for their don’t have the luxury of a large hill to
Sudan range. These chaps are wearing give the vignette height. I decided that I
khaki with puttees and the correct hel- needed some models who were prone
© Andy Hawes
met (a covered pith helmet). However, as casualties, some who were kneeling
they wear the greatcoat rolled over the and others (especially the two officers)
shoulder as a bandolier, which was not who were standing.
present at Maiwand and, to me, looks
a bit ‘clumsy’ on the tabletop. That’s no The trouble with this is that Empress
good then! doesn’t yet make casualty figures (ex-
cept for a superb model of a sergeant Black undercoat and flesh tones.
48
© Andy Hawes
© Andy Hawes
Painting the Puttees and hair. Khaki uniform painted. Final touches and the model is finished.
First, the models were undercoated ‘Drab’, which is a very good colour for tish equipment. The officers have some
using GW black spray. After this, I pain- colonial khaki. Again, I used all three brown belts and straps. The 66th Foot’s
ted the flesh using Foundry’s flesh paint shades to build up the highlights. At this officer had his painted in Foundry’s
palette. I have long ago abandoned point, I also painted the clothing on the ‘Bay Brown’ while the second had his
attempting to paint eyes, so having Afghan casualties using GW ‘Bubonic painted using ‘Bay Brown as a basecoat
painted the ‘Flesh Shade’ basecoat, Brown’, ‘Bleached Bone’ and ‘Skull before highlights were added using GW
I simply added a light wash of GW White’ to highlight the white clothes. I ‘Dark Flesh’ and ‘Vermin Brown’.
‘Devlan Mud’ ink into the eye recesses like this colour combination, as it gives
before using the mid and light tones of a more natural ‘off-white’ tone than I was on the home straight now and
the Flesh palette to add the highlights. using a grey-based white. One Afghan set about the boots and water bottles.
At this point, I decided to paint the hair was given trousers painted in Foundry’s The latter were painted using Foundry’s
and opted for various shades of brown ‘Storm Green’, the same colour being ‘Deep Brown Leather’. This colour was
from Foundry’s catalogue, including used for the skull-cap on the other also used for the Afghan casualties’
‘Bay Brown’, ‘Peaty Brown’ and ‘Conker casualty figure. shoes. The British infantry boots were
Brown’. painted with Foundry’s ‘Charcoal’,
Following this, I decided to paint the while the second officer’s boots were
The Afghan models’ hair was painted in soldiers’ equipment. This was done painted in the same colours as his belts
Foundry ‘Charcoal Black’. In all cases, using GW colours with a basecoat of and straps.
this was the ‘shade’ and ‘light’ tones ‘Khemri Brown’, followed by a main
only. highlight of ‘Dheneb Stone’ with final After this, it was on to the weaponry.
highlighting using ‘Bleached Bone’. I All guns were painted using Foundry’s
Next, I decided to paint the puttees. find this combination to be very effec- ‘Spearshaft Shade,’ highlighted with
Back in 1880, the 66th Foot wore put- tive alongside the drab khaki of the uni- ‘Spearshaft Light’. The metal parts were
tees of a darker shade than their khaki forms, as it is different enough to stand done with GW ‘Boltgun metal’. This
uniforms, so I opted for Foundry’s ‘Peaty out without the ‘glare’ of pure white was then washed with GW black ink
Brown’. The puttees were painted as that some painters use on colonial Bri- before a small highlight of GW ‘Chain-
horizontal brown stripes, leaving a thin
line of black undercoat between each
© Andy Hawes
49
© Andy Hawes
mail’. The bayonets had a final (and
pretty hefty) highlight of GW ‘Mithril
Silver’ to make them shine out.
‘Bobbie’, borrowed from Maximus! The base with casualties and blood added.
50
to the piece. I then glued in all the other Any readers interested in following my painting and gaming exploits further
models, added and painted the sand can do so at my blog (http://.guitarheroandy.blogspot.co.uk) or at my local
over their bases, and stopped to admire gaming club website and forum (http://www.peterborough-wargames-club.
my handiwork. It was looking good so org.uk)
far!!
References:
At this point, I decided that all I needed
now was a few clumps of desert grass ‘Maiwand: The Last Stand of the 66th (Berkshire) Regiment in Afghanistan’
which I sourced from my collection of by Richard J. Stacpoole-Ryding (ISBN 978-0-7524-4537-3)
basing materials (I use Noch ‘Rough In my view, this is the definitive work on the subject and has been instru-
Grass’ for this). The vignette was now mental in shaping my understanding of the battle and the vignette.
complete, barring a brushed on coat
of GW gloss varnish and Revell ‘Aqua ‘Britain in Afghanistan’: The Second Afghan War 1878-80’ by Archibald
Colour’ matt clear paint to protect and Forbes ISBN 1-84677-305-9
finish it, of course! (I normally use Written, I think, not long after the war, this is essential reading for anyone in-
Testor’s Dullcote to matte down my mo- terested in the Second Afghan War. It includes a brief account of Maiwand.
dels, but the weather hasn’t been very
varnish-friendly here lately!) ‘The March to Kandahar: Roberts in Afghanistan’ by Rodney Atwood
Another ‘general history’ of the war, this book focuses on the career of Lord
And that was that! The Last Eleven at Roberts, the outstanding British commander during the war. The battle of
Maiwand are immortalised forever in Maiwand is covered here too.
28mm!
Empress Miniatures: (www.empressminiatures.com)
Andy is perhaps better known for his Makers of most of the models on the vignette
excellently painted Arthurian and El
Cid armies. He kindly agreed to take a Foundry Miniatures: (http://wargamesfoundry.com)
break from dipping Welsh Cavalry and Makers of the casualty figures on the vignette
painting Mohicans to do this lovely
vignette for us.
51
By Mark Backhouse
W
illiam inherited the rule of the Falaise Castle was built on a large rocky
Duchy when he was around outcrop and, at this time, would have
10 years old. His position had a large bailey surrounded by a
was weakened not just by his age. His wooden palisade, and a well-defended
infamous epithet, ‘the Bastard’, further wooden keep. William was present at
undermined his legality. He was the the siege and must have played some
offspring of Duke Robert and Her- role in it, as William of Poitiers menti-
leve, a simple tanner’s daughter from ons that The Bastard was knighted when
Falaise. Being a bastard was not as great Turstin surrendered.
a problem as it would have been in
later Medieval times, but it meant that Due to William’s inexperience and
several of Robert’s other relatives felt youth, Gilbert de Brionne was appoin-
that they could muscle in on William’s ted as his guardian and mentor. In the
© Georgie Harman
inheritance. early years of his ducal rule, William
was constantly in danger and there
In 1041-42, Turstin, the Viscount of were several attempts on his life. In
Hienois, occupied William’s birthplace one of these, Gilbert was murdered.
in the formidable castle at Falaise. Wace (author of the near-contemporary
William I.
52
stables, a blacksmiths workshop and so Rules should take into account the dark- The armies met south-east of Caen, near
on, and put a ditch and palisade around ness and confusion, which would limit the River Orne. Wace, writing a consi-
the outside of the castle. Ideally, this the line of sight for spotting and missile derable length of time after the events,
area would be about 18” x 18”, but the fire. They should also allow figures to claimed that “There was an almighty din
precise size is not really important. move undetected in cover with a suc- when the two armies met: the whole
cessful dice throw; if this is not covered ground was disturbed and shook.” The
William and his familia (military hou- by the rules you are using, for simpli- end result was a decisive victory for
sehold) should be located in the motte city’s sake, use 4+. William and Henry. The rebels were
(or the hall or hunting lodge). It should forced to flee into the Orne itself. Wil-
consist of William himself and ten or The familia can arm themselves (if there liam had removed one threat, but there
twenty loyal supporters, comprising is sufficient time) with weapons and would be many more in the subsequent
equal numbers of experienced knights armour in the motte (or hall). I suggest decade.
and less experienced squires. They that it takes one turn to pick up extra
should also have a character to repre- weapons and shields, and another one Gaming Val-ès-Dunes accurately might
sent Goles, William’s court fool, who or two turns to put on armour. be a problem, due to the shortage of
starts just 6” away from the plotters, precise information about it. The fact
having just overheard their schemes! William’s side wins if he manages to that both sides were willing to en-
Nearly all start armed only with swords escape the board, or if all of the plotters gage suggests that both felt they had
or daggers, and are dismounted and at are killed or captured. The plotters win a chance of victory, so the two armies
rest. Their horses are in the stables. A if William is killed or captured. are likely to have been roughly similar
single loyal member of William’s familia in size. Despite this, the scenario offers
can be fully-armed and on guard duty THE CONSOLIDATION OF NORMANDY an interesting framework for a large pit-
at the front of the motte or hall. The first serious test of William’s skill as ched battle, with some potential for ri-
a military leader was at Val-ès-Dunes in valry amongst commanders on the same
The plotters start the game beside the 1047. Guy de Brionne had gathered a side. It might also be an interesting one
castle entrance (inside the gate) and force of Norman rebels to challenge the to play out as an entirely mounted affair,
should be fully ‘tooled up’ with armour, young Duke’s authority in the west of with plenty of movement, skirmishes
weaponry and shields. Some might the Duchy. William was aided by King and swirling cavalry mêlées.
have missile weapons (although, at Henry I of France. Henry had previously
night, their impact would be pretty limi- sought sanctuary in Normandy, when Further rebellions came from William’s
ted). The plotters’ quality and numbers he first inherited the throne of France own family. In 1053, his uncle Count
should be roughly the same as William’s in 1031, and maybe he had come to William of Arques had been building
loyal supporters. They are probably support William as a debt of gratitude castles illegally without the Duke’s
also dismounted, but a horse-holder is for his father’s protection. Or maybe permission. The situation was intensified
positioned just outside the gates with Henry felt that he could gain a foothold by a falling-out with Henry I of France,
their steeds. in Normandy through assisting William. who threw his support behind the
Gillingham (see ‘Further reading’) as- rebels. William brought up his troops
The game starts with Goles and the serts that William would certainly have and besieged Arques Castle. This was
sentry as the only members of William’s been the subordinate of the two com- clearly a drawn-out affair. Archaeologi-
side in play. The rest of William’s familia manders against the rebels, and doubts cal evidence suggests that William built
can only be activated when they are that William had much influence in this a siege motte of his own outside the
woken by one of these two characters. battle at all. castle, doubtless topped by a wooden
53
palisade and keep. Henry attempted army was badly mauled, and it was a mistake. The error came at Varaville
to relieve Arques and sent an army to only William’s personal bravery leading when the invading army was divided
come to the castle’s aid by breaking the a counter-attack with his familia on the crossing the River Dives. The incoming
siege. At St-Aubin-sur-Scie, William’s French knights that saved the loyal Nor- tide split the Angevin force in half and
Normans met the French relief force man army from complete destruction! William’s Normans pounced on the
and pretended to flee. This was a tactic vanguard. With no way to escape, the
that would later be used to great suc- In 1054, a further rebellion aided by Angevins were annihilated. The rest
cess at Hastings to draw the Saxons off Henry I was once more crushed, this of the force, including Henry’s French
the hill. Henry’s army fell for this cun- time at Mortemer. This seems to have contingent, were stuck on the other side
ning ruse and the feigned flight led the been the last of the rebellions from wit- of the Dives and fled in panic. William
relief force into a well-organized trap. hin his own Duchy, and the later threats himself was probably not directly in-
The defeat of the French relief force all seem to have been outside Norman- volved in the fighting, but the campaign
spelled the end of the siege, and Count dy’s fragile borders. William consoli- had been a huge success.
William of Arques was forced to come dated his political position through an
to terms and was exiled. astute marriage to Mathilda of Flanders. Varaville makes another interesting bat-
This sealed an important alliance with tle to refight on the tabletop. The larger
The relief of Arques makes for an excel- the powerful Baldwin V of Flanders. The Angevin and French forces should start
lent game. William’s army is concentra- marriage was not initially approved by the game in marching column, split
ted, but in an awkward tactical position, the Pope, because Mathilda was Wil- half and half over the River Dives. The
and has the potential to be caught in liam’s cousin! Later, William was able to direction of the Norman attack should
the rear if the sorties from Arques get win over papal support by rededicating be noted before the game starts (and, for
going quickly. The French and rebels are two abbeys in Caen and by carrying out the sake of creating a genuine surprise,
divided, but, if they can co-ordinate ef- reforms within the Norman church. This could come from either front or rear).
fectively with each other, they could be support was to be vital in his conquest The ford that the invaders are crossing
a very dangerous opponent. The game of England in 1066. Mathilda was a should limit movement to one unit or
should be played lengthways on a long formidable lady, who, despite her short battle group per turn. The Norman force
table. William’s army can be deployed stature (she was supposedly just over should dice each turn for the tide in
in the centre of the table with their four feet in height!), acted as his regent the Dives to rise, splitting the invaders
encampment and siege motte. Henry’s in Normandy during his absences and in two. I recommend that they roll in
relief army should be deployed next, bore him a large number of heirs. secret, one turn before the tide actu-
from one of the shorter edges, while the ally arrives. This allows them to have a
rebel army in Arques should be allowed One of the most serious external threats slight advantage of local knowledge as
to enter from the opposing short edge to the Norman marches came from to when the French and Angevin forces
on a successful dice throw. Warhammer Anjou, led by the ambitious Geoffrey will be split. A D6 roll of 5+ worked
Ancient Battles (WAB) has a nice relief- Martel. Seeing an opportunity to extend well for us. Once the tide has risen, the
force scenario in Siege and Conquest Angevin influence with the support of Dives is impossible to cross and any
that we utilized when we played this William’s nemesis, Henry I of France, troops isolated on the side of the river
one out. William’s knights should also another invasion took place in 1057. without any Normans should check
be allowed to upgrade with some sort of William decided not to tackle the in- immediately for panic, and flee if they
‘feigned flight’ ability, to allow for their vasion head-on, but instead shadowed fail. If they pass this check, they might
sneaky tactics! In our refight, William’s the invaders, waiting for them to make still be able to provide missile sup-
54
Ambush at Varaville!
55
quitatis (DBA)! I am a bit of a sucker for points for WAB. The other advantage of Mark returns to one of his favourite
WAB, because I like the ability to play the DBA campaign system is the quick topics, William the Bastard. Older
big battles and have a small skirmish, resolution of sieges with a single dice readers may recall his article on Risings
or even a huge siege, using the same roll. This makes conducting a siege a and Rebellions in WS&S 52…
rules (and I am a bit too lazy to learn risky affair!
lots of different rule sets), but there is no
reason why you cannot use your own
favourite set.
Further reading
HOW DO YOU GAME THESE If there is one article I would recommend most highly before you attempt
CAMPAIGNS? to game this period, it is John Gillingham’s “William the Bastard at War”,
While the battles could be played out in Studies in Medieval History presented to R. Allen Brown (1989; available
as a series of one-off encounters in a set free online at: http://www.deremilitari.org/resources/articles/gillingham.
order, a more rewarding method might htm). A thoroughly rewarding article analyzing William’s early generalship.
be to use a simple campaign map, with
each player commanding either William In terms of general biographies and histories, useful introductions might be:
or one of his key opponents, e.g. Henry D. Bates, William the Conqueror (2004)
(French), Guy de Brionne (Norman F. Barlow, The Feudal Kingdom of England, 1042-1216 (1999)
rebels), William of Arques (Norman
rebels), Conan of Brittany (Bretons), For more martial analysis of tactics and strategy in this period, I would
or Geoffrey Martel (Angevins). The recommend:
campaign method in DBA lends itself J. Bradbury, The Battle of Hastings (1998)
to this sort of campaign. Each kingdom S. Morillo, “The ‘Age of Cavalry’ revisited”, in D.J. Kagay & L.J.A. Villalon
or Duchy can be represented by three (eds.), The Circle of War in the Middle Ages (1999).
key towns or castles, and the loss of a M. Strickland, War and Chivalry: The Conduct and Perception of War in
faction’s capital results in it being fully England and Normandy, 1066-1217 (1996).
defeated and subjugated. While this While slightly outside the time frame of this article, Strickland’s study of
method is obviously aimed at DBA, Anglo-Norman warfare really got me hooked on the period.
there is no reason why it cannot be
easily used for other systems, with the Miniatures are 15mm Essex from the collection of Rod Glanfield.
twelve DBA elements being converted
into units or battle-groups for FoG or
Hail Caesar, or multiples of 100-200
56
In Defense of 15mm
By Doctor Joe Legan
example, I can buy eight figures from Essex for 33p per figure.
Donnington miniatures charge 40p per figure, Peter Pig (who
Seeing all the great tables at Salute and read- produce arguably some of the prettiest 15mm miniatures)
ask 35p per figure. To stay with the Vikings: Gripping Beast
ing the magazines of the popular wargames in their starter deal charges £1.30 pounds per figure. Now
don’t get me wrong! I am not saying you don’t get what you
press, it would seem the whole world plays pay for, a large detailed figure. I am just not sure that is what
in 28mm. When reading an article or figure I need. (GB: cool SAGA dice though!) Only with plastics does
the cost get close with the average figure coming in at (very
review it is almost always, “and there are roughly) 50p for infantry. But here I am told you lose some of
the detail, and you have to put them together which is some-
plenty of figures in smaller scales which will thing I am not about to do! So best case for defense of 15mm,
not be covered in this article.” Hmmm... I can buy eight Essex figures for £1. Worst case, I save three
pounds on a box of 36 figures of Perry plastics and I don’t
need to putty the joints. Terrain is similar in cost savings. The
Wargames, Soldiers and Strategy issue 59 was great. I was defense rests on cost.
ready to rock with my Viking horde. I got to “Assembling the
Great Army” and then was crushed; all models reviewed were They are readily available
28mm! What about those of us who prefer 20mm, 15mm, For WW II, there are many companies that I use with good
10mm or even 6mm? We want to buy Vikings too! Now in quality and reasonable prices. These include Battlefront, Peter
the editor’s defense, he promised a review of smaller scales Pig, Essex and Command Decision if I need to bulk out a unit.
in later issues - but the Viking issue was now; do 28mm later! For Vikings I have Peter Pig and Essex again and two compa-
nies I found at Salute, Donnington and Lancashire. Admittedly
Don’t get me wrong. I love looking at the 28mm figures. The I am less thrilled with Lancashire after opening the package
detail is impressive. I guess that is why the tables at Salute of Saxons and seeing only three poses for my 40+ figures.
and the magazines use them almost by default. But how about There are plenty of other companies in fact, and I can’t think
reviewing ‘stuff’ for the rest of us? Certainly there are people of a period not well covered, except maybe for modern spies.
who buy smaller scales, particularly Flames of War although (That’ll be a challenge for issue 62 then! Ed.)
this is ‘just’ World War 2. So for the benefit of Guy and others
who seem to think there is no reason to have 15mm figures on They take up less space for storage
the face of the earth here is my Defense of 15mm. They take up less space on the table too, thus my ground scale
to figure scale is close to 1:1 for my skirmish games. Not only
WHY 15MM? do road widths and trees look and play right (my roads are not
The way I see it, there are many advantages to collecting and 85 yards wide in game terms!) but the table is empty enough
playing with 15mm figures. Allow me to set forth... to allow my units room to maneuver on a 3 x 5 table. If you
are blessed with a 4 x 6 table you 1) have long arms and 2)
They are cheaper can either show the ‘emptiness’ of the modern battlefield or
Take the solo gamer who has to buy both sides and supply all easily and cheaply have some massive battles.
the terrain. For him the lower cost is a huge plus! If you want
to fight grand battles, you can actually afford to do so. As an They are more forgiving of less than stellar paint jobs
I enjoy the painting of figures up to a point but I am definitely
a gamer at the end of the day. I am not Dave Woodward (the
gentleman who did the excellent vignette for the cover of
issue 59, I loved your article Dave!). I am not going to do
eighteen washes, dips and highlights per figure. One under-
coat, one main and one highlight is all your gonna get and no
putty on joints of plastic figures! At 15mm, my lazy painting
looks good and I don’t need to worry about eye color and
facial expression!
58
59
By Rossco Watkins
PROJECT COMPANY
Our ‘Let’s Play’ series takes new games and gives them to real gamers to play through and
record their experiences for us. They ‘try before you buy’, so that you, the reader, can see if
a game suits your tastes. Here are the experiences of Rossco Watkins, ably assisted by Paul
Burkin and Peter Bowles of the Brixham Berserkers, and what they had to say about Flames of
War, Kampfgruppe Normandy, and I Ain’t Been Shot Mum. Take it away, Rossco!
W
hen asked to review three very
different rule sets for three
very different games, I was
determined to make sure that I judged
all three on an even footing. To this end,
it was decided to fight each game with
similar forces, over similar terrain, and
in a similar setting. As one of these rule
sets was to be Warhammer Historical’s
Kampfgruppe Normandy, the setting for
our games logically became Normandy.
It’s worth mentioning that, for added
fairness and realism, I also felt that
we should actually play the games in
Normandy, preferably while staying
in a posh French hotel, but our wise
and beloved editor was having none of
it – which is a shame, as it would have
led beautifully into my next article,
“Wargaming in the Bahamas”. (Another Shermans cautiously advance towards a French village.
time, Rossco! Ed.)
The game itself is beautifully simple. the different skill levels of a given unit,
FLAMES OF WAR It is a great system for beginners to cut in order to determine certain aspects of
The first game of this review is one I’m their teeth on, while veterans of War- their performance in the field. This me-
sure many people will be both fami- hammer 40,000 will find themselves ans that, rather than depending on the
liar with and fond of: Flames of War in familiar territory, with an alternate- skill and accuracy of a unit’s shooting to
published by Battlefront, now in its turn system (Igo-Ugo), the familiar ‘Hit, decide the outcome of an engagement,
third edition. This rule book is available Save, Wound’ sequence, and players we instead look at the ability of a unit
both in hardback and in a smaller, more having an empirical view of the bat- to utilize any cover, avoid line-of-sight
portable (but just as concise) paperback tlefield. The game can be set up very and generally use position in the field to
version. Both versions of the book are quickly and, depending on the size of avoid becoming casualties. While this
nicely presented, with good, high- the forces being used, played in a few undoubtedly works, it does mean that,
quality photographs, some of which hours. Combats are resolved quickly oddly, veteran troops have the same
are genuine historical images, while and simply, particularly in the case of chance to hit green troops as other
others show beautifully painted models Tank-on-Tank engagements, meaning green troops have. Experience counts
and figures. The books also give some that FoW lends itself beautifully to both for hiding, but not for hitting.
excellent background information that large-scale battles, where opposing
really helps to bring your games to life, players have plenty of armour to throw FoW is typically played with a points
without getting too bogged down in into the mix, and tournaments, where system for players, which is particu-
the details. The rules are presented in a the simplicity of the rules and the deci- larly handy for tournament purposes.
clear and easily understood manner, in siveness of combats are a huge boon. However, there is no reason why it can’t
clearly identified sections of the book. Of note is the system used to identify be played using forces of historically-
60
KAMPFGRUPPE NORMANDY
The second game of this review taking
us into war-torn Europe of the 1940s is
the previously mentioned Kampfgruppe
Normandy from Warhammer Historical.
The first thing you notice on receiving
the rule book for KGN is the sheer size
and weight of this tome; you could
quite literally choke a camel with it. The T34s roll onward against the fascist invaders. For Stalin!
61
62
63
Also, all 500 will each receive a free, brand new, 1/72nd scale
STuG IIIG sprue from Plastic Soldier Company. FUTURE PLANS...
Already in the production pipeline,
look-out for supplements for...
• The Battle of the Bulge
• The Fall of the Reich, 1945
• Blitzkrieg, 1939-40
... and many more theatres and periods
for World War II (and beyond!) to follow.
In association with:
Due for release in September 2012
but available to pre-order now from
www. theplasticsoldiercompany.co.uk
PUBLISHING
By Guy Bowers
PANZERS LOS!
P
layers in 15mm are truly spoilt, with the large selection son, as it’s a standard vehicle, and not one of the ‘Big Cats’
of ranges available for playing the Second World War. (Tigers, Panthers). Our criteria are very stringent, so a score of
We chose Germans (where possible) for the focus of ‘reasonable’ should be seen as an acceptable score. We have
this comparison. They are the logical choice, as they fought deliberately not commented on the sculpting, as the pictures
everybody! Likewise, we chose the StuG III for compari- speak for themselves.
BATTLEFRONT Their products come in boxed sets and blister packs for indi-
vidual platoons or single vehicles. In addition, some special
character models and vehicles exist, such as Wittmann’s Tiger.
Their new Achtung! complete boxed set is good value, con-
taining the new 3rd edition Flames of War rule book and five
plastic tanks for £25.00.
FORGED IN BATTLE the extras, such as crew and gun barrels. They also provide
several minor variations in their vehicles, so each one in a
pack of four will look different. A future release is the Land-
kreuzer P-1000 Ratte, a huge tank with two 280mm battleship
guns. Although it was never built in reality, it makes for an
interesting ‘What if?’
PETER PIG Germans eating lunch, and a U-Boat landing crew. There’s
even a British set having a brew! Peter Pig supply some unu-
sual ranges such as Dutch, civilians, and resistance fighters,
and they also have quite an extensive range of separate heads
(useful for conversions). Individual packs of 8 figures are
£2.70. Platoon and army packs are available.
Peter Pig specialize in 15mm. Their WWII range is nearly
complete, with almost 600 packs, and covers all the major Range: Very Good
combatants and periods of the war. Notably, they include the Historical Accuracy: Good
Pacific War (including Japanese, US Marines and Chindits). Size: 16.5mm tall
Their packs are numerous and include both standard packs Price (infantry): Good (metal) £12.00 for 35 models
(early and late war Germans with DAK, Fallschirmjäger and Price (armour): Good (metal) £6.00 for a StuG III
Schutzstaffel) and unusual packs, such as German cavalry,
66
WARGAMES FACTORY bases for your troops. You can get all the basics you need from
the box, with plenty of riflemen and SMGs. However, the set
could have done with one or two more MG42s on the sprues,
but this is a minor point. It is early days yet, but these do look
very promising.
ZVESDA pensive and covers the beginning of the Great Patriotic War
(1941). Their next release will be ‘Blitzkrieg 1940’, expanding
the German range (with an SdKfz 222) and will add British
vehicles to the range (including a Matilda I and II).
Several companies stock these kits in the UK, including Peter
Pig and Plastic Soldier Company.
SKYTREX
The Command Decision range by Skytrex has a very good Range: Good
range of vehicles, anti-tank guns and artillery for the major Historical Accuracy: Good (Infantry Reasonable)
powers. Their infantry are not quite up to the standard of more Size: 16.5mm tall
modern sculpts, but there are some useful bits here, such as Price (infantry): Good (metal) £9.00 for 50 models
half-track crews. They also have a good range of accessories, Price (armour): Good (metal) £6.00 for a StuG III
including landing craft.
COMPARISONS
67
By Olivier Perronny
BUILDINGS AMONGST
THE BOCAGE
I first heard about Jens Najewitz’s models in November 2010, when he released a range of 20mm
buildings for Normandy and WWII. I was very impressed by the look of the buildings, and I asked
him if he planned to make the same buildings in 28mm. He kindly answered that, if other
(potential) customers requested it, he may begin to design some masters at this scale.
A
couple of months ago, I noticed
that Jens Najewitz had released
new buildings in 28mm, and
above all, the ones that I really liked in
20mm: the farm, the barn, and the town
hall/mansion. I didn’t wait very long
before ordering them!
68
THE PAINTING
After allowing the glue to dry, I brushed
The inside with floor supports added. a brown basecoat directly onto the roofs
and separate elements. I painted the
Although made from resin, the parts did roof tiles with dark brown/red, and then
not smell strongly when I opened the I brushed them with terracotta and high-
parcel, which is a point in their favour! I lighted them.
tested my basecoat paint (a basic acrylic
one) on several elements before as- For the walls, I used colours that I liked.
sembly and it worked well, so I decided I painted the visible stones with a dark
not to wash them with soapy water, thus desert-yellow layer, and brushed them The completed barn.
saving time. with light desert-yellow and a final dry
brushing of sand. The rendering of the would have had the same owner, who
THE ASSEMBLY farm was painted with medium-sand painted them the same way.
After a bit of filling, the assembly is and highlighted with a lightly pinkish
really easy. I used some adhesive tape sand tone. I painted the metallic crosses carefully
to hold the roof, but I did not need any with dark brown, then I brushed some
for the walls, thanks to the notches. I Now, it was time to paint the wooden rusty paint on them. Once every part
decided not to glue on the doors and parts, doors and shutters. I watched had dried, I glued the doors and shut-
shutters that are not moulded onto the some colour footage and studied ters to the barn. The buildings received
walls, to make it easier to paint. pictures from WWII, in order to find a a final layer of matt acrylic varnish to
realistic colour to use. Contemporary protect the paint.
As I planned to add some internal floors examples were white, light grey, and
later, I chose to glue some supports beige; very few were left unpainted CONCLUSION
onto the back of the walls. I made small (except the barns) for, in those days, it The 28mm buildings from Najewitz
cuts before gluing the supports (round was a way to protect the wood from the Modellbau are really beautiful once
wooden dowelling), and, once it looked effects of bad weather. So I decided to they are painted. A bit of extra work
right, I used a two-part epoxy glue on paint the doors and the shutters with is necessary if you wish to use them
the notches and set the walls into positi- a medium grey/blue, and I brushed for skirmish games, with action taking
on. I used 90° angle wedges to keep the them with a lighter tone. (I used Space place inside, as well; but they definitely
rectangular shape of the building. Then I Wolves colours, by the way.) However, I give a realistic look to your gaming
glued the roof and, with the help of the used the same colours for the farm and table. These buildings are not cheap at
the barn, because I reasoned that they €36 (roughly £28) for the farm and €31
(roughly £24) for the barn. However,
considering that the shipping costs are
free above €50 (roughly £40), which
includes the ‘tracked parcel’ option, it
really lowers the total amount, if you or-
dered both items. The customer service
is great and efficient, and the products
are really nice. Frankly, I am a very
satisfied customer.
69
T
he first short section introduces the given the time period that the core rule 1715) completes the lists, with the Army
role of the different arms in the ar- set covers. Some might argue that it’s of the Grand Alliance and the French
mies of the period - the notion that actually a better fit for the former rather Army of the late seventeenth century.
this might be a book based solely on the than the latter. Nice!
English Civil Wars is dispelled in these
early pages with troops from the Tudor The remainder of the book is devoted The rule book is completed with a
Wars, Italian Wars and the Thirty Years to playing the game itself, and presents points system for designing your own
War to the fore. Next are the basics of 40 army lists in total, each with points lists, a summary sheet of the special
the game, such as figure-basing and unit cost – now there’s a change! First off is rules, and a quick reference sheet.
formations. Basing is kept simple: it’s the Italian Wars; only two lists (Imperia-
essentially free-form, with units designa- list and French) are provided, but these Ultimately, the question that any revie-
ted as ‘small’, ‘standard’, or ‘large’, so will have you ferreting in the cupboards wer of Pike & Shotte has to answer is,
that two players with disparate basing for brightly-coloured Landsknechts and “Should I buy this book if I already own
systems should be able to enjoy a game glorious French gendarmes. The subse- Black Powder?” Frankly, if you have a
without the need to re-base. Compared quent lists cover Tudor warfare in the good knowledge of your chosen period,
with the original Black Powder rule British Isles (with English and Irish, but then you should be able to design your
book, differences start to emerge. It is no Scots?) and, in more detail, the Thirty own lists. That said, Pike & Shotte does
not just Black Powder with a few new Years War. Lists are provided for the Im- the hard work for you, and you’ll be
special rules, but a discrete rule book in perialist, Swedish, Polish and Ottoman missing out on a visual treat, plus a
itself: a sort of ‘son of Black Powder’. armies. Given the well-known enthu- tweaked system. It is perhaps worth its
siasm that Warlord has for the English £30 asking price as a piece of ‘war-
In most cases, the differences between Civil Wars, it is perhaps not surprising gamers porn’ alone. Prepare to drool
‘father’ and ‘son’ systems are quite that the largest section is devoted to with envy at the table for the Siege of
subtle, but quite radical. The same is ECW. Mixed in are some of the princi- Worcester!
true for the special rules, some of which
are common to both systems, whilst
others, such as ‘caracole’, ‘hedgehog’
s
and ‘galloper’, add distinct period feel. Game
: W a rlord l l - colou
r
Pike & Shotte is an improvement on the is h e r g e f u
Publ 08-pa
original, delivering the rules with grea- nts: 2
Conte oo k
ter clarity, yet maintaining the relaxed ack b gan GO)
hardb S t e v e Mor r n ( IGOU
style of the original set. Many gamers or: Tu
Auth ative
will enjoy the freedom and simplicity a t : Altern e c ks
For m nd ch
m m a
of these rules, which allow for battles co
with D6
both large and small to be played out e used:
Dic 0
in an evening. Whether Pike & Shotte : £30.0 games.com
Price r l o rd
is period-specific enough to really dif- .w a
www
ferentiate games of the Thirty Years War
(1618-1648) from those of the Seven
Years War (1756-1763) is debatable,
though; but then, that is not surprising,
70
GRAND BATTERY
It’s a really ambitious book, as it aims, in under 200 pages, to Over half of the 200-odd pages are
devoted to the background, history, and
give wargamers a detailed overview of the history of the tactics. Arguably, this is not the best use
of space. However, the production qua-
Napoleonic Wars, a lengthy narrative of many of the key lity is high – a good, hardback volume,
battles, the structure of the units and armies, and the tactics but including some poor contents. Pho-
tographs are blurred, and the figures in
they used … and then, into the bargain, a set of rules to cover them are sometimes badly painted and
in many cases damaged. The miniature
this period. Phew! review at the end is equally lacking,
with quite a few errors.
T
he units in the game are regiments once per turn, to try and rewrite orders
and brigades made up of a number for a unit, which can overrule existing Curiously, the army lists cover only the
of bases. Troops have five levels orders. Empire period from 1805-1815, but
of training and five levels of morale, include pretty much all of the armies
allowing a broad variety of ability and In fire combat, the ranges actually that fought in that period. Given the
confidence, which is something I really seem quite realistic, with reasonably inclusion of a Russian list for Balkan
like. Turns are based on a card-driven short ranges for muskets and side-arms operations in 1810, the authors are not
system, with each unit having an al- instead of the distorted distances that averse to supplying some very specific
located card. The cards are shuffled some rule sets allow. Fire combat is lists, although a trick was missed by not
and then turned in sequence. However, resolved using a number of D10s, based including the US Army, to accommo-
there is the option for players to try and on the ability of the firing unit. date any players who might wish to play
steal initiative from their opponent, the War of 1812 with this set of rules.
based on the ability of the commander. The system has a few problems, though.
Seizing initiative takes no account of All in all, I think these are a good set
Command and control is dependent on the quality of the opposing general, or of rules that have some unnecessary
the ability of the general or leader. An even the relative differences between padding in them. If they were republis-
outstanding general has four times the the opposing generals. This means that hed with some additional rules-based
number of command points and twice a good general with a rating of 8 has information, such as historical general
the command-radius of a poor general. exactly the same chance of seizing ini- ratings, allowances for differences
The system is clever, in that it allows tiative from another good general as he between generals, and some more army
leaders to issue orders down the chain does of grabbing it from a poor general lists to match up to the period in ques-
of command, and they must be written with a rating of 2! A table is also provi- tion, then these could be one of the best
and clear. Units that are out of com- ded for generating leaders, which lumps rule sets out there. Oh, and get some
mand roll on a table to see how they re- British and French leaders into the same better pictures!
act to being isolated from the command ‘better than everyone else’ pot; a more
chain, and they can do some alarming comprehensive list of generals and their
things: advancing, withdrawing, copy- ratings would be welcome.
ing neighbouring units, and so on. nd &
n S u therla
o
ors: J ok
Auth ell ck bo
This turns out to be a very good system
e C a n w
g e h ardba
Dian 08-p a
– it means that you have to really think nts: 2 s 2011
about how and what you write as Conte o u r photo r d M ilitary /28m
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with
co l
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2 0 m m, 25
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orders, and you really must think about her: P m, 15m
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future plans, too. The other element of Publis m m, 10m
s : 6 w
Scale m dra
the command system is that, once or-
e : D 10 s e d rando l in itiativ
e
Dic r d - b a s t e a
ders are issued to divisions and above, m: Ca ions t
o
Syste it h opt
you cannot simply change them, unless
syste
m w -9 3
4 1-
you, as C-in-C, receive a request from 9 7 8 - 1-84415
:
ISBN k
the unit in question. Brigade com- : £19.9
5 d.co.u
P r ic e
a n d - swor
manders can try to act on their own .pen-
initiative, but they are the exception. www
Generals can make a ‘lucky guess’,
71
72
73
By Richard Clarke
Up Front
Refighting historical actions is one of the most appealing information obtained in war is contradictory, a still greater
aspects of wargaming. It creates an opportunity to test our part is false, and by far the greatest part is of doubtful char-
own abilities against those of the great captains of the world, acter”. But how is this reflected in our role as wargamers? To
and possibly even to surpass them. But the illusion quickly what degree do we ever receive false, contradictory, or doubt-
unravels when we are in a helicopter, hovering a thousand ful information?
feet above Waterloo.
If I am honest, at the venerable age of 48, my eyesight isn’t
We’re not literally hovering, of course! ‘Helicopter-vision’ is a what it once was, so it would be quite possible for me to
term that has become almost standard in wargaming circles. think that my opponent’s Brigade of French Guard outflank-
It is a convenient shorthand for describing our God-like pres- ing my army was actually a bunch of conscripts, but that’s an
ence above the miniature battlefield. In truth, this is only accident of circumstance rather than design. What is more,
the tip of the iceberg. As wargamers, we find ourselves in a I can still see that my force is being outflanked, whereas, in
position of omniscience that would make us the envy of any the real world, it is questionable whether I would have that
historical commander conducting a real military operation. information at all.
Last year, while researching a set of Boer War rules (a project The reason that audacious flank marches could be so success-
currently languishing on the Lard Island back-burner), I was ful is precisely that they were often a terrible surprise to the
amazed to read accounts of the Battle of the Tugela Heights poor chap who was on the receiving end. Imagine the scene:
in February 1900, where, during a cease fire, many British he has his plan of battle; he is facing an opponent, let us say,
troops got to see their opponents for the first time. There is who is weaker than him; and he is putting on pressure along
nothing unusual about fraternization during such a lull in the line so that, sooner or later, his weight of numbers alone
fighting. However, what stands out is that these British troops will ensure victory. Then, quite unexpectedly, he receives
had been in the thick of the action for four months, fighting a reports that his right flank is under attack, and, by the time he
series of battles along the Tugela River. During that entire time, rides over to see what on earth is happening ... Well, whatever
the vast majority had not seen a single Boer, although they is happening, one thing is certain: he has lost the initiative,
had all known what it was to be stopped in their tracks by the and it is now his opponent who has the whip-hand.
accurate fire of these hardy frontier farmers.
Of course, such audacity only works if we replicate the
Replicating such uncertainty on the tabletop presents serious circumstances in which that commander is as unaware of
challenges, both in terms of getting the simulation right, and the flank march as his real-life counterpart, and, with our
creating a balanced game that is enjoyable to play. Indeed, helicopter-vision, this becomes problematic.
this conundrum is precisely why the rules are on the back
burner! Fortunately, subterfuge has many guises, and we have sev-
eral options here. The first option should always be to design
A bigger question thrown up by this experience does not con- the scenario in order to create the illusion we want. There
cern what the poor bloody infantryman on the ground knew is little point in telling both players, “Today we’re going to
(or didn’t know), but rather what information his commanders play a flank attack scenario”, as that rather lets the cat out of
possessed, and how this affected their ability to command the bag. The simplest option is to tell Player A that his small
effectively. army is a holding force, and that he has sent a large body on
a flank march, which should (and I stress should) arrive on
There are a number of things that I wouldn’t do in an histori- his opponent’s flank very shortly. His briefing is to keep the
cal refight. I wouldn’t march Hart’s Brigade into the loop of enemy committed until that force arrives, and then deliver a
the Tugela River at Colenso; I wouldn’t charge the guns at knock-out blow.
Balaclava at the head of the Light Brigade; and I certainly
wouldn’t take the Seventh Cavalry anywhere near the Little Conversely, his opponent, Player B, should be told that he is
Bighorn River. But, in truth, that doesn’t make me a more bril- facing a small enemy force, and that he must overwhelm them
liant General than Hart, Cardigan or Custer. It simply reflects rapidly in order to achieve an important strategic goal. Speed
the fact that I know what they didn’t. being of the essence, we hope that he commits his force fully,
in order to make the game more challenging when the flank
Clausewitz said, undoubtedly correctly, “A great part of the attack arrives.
74
75
MAGNIFICO
Use tanks, aeroplanes and infantry to take
over Europe? Sound like a familiar theme for a
boardgame? It would be, were it not for steam-
powered tanks and ornithopters, and a setting
in the sixteenth century! That is the world of
Magnifico. A world where Leonardo Da Vinci’s
Each invention is specific to the player holding the card.
ideas for war machines have become reality. Thus, for example, the battering ram is only available to the
player holding that invention card. The availability of tech-
nology is determined by the availability of the cards; some
T
he aim of the game is to score Victory Points up to a inventions appear multiple times.
predetermined level: 30 is suggested, or 40 for a longer
game. Each round, one point can be earned for each
completed city (a castle with four towers), and two points
can be earned for having control of the Leonardo card, or for
having the most territories, the most castles, or the most proj-
ects completed (for example, the first tank or airplane built);
a few projects representing works of art also earn points.
On a two-way tie, points are split; three or more (the game
can be played by five people) and nobody scores. (However,
the designers have now added an optional rule whereby the
second place in a category
© Chris Payne
gets 1 VP and, in the event
© Chris Payne
Each round, a number of Combat is dice-based and the attacker determines the order
inventions (one less than of his attacks from airplanes, tanks or infantry. The special
the number of players) dice (one explosion face, three Vitruvian Man symbols,
will be available. After and two blank faces) determine combat. Explosions have
receiving income and consequences for the attacker, whilst Man symbols indicate
Box, board and contents. recruiting troops, play- successful hits. The inventions, castles and tank/airplane
ers bid for the Leonardo upgrades can alter the results. Combat generally favours the
card (only the winner has to pay). Aside from giving two
Victory Points, it also gives a priority purchase option on the
inventions and a monetary discount on building designs, or
further tank and airplane units. Each player can only have
one type of airplane and tank, and these will vary depend-
ing upon the upgrades that the player can equip them with
or that they are able to take. For example, the cheapest air-
planes can only take one upgrade, the most expensive three.
Having bought inventions and built units, a player then has
© Chris Payne
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