WSS 88
WSS 88
ISSUE 88
WWW.WSSMAGAZINE.COM // KARWANSARAY PUBLISHERS
FIGHTING GENERAL
FEB / MAR 2017
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WINTER
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Theme Specials
• An 'easy' job for the • The Duke of Marlborough
Brits in Sint Joost at Ramillies
• Russian raid on the • The Swedes in Africa: new
Staraya Ruza Bridge scenarios for Congo
• Rovaniemi: Driving the • Let’s play Chosen Men
Germans out of Finland
Subscriptions
Subscriptions can be purchased at www.kp-shop.com, via phone
or by mail. See above for the address. DEPARTMENTS
Distribution MINIATURE REVIEWS
Wargames, Soldiers and Strategy is sold through retailers, the in- 6
ternet and by subscription. If you wish to become a sales outlet,
Our usual roundup of new releases
please contact us at [email protected] UP FRONT
12
Sigmoid curve
The exclusive distributor for the UK and the Republic of Ireland is
Comag Specialist Magazines, Unit 3, Tavistock Road, West Dray- 32 TABLETOP TACTICS
ton, UB7 7QE, United Kingdom. Phone: +44 01895 433600. Starting point: Tactics defined
Copyright Karwansaray BV. All rights reserved. Nothing in this 60 THE IRREGULAR
publication may be reproduced in any form without prior writ- The generation game
ten consent of the publishers. Any individual providing material
for publication must ensure that the correct permissions before 70 LET'S PLAY CHOSEN MEN
submission to us. Every effort has been made to trace copyright The new Napoleonic game by Osprey
holders, but in a few cases this proves impossible. The editor
and publishers apologize for any unwitting cases of copyright 74 GAME REVIEWS
transgressions and would like to hear from any copyright holders A look at Rogue Stars, Skirmish Afrika, and more
not acknowledged. Articles and the opinions expressed herein
do not necessarily represent the views of the editor and/or pub- 80 BOOK REVIEWS
lishers. Advertising in Wargames, Soldiers and Strategy does not More books reviewed by the WS&S team
necessarily imply endorsement. PARTING SHOTS
82
Hints, tips and laughs for the wargamer
Wargames, Soldiers and Strategy is published every
two months by Karwansaray BV, Zutphen, the
Netherlands. PO Box 4082, 7200 BB Zutphen,
the Netherlands.
ISSN: 2211-503X
HOBBY
Printed in the European Union 62 DON'T FENCE ME IN
Dividing up your American wargaming table
66 PAINTING 28MM NUMIDIANS
The best cavalry of the ancient world
I must confess I have a keen interest in Winter Wars. I have the win-
ter terrain and even a 25mm Finnish Army with vehicles and tanks
tucked away in my collection of miniatures.
My Finns have languished in their box for over a decade. I think it’s high time they saw
daylight, so I’ll need some opposition , either Russians or perhaps winter Germans. Now
where can I find some 28mm ‘Winter War’ Russian heads with budenovka caps…?
I also have an apology to make. In our last issue, I accidentally credited an army
on page 37 to the wrong person. The army belongs to Steve Morgan, which I am
‘reliably’ informed by Simon Tift was painted by Steve’s mum!
You may notice that Rich Clarke’s column Up Front is now ‘up front’ in the maga-
zine. Columns by Rick Priestley and Rich will alternate in future issues. This makes
room for a new regular section on wargaming tactics by Henry Hyde. Our next issue
returns to another favourite theme of ours, the American War of Independence. This
time we are looking at the Philadelphia campaign in the Year of the Hangman, 1777.
Guy Bowers
MINIATURE REVIEWS
Plastic Union infantry
Company: Perry Miniatures
Size: 28mm ‘foot to eye’ or 31mm in hat
Era: American Civil War
Price: £20.00 for a box of 40
www.perry-miniatures.com
The latest plastic releases from the Perrys consist of not one, but two sets of ACW Union Infantry. The main sprue
of marching or ‘bayonet ready’ poses is based on their previous Zouave and Confederate sets. A frame of three
firing/reloading poses for a skirmish or firing line has been added. The main set only has two frames of skirmishing
models while the second, ‘Union Skirmishing’, has eight. A new plastic command set is also in every box, with a
great selection of extra arms, allowing plenty of customisation. Size wise, these match the earlier Zouave, Artillery
and Confederate sets, being 2mm taller than the original plastics. As with previous Perry releases, the quality is
top notch and the sets are very reasonably priced. The same system of bald heads and hat (or kepi) is used with
the addition of a toupée! This will be a must-buy for any Union generals ready to take on the rebels.
Italian allies
Company: Agema Miniatures
Size: 28mm ‘foot to eye’ or 32mm
Era: Ancients
Price: £12 for 40 heads
www.agemaminiatures.co.uk
Agema miniatures has released a set of forty metal heads to be used for converting their range of metals and plastics.
These heads include a selection of Italic and Hellenistic helmets so models may be converted into various Italian ‘tribal’
infantry, such as the Campanians of the mountainous region of central Italy (centred on Capua) or the Apulians of south-
east Italy. Alternatively, take Agema’s existing plastic Legionary & Velites sets and add the metal Italian Ally heads. They
could even be used with Hoplon shields for the Mamertines (‘Sons of Mars’) mercenaries from Campania who fought for
Agathocles (361 – 289 BC), Tyrant of Syracuse. There are ten different variants of head in the set. Agema also provides
a range of shields (hoplon, thureos and Samnite scutum) for further customisation. If you’re looking at collecting Italian
tribes to fight with (or against) Rome, or you want your Agema Roman Legionaries to be more exotic, take a look at these.
Dungeon explorers
Company: Antediluvian Miniatures
Size: 29mm ‘foot to eye’ or 32mm tall
Era: Fantasy
Price: £16 for four pirate adventurers
antediluvianminiatures.wordpress.com
Antediluvian Miniatures’ recent ‘Dungeon Explorer’ Kickstarter has borne fruit. These brave explorers are all grown up now,
ready to take on the deepest dungeons and fight the most fearsome dragons. The set includes a barbarian, ranger, thief,
wizard, Amazon and knight. All they are missing is a pet unicorn and a short bald guy telling them what to do! As with the
pirate set we reviewed in the last issue, if you don’t know the inspiration for these models, check out Youtube. The casting
is very good, with no mould lines visible. Each model comes with a ‘slotta’ base. These models are well posed and have
plenty of character. Some fearsome orcs, a master dungeon explorer and a ‘vengeful’ wizard are included in this charming
range. There are no multi-headed dragons, but these can be found elsewhere. While restricted to fantasy gaming, or as a
set of ‘murder hobo’ adventurers next time you play 5th Edition D&D, these cool models will be in for one hell of a ride.
‘Things from the Basement’ is a new company specialising in dollhouse and wargaming MDF products. Their current
range includes ‘The Legend of Riverfield’, a set of over a dozen Medieval/Fantasy buildings (including an inn, a watermill
and a wizard’s tower), some Frostgrave-inspired accessories (including book shelves and a mausoleum), and a modern
industrial range (including a modular warehouse with boxes and freight shipping containers). The model reviewed is a
medieval ‘treadwheel’ crane from the ‘Riverfield’ range. The model comes as a flat-pack MDF kit. The assembly instruc-
tions are easy to follow – these can be found on the TftB website. It took about 15-20 minutes to assemble and the finished
model looks very cool. The treadwheel mechanism works as well! This ingenious piece of scenery would be ideal for any
medieval castle or cathedral construction, as part of docks or found in part of an abandoned frozen city.
Shinsengumi
Company: Bac Ninh Miniatures
Size: 27mm ‘foot to eye’ or 30mm tall
Era: Boshin War (19th century Japan)
Price: € 8.50 for four miniatures
bacninhminiatures.blogspot.co.uk
The Shinsengumi (literally translated as the ‘new squad’) were a force of ultra-conservative Samurai drawn from the martial
schools of Edo. They served the Shogun Military Government (the Bakufu), acting as a police force and enforcing the
government’s strict laws (such as the edict against foreigners). They were known for their colourful uniforms and fearless
dedication to the Shogunate, so this makes them an interesting faction to collect. They also fought in several battles of the
Boshin War. Sculpted by Paul Hicks, the models are top quality. No mould lines are visible; they are well cast. They are
dressed in traditional Samurai dress but have armour hidden under their clothing. The set shown are Shinsengumi char-
acters (left to right) Kondo Isame, Hijikata Toshizo, Saito Hajime and Okita Soji; there is a second set of individuals and a
standard bearer. While primarily for the Boshin war, this set is useful for the earlier Shogunate period.
Hessian mercenaries
Company: Kallistra
Size: 12mm ‘foot to eye’ or 14mm tall
Era: American War of Independence
Price: £6.00 for 32 miniatures
www.kallistra.co.uk
The Hessians were mercenaries from the German state of Hesse-Kassel hired by King George III’s government to
provide additional troops to the rebellion of the American colonies. Hessians made up ¼ of the total British strength in
the war. Kallistra has released eleven new packs of Hessians for their impressive American War of Independence range
in 12mm. These include Hessian musketeers, grenadiers and fusiliers in advancing, firing/loading and marching poses.
All packs include command as standard. Hessian 4pdr guns with artillery crew and Hessian generals & officers are also
available. Each pack typically contains 32 miniatures with several varieties of pose. The casting is very good with no
mould lines visible. The models themselves are very well detailed and easily identifiable, despite their relatively small
size. These will be a must for anyone wishing to collect the American War of Independence in a grander scale.
The Ottoman Empire was one of the Central Powers in the Great War who fought against Great Britain (in the
Dardanelles, Mesopotamia and Palestine) and Russia (in the Caucasus and Persia). The new range of Turks by
Peter Pig means you can finally play out these battles in 15mm (Peter Pig offers its own Great War rules called
Square Bashing). The range of twelve Turkish packs includes infantry, command, artillery crew and cavalry. The
Turks use German artillery, which Peter Pig manufactures as well. As with most Peter Pig sculpts, it is worth
reminding yourself that you are looking at 15mm scale miniatures, not 28mm ones! Both the sculpting and
casting on these models is top notch, with a little flash to be cleared from the base of the miniatures. Size-wise,
these are middle-sized 15mm and compatible with most existing ranges. Other new releases include Russian
scouts for the Second World War. If Gallipoli in 15mm is your thing, you need to look no further.
Pathan warriors
Company: Ironclad miniatures
Size: 28mm ‘foot to eye’ or 31mm tall;
cavalry stand 45 mm tall
Era: Colonial
Price: £5.50 for four infantry or £6 for
two cavalry.
www.ironcladminiatures.co.uk
Ironclad Miniatures has added more Pathan (or Pashtun) miniatures for its second Anglo-Afghan War range. The models
shown are Pathan cavalry and tribal foot with hand weapons. The infantry comes in packs of four miniatures and the
cavalry in packs of two. The turbans may look a bit big; however, contemporary photographs and illustrations do show
that some of these Pashtun turbans were very big, so the models are historically accurate. The models are well cast with
only a small amount of flash or mould lines visible. They are well posed and I particularly liked the fanatical expressions
on their faces. Size wise, these are middle ranged for 28mm, and thus will mix well with most existing ranges. If you’re
fighting the North West Frontier or looking for some generic Afghan or Arab models these will be most useful. Person-
ally, I’m looking at the British invasion and these will be a ‘must’ for our Battle of Maiwand (1878) game.
Steel Fist Miniatures specialises in quality armoured figures for fifteenth- and sixteenth-century Europe and in
sixteenth-century samurai. The models reviewed are all heavily armoured knights from the end of the renaissance
period. They do look like they have just stepped from the pages of a German fighting manual of the period, or
from the collection of the Royal Armouries in Leeds. The armour of this period was very elaborate, offering a high
degree of protection, often with decorative, fluted surfaces. So good was the protection that shields were unnec-
essary and their use abandoned. The models themselves are very well sculpted; they really capture the feel of the
armoured knights of the time. The casting is very good with no mould lines visible. These will be perfect characters
to lead Renaissance armies into battle. These figures would work well as Italian Wars gendarmes, Tudor era knights
and even as fantasy knights. Steel Fist promises mounted gendarmes next on their release schedule.
The M3 Stuart light tank was developed and produced by the United States from March 1941 to mid-1942,
when production was upgraded to the M5 Stuart. It fought in almost every theatre, being used in the Pacific,
in North Africa and in Russia. Post-war, the Stuart saw action in South America, Africa and India. While lightly
armoured and armed with a 37mm gun and machine guns, it was fast and had good suspension. This plastic
kit by Warlord and Italeri allows the modeller to build the two main variants of this classic light tank: the M3
with an octagonal turret (typically used by the British in the desert), and the M3A1 cylindrical turret. There
are options for extra machine guns and a ‘Ronson’ flamethrower. The detail on the kit is very good and all the
parts fit together well. The tracks are separate. There is a choice of commanders (one British, one US and one
Soviet). All in all this kit is a ‘honey’!
Plastic Numidians
Company: Victrix Limited
Size: 28mm ‘foot to eye’ or 31mm tall,
cavalry are 41 mm tall
Era: Ancients
Price: £17.95 for 24 models or £19.95
for 12 cavalry
www.victrixlimited.com
The Numidians were considered the finest light horsemen known in the ancient Mediterranean. They allied at first with
Carthage, before a division in the Numidian tribes saw half ally with Rome at Zama. The Numidians kept their independ-
ence until finally being conquered in 46BC. Victrix has released Numidian cavalry and infantry in plastic. The cavalry come
on sprues of three, while the infantry has four variants per sprue frame. Command options, such as banners and trumpets,
are provided on each sprue. The figures are all well detailed with an excellent selection of different weapons and heads,
which can be swapped between the two sets. Assembly is easy – just stick on the head, shield, and weapon arm. The horses
come in two parts. All the models are well posed and very animated. The infantry set has either round or oval shields, for
those who want to recreate imitation legionaries. Next from Victrix is a plastic elephant set, Imperial Romans and Auxilla.
BM 13 rocket launcher
Company: Rubicon Models
Size: 1/56 scale (28mm)
Era: World War II
Price: £20.00
www.rubiconmodels.com
The latest releases from Rubicon Models consist of three kits of different 2½ ton 6x6 US trucks, namely the
Studebaker and the CCKW-353 GMC, plus the BM-13 "Katyusha" multiple rocket launcher (built on a lend
lease Studebaker body). The BM 13 MRL was a relatively cheap, if inaccurate, solution to the Russians’ need for
suppression artillery. Nothing quite says ‘Hello from Mother Russia’ to German players like a battery of Katyu-
sha rockets. Like the other Rubicon kits, the detail is excellent and all the parts fit together well. The assembly
instructions are easy to follow, construction is straightforward and the launcher frame was easier to build than
I expected. Previous kits I’ve tried have been quite a nightmare to construct, so this kit was a welcome relief.
There’s even the option to build the model as a standard Studebaker with open cargo back. Next from Rubicon
are some US Jeep variants (including SAS Jeeps) and the Sd Kfz 222 armoured car.
The ancient Picts were a tribal confederation who inhabited what is now eastern and northern Scotland. 1st Corps has
released more ancient Picts to add to your collection, taking the total number of packs available to twelve. The new releases
include advancing command and missile troops – bowmen, crossbows and javelin skirmishers. The Pictish use of a light
hunting crossbow may seem unusual but has been documented on Pict standing stones and by archaeological finds. The
models are full of character with cloaks and tunics. The heads are a mixture of bearded, moustached and clean-shaven.
Pictish shields and different weapons are provided with the command. With the right shields, these models would serve
well mixed into a dark age or early medieval Scottish army. In addition, the skirmishers could easily be used for a fantasy
setting. Size wise, they are ‘middle of the road’ 28mm, so should be compatible and mix well with most existing ranges.
"Squee! Go for the eyes, Boo!" Annie at Bad Squiddo Games has released more animals, this time including
guinea pigs. Paint them as adorable little creatures or as menacing ‘rodents of unusual size’, the choice is
yours! There are eight equally cute variants of ‘pig’. The releases also include a cool gorilla (is he beating his
chest or in the middle of an aria?), a proud lion (who would make a good Aslan), a wild unkempt-looking pony
and a giant capybara (truly a rodent of unusual size). All of the creatures are cast in a flexible plastic resin,
making the models lightweight but very hard to break. The sculpting is good, with fine detailing and great
poses. The Lion and Gorilla have a use in CONGO Darkest Africa games, while the pony could be useful for
any period. As for the cute guinea pigs, every pack bought donates £0.50 to the Glynneath Guinea Pig Rescue.
Frostgrave barbarians
Company: North Star and Osprey
Size: 27mm ‘foot to eye’ or 30mm tall
Era: Medieval Fantasy
Price: £20.00 for 20 barbarians, £6 for
two metal characters
www.northstarfigures.com
Out from the cold wastes beyond the city of Felstad (or Frostgrave as it is better known) roam the barbarian tribes.
They have also been known to send expeditions into the ancient ruins or fight adventurers who dare encroach
on their territory. This set of twenty plastic barbarians follows in the footsteps of the plastic Soldiers, Cultists and
Gnolls before them. Each box has four sprue frames with each frame having five bodies with ten different heads
to choose from. The selection of arms is staggering, allowing longbow, crossbow, double-handed or hand weapon
armed models. There are two shields, too, plus various knives and pouches. All the models fit together very well
and the mould casting is good. Apart from Frostgrave, these models could be used for other fantasy settings (they’d
make great Game of Thrones wildlings). Arm them with guns and they’d make great Sci-Fi ‘feral’ freemen. They
are compatible with the previous sets, giving endless conversion possibilities.
Following on from their recent release of MDF rural eastern front buildings, Charlie Foxtrot Models has made an
Eastern Front church. The model is made of thick 2mm and 3mm MDF, which makes it very sturdy when built.
All the parts were loose in the bag but the step-by-step instructions were clear. As the instructions suggest, it’s a
good idea to do a dry run build on each section before gluing. One set of windows and the doors were separate,
allowing them to be placed in the open or closed position. The model was pretty easy to construct, and standard
PVA glue was used. The roof is removable so that models may be placed inside the building. The minaret dome
is made of resin, while the rest is MDF. This is a very atmospheric building and would look great on any East
European board, from the 18th Century through to World War II. It might also be of some use for Gothic Horror.
The gallant Dutch fought the overwhelming might of the German army until it was forced to surrender after
the bombing of Rotterdam in May 1940. May 1940 Miniatures is a new company which produces Dutch
infantry and marines for this period. The current range consists of sixteen packs of infantry including riflemen,
Lewis Gun Light Machine Gun, Tripod machine gun, 81mm mortar and command. The models are accurately
detailed with the M34 Dutch Steel Helmet and the correct kit. Some models had a little flash, but this is easily
cleaned up with a sharp knife. Dutch Marines and an M36 Landsverk armoured car are in the pipeline. This is a
much-needed addition for the 1940s campaign in the Second World War: now Rotterdam in 28mm is possible.
The models are available from Sally 4th in the UK.
Tunnie’s Terrain
Company: Tunnie’s Terrain
Size: 28mm
Era: Any
Price: £6.00 per haystack; £8.00 for
the blossoming tree
tunniesterrain.co.uk
Our regular terrain contributor Stephen Tunmore has opened up his own scenery business and kindly given
us some samples to review. The current list of products includes trenches, barbed wire, haystacks, walls and
ready-made trees. There are several different lengths of wall to choose from. The trees are available in several
sizes and include both deciduous and conifers, small and large. Shown (middle) is the blossom tree, perfect
for feudal-Japan games. These are wargamer friendly trees, solid and stocky. The haystacks come in the two
types shown. The trenches, walls and haystacks come either painted (at extra cost) or unpainted. For example,
a ready painted haystack is £11.00. This looks like the start of an interesting selection of terrain for wargamers.
The website even includes useful tutorials on making terrain.
© Georgie Harman
UP FRONT
SIGMOID CURVE
Switzerland, 1891. The lobby of the Wargamerisch Hof.
Two gentlemen enter stage left.
“Good Lord, Holmes! You mean to say that
Professor Moriarty, a man you once described as
the very Napoleon of Crime, is not the greatest
criminal mastermind known to man?”
Okay, okay; I am indeed being intentionally melodra- I’ll give you an example. If we insist that all weapons must
matic. To be fair it is difficult not to launch into a bit of have a range limited to the size of the table, and if we
Victorian Steampunk mode when faced with a villain as accept that a ‘normal’ table is 6’ by 4’, then setting our
magnificently named as Sigmoid Curve and, again sadly, artillery range at something around four or five foot would
he is not an individual or entity with whom we can re- seem sensible. But what about the pistol armed officer? He
monstrate and demand an end to naughty carryings on. MUST be able to shoot with some effect, so we can’t give
Doctor Sigmoid Curve is, however, a physical embodi- him a range of anything less than 6” or he’ll be totally inef-
ment of an increasing trend in game design to bend reality fective. We can argue that both of these are the extremes
in order to suit the needs of hidden forces. Let me explain. which are being distorted by our curve and that the stuff in
the middle will be more accurate. However, we now real-
For the uninitiated, a Sigmoid Curve is all part and par- ise that we have already set our parameters so tightly that
cel of one of those jolly dreary mathematical functions the stuff in the middle cannot be realistic. Rifles and ma-
which are vaguely interesting if you are a professor of chine guns can shoot a long way; even if we take a 15mm
maths, but for anyone else are about as much fun as put- infantryman as being a generous 6 feet tall, our average
ting the bins out on a rainy day. Look it up on Wikipedia table comes in at 240 yards by 120 yards. In reality this is
Let us assume, just for a moment, that we forget all One recently published book on writing wargames rules
about evil Doctor Sigmoid Curve when creating a set of made this clear when it said that the only real use for artil-
rules and, with wild abandon, we use real life ranges; lery and other longer ranged weapons should really be “in
what terrible tragedy is likely to befall us? direct fire mode, usually as a last resort to block an attack-
er”. Quite right. I am not against artillery pieces in small
Well, a man with a rifle will be able to shoot an enemy scale tabletop games. I well recall a battery of 25 pounders
all the way across the table. As will a machine gunner. under my command firing over open sights to stop a Japa-
As will a tank. In fact, the only range differentiators will nese column advancing on Singapore, or Brecourt Manor
be for short range weapons such as pistols and SMGs. games where my US Airborne Platoon cleared the gun
Interestingly, the reason NCOs and officers were issued positions as made famous in Band of Brothers. Both were
with these weapons was so that they would only get in- great games and featured plenty of guns.
volved in a firefight when it got to pretty close quarters,
i.e. the range at which combat is decisive. The rest of However, the book then goes on to say that “The success
the time they were meant to be doing their job com- and popularity of various rule sets covering World War II…
manding the group of men they were responsible for. By suggest that players like to field tanks, artillery and other
ignoring our Sigmoid Curve and going with real ranges heavy equipment. Manufacturers are equally enthusias-
we reintroduce that to our game. tic”. And there lies the rub. I would suggest that not only
are manufacturers ‘enthusiastic’, which suggests a benign
Of course there is always the argument that unlimited compliance in the whole affair, they are actually driving
ranges will result in a long-range firefight across the the situation by demanding rules which conform to the dis-
length of the table. Yet this argument seems to ignore tortions of the Sigmoid Curve in order to generate sales.
the fact that wargames tables are generally packed
with terrain which allows us to manoeuvre through Indeed, the book I purchased was very clear in its con-
areas of dead ground. Knowing that your opponent clusions. “Game designers who don’t allow for such
can shoot you if he can see you results in players being things on the basis of scale realism are onto something
obliged to seek out covered lines of approach if they of a loser so far as the public is concerned. If rules are
want to get to close quarters without suffering losses. commercial products backed by model manufacturers
Hmmm. That does sound a bit like reality. it is only to be expected that the rules accommodate
the company’s full range. So everyone colludes to allow
And then we can add into the mix that troops of all na- this innocent activity to continue unabated.”
tions were trained to use the tactics of fire and move-
ment. One element would engage the enemy with fire, Well, the cat’s truly out of the bag with that statement.
allowing another element to manoeuvre forwards. It was However, I would suggest that it is wrong-headed on sev-
just as possible for troops in WWII to become bogged eral levels. We can have games which are scale realistic; if
down in a long-range firefight as it is for us on the table- we don’t then our games present a highly distorted version
top, but the challenge in reality and in our games should of WWII. I would also question whether the use of the Sig-
be the same: how do we seem to break out of that quag- moid Curve in game design represents “innocent activity”
mire by using a combination of fire and movement to when its sole purpose is to sell gamers more expensive toys.
take the fight to the enemy? To my mind, the more we The two-man FOO team you need in Chain of Command
consider the benefits of using a ground scale which is not will never make anyone a fortune. Maybe that’s because I
skewed in the way that the Sigmoid Curve is, the closer enjoy the liberty of designing games whilst remaining inde-
our games come to representing reality. pendent of any manufacturer or range of figures.
So why on earth would we use the Sigmoid Curve when At the end of the day it is up to gamers to decide what
designing rules? Well, cast your mind back to the last time games they enjoy, but to suggest that we need to distort
you went to a wargames show and saw that incongruously ground scales in order to make a set of rules commercially
placed hill on the corner of the table behind which was successful is simply to promote a move away from games
clustered a host of artillery pieces. There lies the clue. which reflect the reality of warfare; and for what price? Just
In truth, those artillery pieces were shoved into the corner so some corporation can boost their profit margin. Isn’t it
so that they were hidden from direct fire weapons who oth- about time historical wargaming got real again? WS&S
THE BATTLEFIELD
THE FORCES INVOLVED
The attacker should have approximately twice as much
infantry and cavalry as the defender, but they should
have an equal number of guns. The attacker must keep
four elite units in a reserve formation. These units is only
available when the built-up area falls to the attacker.
To make matters more complex for the attackers, the crags The defending force: The Russian army
are flanked on either side by marshland. However, a sub- You command a small rear-guard. The corps to which it
stantial roadway runs from the centre of the attacker’s belongs was thrown back following a sharp action with
board edge through the defender’s, bisecting the crags. French forces. It is your commander’s intention to extract
There is a village in the middle of the board adjacent to his force and join with allied forces. To that end, your
the roadway, at the start of the heights. There are also a few orders are to defend the Seminovska Crags until nightfall;
other lower hills on the plain beneath the crags. you may then withdraw. The units available to you are:
The crags have several special rules applied to them: • Division commander
• 1st brigade (General with 2 line regiments, each
• The area is classed as rough or broken ground and of 2 battalions)
any Infantry moving on it will do so at half their • 2nd brigade (General with 1 regiment of 2 Grena-
normal movement rate. Cavalry and artillery will dier battalions)
move at a quarter of their movement rate. • 3rd brigade (General with 1 Jaeger regiment of
• Troops uphill from enemy formations are classed as 2 battalions )
in light cover for the purposes of ranged combat and
gain a close-combat advantage if attacked. Attached to any brigade:
• 1 Position battery (12pdrs)
This board is not conducive to cavalry or artillery opera- • 1 Light battery (6pdrs)
tions and both combat arms move at half speed when not • 2 Hussar regiments.
on the main heights or the road. The only built-up area on
the table should not give the defender a great advantage as The attacking force: The French army
it represents a dilapidated village. For most rule systems, You command a fresh French division, and your orders
this will translate as a +1 bonus to defence rolls (or morale are to take the Seminovska Crags. War has taught you that
or saving throws, depending on the system). The area can frontal assaults can be a costly affair. Your corps command-
only accommodate up to one infantry unit. The road can er’s intention is to sweep the Russian rear-guard aside and
be used by infantry and cavalry in March Column maintain offensive contact with the main Russian body. To
and limbered artillery batteries. Depending upon the that end, your commander requires you to take the crags
rules you are using, this confers a movement bonus. before you as soon as possible. Easier said than done!
Holding the high ground, the Russian battery pours fire on the advancing French. Models are Perry Miniatures.
The corps commander has decided you will only re- ers. Your cavalry wing is commanded by a brigade gen-
lease the Combined Grenadier and Voltigeur battalions eral and therefore more flexible than the enemy cavalry,
to the assault when, and if, the village at the foot of the which is tied to an infantry command. You get to study
crags falls. The units available to you are: your enemy’s deployment and know that the crags are a
large area for the defender to hold. You can use the road
• Division commander to carry your army to the enemy’s quickly and you can
• 1st brigade (General with 1 regiment of 4 line bat- make use of the hills that break up the plain to move
talions and a light infantry regiment of 2 battalions). your forces forward relatively unmolested from ranged
• 2nd brigade (General with 1 regiment of 4 line fire. As the crags themselves are hard to traverse this
battalions will also hinder enemy troops, restricting the possibility
of them mobilising reinforcements to your attack.
• 3rd brigade (General with 1 regiment of 4 line bat-
talions, 3 Combined Grenadier battalions and 1 Attacker’s weaknesses
Combined Voltigeur battalion) Your enemy is stubborn; they have some solid units in
a very defensible position. They also outgun you with
Attached to any brigade: a 12 pdr battery. As for the terrain, the enemy position
• 1 Foot battery (6 pdrs) cannot be flanked, channeling you into a frontal as-
• 1 Horse battery (6pdrs) sault. The plain is hard to traverse for your artillery and
• Light cavalry brigade (General with 2 Hussar or cavalry. The crags are hard to traverse for all your units.
Chasseur à Cheval regiments) The built-up area could also be a tough nut to crack.
SWEDES IN THE
HEART OF DARKNESS
After Belgium and the United Kingdom, Sweden was the land that provided the
most men to serve for King Leopold II in his pursuit of creating a personal colony
by the Congo River. By 1883, about 30 Swedes had been enlisted by Henry Morton
Stanley to participate in his initial exploitation of the land and the creation of the
Congo Free State. By the time the Congo Free State ended in 1908, at least 600
Swedes had been in the service of King Leopold II; about half of them were officers.
The good relations and friendship they had developed Lieutenant Wester and his men were shown to the out-
with Tippu Tip resulted in Lieutenant Edvard Gleerup skirt of the Senge Senge village, but the Wabai warriors
journeying to Zanzibar at the end of his service in the must have heard them approach, as they were met by
Congo Free State, and thereby he became the eighth a volley of poison arrows. Lieutenant Wester fired his
white men to cross the African continent from the west Winchester rifle as he ordered his men to also open fire,
to the east. Unfortunately Lieutenant Arvid Wester which they did with poor accuracy, but due to the in-
could not participate in this journey, as he was too tense noise of all the rifle fire, the Wabai attackers ran
sick from recurrent jungle fever and had to go the easy off into the night leaving some 20 dead. Inspired by this
way down the Congo River and back to Europe. event, I put together Scenario 1.
beginning of each of the defenders’ turns until they count as casualties – this is how the Attacker gets
both have arrived. The reinforcement unit arrives by away with the loot they managed to capture.
a free move action if the roll is equal or below the
current turn. A second roll determines which board Ending the Scenario
edge the reinforcements will arrive from: The game ends after 12 turns, or sooner if only one
Field Force remains in play. If only the Attacker remains
• 1-2: They may arrive from the West edge in play, count all remaining buildings as looted.
• 3-4: They may arrive from the West or the North edge
• 5-6: They may arrive from the West, North or East edge Objectives
When the initial two defending units have been de- The defender gains +2 for each attacking unit routed or
ployed, the attacker sets up all his units along the East wiped out, +1 for each hut remaining unlooted at the
table edge. At least one model from each unit must be end of the game (unless the defender is no longer on
touching the table edge. the table), and +1 for each Loot Token that the attacker
didn’t manage to retire off the table with (unless the de-
Special Rules fender is no longer on the table).
The attacking Wabai tribe are activated first in every turn.
The attacker gains +1 for each hut they loot and +2 for
Each of the five huts has some women, children each loot token they manage to retire off the table with.
or supplies that the attacking Wabai tribe wants to
capture. To capture what is inside a hut, the attack- ADAPTING ’CANNIBALS IN THE NIGHT’ FOR CONGO
er needs to end the movement for one of his units Rules for the Adventure: Jungle, Entering the table, Exit-
touching the entrance of the hut and spend the next ing the table, Night, Plunder
activation to search the hut; no activation roll is
needed. A unit can search and loot one hut at a time The table size is 90x90cm; place the terrain as per map
but can carry the loot from several huts. The unit that (see above). The village huts should be within “L” of the
looted a hut gains a Loot token representing the peo- table’s center point.
ple and things they capture; now they have to leave
the table with the loot. The Protagonists
The Trade Station with Senge Senge Allies
The Loot tokens are merely tokens showing which Use 70 points from the White Men Expedition list.
units have and are guarding the Loot, and have no ef- You must field the Retired Officer (Lieutenant Wester)
fect on game play; if in the way, move it aside. If a unit and the Kirangozi (Chief Senge) as well as at least two
that has a Loot token is routed or wiped out, it loses groups each of Askaris and Young Warriors; one of
the Loot token, and it cannot be captured again during each of these groups will act as entourage for the two
this game: remove it from the table. characters. You may not field any Soldiers.
The Attacker may choose to retire units from the The Wabai cannibal tribe
North or East table edges – moving one model off Use 90 points from the Forest Tribes list. You must field the
allows the whole unit to retire. Such units do not Chieftain (Chief Bakumu) and may not field any Pygmies.
The Wabai cannibal tribe sets up all his units along the SCENARIO 2: SLAVE RAID – OCTOBER 1884
East table edge. At least one model from each unit must During October 1884, the Arab leader Monioamani with
be touching the table edge. about 300 men arrived at the area around the Stanley
Falls station. Monioamani was one of the sons of the well-
Reinforcements known Zanzibar Slaver Tippu Tip; he wanted, as all other
The reinforcements will arrive in Turn 2. At the end of turn 1 Arab Slavers, to continue down the Congo River into the
roll 1D6 for each of the units and deploy the unit along one territory claimed for the Congo Free State. Of course, Lieu-
of the table edges permitted. At least one model from each tenant Arvid Wester denied him the request. Despite the
unit must be touching the table edge. The roll determines hostility from the Arab slavers Lieutenant Wester managed
which board edge the reinforcement will arrive from: to get along well with them, probably mainly due to the
• 1: They may not arrive this turn shooting speed and marksmanship display he gave with his
• 2-4: They may arrive from the West edge Winchester rifle for an amazed Monioamani, who stated,
• 5-6: They may arrive from the West or the North edge “It would not be fun to get into a fight with you, sir!”
Set-up
The players have field forces as below or as similar as
possible if you don’t have the appropriate minis at hand.
Table size 120x120, terrain as per map. The village huts At the beginning of the game river movement affects the
should be within 18” of the table’s center point. The unit from the Stanley Falls Station. For each Move ac-
defender deploys all his units so at least one miniature tion that succeeds, the canoe/boat comes 1D6” closer
is within 6” of the center of the table; three of his units to the shore. BUT the canoe/boat also drifts 1D6” down
also have a slave token to transport off the table. the Congo river due to the strong water flow from the
Stanley Falls each activation, regardless of whether it
When the defending units have been deployed, the moved closer to the shore or not. If the canoe/boat drifts
attacker sets up the Regular Infantry with Lieutenant off the gaming board, the unit may enter the game again
Wester as indicated on the map in a canoe/boat in the on its next activation from the West board edge.
Congo River; it should be 12” to the shore.
Ending the Scenario
The Katukamus' tribal allies roll a 1D6 to see where to The game ends after 12 turns, or sooner if only one Field
set up their units: Force remains in play. If only the Defender remains in
play, count all remaining Slave tokens as brought back
• 1 - All units on the West table edge to the Arab camp from the East table edge.
• 2-3 - Two units on the West table edge and one
unit on the South table edge Objectives
• 4-5 - One unit on the West table edge and two The Defender gains +3 for each Slave token they man-
units on the South table edge age to transport off the table from the East edge and +2
• 6 - All units on the South table edge for each Slave token they manage to transport of the
At least one model from each unit must be touching the table from the South edge.
table edge.
The Attacker gains +2 for each attacking unit routed or
Special Rules wiped out and +1 for each Slave token freed.
The Stanley Falls Station (with allies) are the Attacker
and are activated first every turn. ADAPTING ’SLAVE RAID’ TO CONGO
Rules for the Adventure: Jungle, Confusion, Exiting
Three of the Arab Slaver units have a Slave token repre- the table.
senting the slaves from the Katukamus tribe that they have
managed to capture in their attack. Now they have to bring The table size is 90x90cm; place the terrain as per the
them back to the Arab camp site, upriver, by exiting the East map. The village huts should be within “L” of the table’s
table edge – moving one model off allows the whole unit center point.
to retire. Such units do not count as casualties.
The Protagonists
The Slave tokens are merely tokens showing which This adventure is played with both sides having the same
units have and are guarding Slaves, and have no ef- number of points to spend on their column: choose a
fect on the gameplay; if in the way, move it aside. budget between 70 and 100 points.
For the Karukamu Tribe use the African Kingdoms list; a casualty when shot at. When a slave is rescued, the
you must take the War Chief character and no other Rescue Party immediately draws a totem card.
one. For Lieutenant Wester and his Hausa Askaris, use
the Retired Officer and a group of Askaris from the The Arab Slavers may choose to retire units from the East
White Men Expedition list. table edge – moving one model off allows the whole
unit to retire. Such units do not count as casualties – this
For the Arab slavers, use the Sultanate of Zanzibar list. is how the Arab Slavers get away with the Slaves they
managed to capture.
Deployment
The Arab slaver deploys all his units so at least one min- Objectives
iature is within “S” of the table center. Three of the Arab Katukamu tribe with Trade Station Allies
Slaver units also have one Slave each, at no cost, to trans- 10VP for each Slave rescued (Slaves removed as casual-
port off the table (they replace the bearers of this column). ties don’t count).
3VP for each enemy group eliminated.
When the Arab Slaver’s units have been deployed,
the Katukamu tribe with Trade Station Allies sets up The Arab Slavers
Lieutenant Wester and his Hausu Askaris as indicat- 10VP for each group of Arab Slavers that exit by the East
ed on the map in a canoe/boat in the Congo River; it board edge still with their Slaves.
should be “L” to the shore. 3 VP for each group of Arab Slavers that exit by the East
board edge.
The Katukamus tribe rolls 1D6 to see where to set up
their units: The scenario lasts for six turns. The first two turns are
• 1 All units on the West table edge affected by Confusion. WS&S
• 2-3 One unit on the South table edge and the re-
maining units on the West table edge Darkest Africa scenarios inspired by actual events: it
• 4-5 Two units on the South table edge and the re- doesn’t get any better than that!
maining units on the West table edge
• 6 All units on the South table edge
At least one model from each unit must be touching the Several of my miniatures are from the extensive
table edge. Foundry Darkest Africa range, but I custom built
the main part, some from different plastic kits. My
The Slaves Congo Free State Askaris I have built using the Perry
When a group containing a Slave is defeated during a ACW Zouave box and the Perry Sudanese Tribesmen
melee, before removing any casualties, roll 1D6: box. For the Zanzibar Slavers, Baluchis and Rugga-
Rugga, I have used the Gripping Beast medieval
• 1-2 the Slave is removed instead of a casualty Arab Spearmen and Archers box, mixing them with
• 3-4 the losses are removed from among the group leftover bits from different Perry Napoleonic mus-
• 5-6 the losses are removed from among the group ket arms and other odd bits from my plastic bits box.
and the Slave is rescued; remove him from the table.
You can find more pictures of my African minis at
A Slave is also rescued when he is the last figure of a my blog: www.dalauppror.blogspot.se
group. The Arab Slavers are free to remove the Slave as
0-1 Chieftain
Sub Chieftain
A
+3
+2
C
9
+2
Pts
20
covered in our sister magazine Ancient Warfare in issues May ride a horse.
I.4 and III.4 (both available in PDF). The Seleucids were
covered in AW V.6 and VIII.4 (also available as PDF). Cavalry
SPANISH A C Pts
500 BC to 72 BC Heavy Cavalry 5 8 22
Spain was a land rich in metals and other goods, and Light Cavalry 5 7 17
the Iberians traded with the Phoenician colonies from
around 1100 BC but remained independent until the Heavy cavalry have spear, javelins and shield. Su-
coming of (briefly) the Barcas and then (more per- per perior Fighters. May have light armour (+1). May be
manently) the Romans. After the defeat of Carthage, Stubborn (+4).
the Romans still struggled to subjugate the tribes, and Light cavalry have javelins and shield. May have
revolts continued down to the Principate. The list may spear (+1). May be fielded as Skirmishers.
be used to create an Iberian force, a Lusitanian force
from the West of the peninsula, and a Celtiberian force Infantry
from those tribes under Gallic cultural influence.
D C Pts
Army composition
Scutarii 6 7 19
Commanders: up to 6
Caetrati 6 7 8
Infantry: At least 50%
Celtiberians 6 5 17
Cavalry: Up to 25%
Lusitanians 5 7 21
Skirmishers: Up to 10%
Tribesmen 6 5 14
Elephants
D A C Pts
Indian Elephant (E) 3 4 4 56
Crew (E) 5 7
Indian Elephant (L) 3 4 4 60
Crew (L) 3 7
Mahout 7
RAMILLIES REFOUGHT
I know, I’m a very fortunate wargamer. I’m a member of an enthusiastic,
capable club with similar interests and resources to fight the Wars of the
Spanish Succession with large collections over wonderful terrain. And we have
done so countless times; but not Ramillies, not yet. It proved to be the largest
game we’ve ever done in terms of figures on the table top.
ing for all types of horse (heavy, cuirassiers or dragoons) The next thing to look at was the breakdown of the vari-
is straightforward. No matter what nationality, three ous troop types involved. It would have been nice if
horse are on the same frontage as four foot (80mm). we could have represented each of the nationalities in-
So a squadron of six horse is 160mm allowing for ten volved in proportion, but the necessity of using what
squadrons abreast to be deployed. If they didn’t fit I’d we had available precluded that. Instead, and know-
just create more ranks of squadrons. ing our rules, it was more important to ensure that the
proportion of elite and standard troops was known and
I was reasonably confident that we wouldn’t quite break balanced, and equally that we got the balance of heavy
the table with the amount of lead we were planning to use. horse and dragoons somewhere close.
TERRAIN
There were a few considerations to take into account.
The easy part of this was to decide what to do about
the Petite Geet. This was a small stream that ran from
a spring near Ramillies across the entire battlefield
and in front of the deployment area of the Allied cen-
tre and right. It was known to be marshy and with
steep banks in part but, crucially, it was crossed on
the day by the allied foot. Under our rules, crossing
a linear obstacle of this nature is at a predetermined
pace (half speed), but this seemed a little easy for
the Allies to work out and keep a co-ordinated front.
So I introduced a modification that would give the
Allies pause for thought. They could either choose
to cross the stream at normal pace and suffer a level
of disorder which would need to be tested for to re-
cover from; or they could move at normal pace minus
1D6x10 paces and suffer no disorder penalty. In the
end most chose to use the latter since the disorder
put them at a greater disadvantage when faced with
the enemy, despite the disruption this caused to their
lines as each unit moved at a slightly different speed.
• To have Marlborough lead at least one cavalry This game should adapt to other games systems,
charge (as he had on the day and was only saved such as Black Powder, easily enough. Simply scale
from capture by his ADC Richard Molesworth) down the battalions and squadrons to the size re-
• To have at least one English foot battalion on the quired. Specific rules for the 18th Century can be
ridge at the close of play (this was a nod to the ex- found in the Last Argument of Kings supplement.
ploits of the English foot who attacked the French
between Ramillies and Offus under the command
of the Earl of Orkney, only to be recalled by Marl- IN CONCLUSION
borough at the point of success) The game was more balanced than expected. The sim-
ple game mechanic of allowing the Allies’ reserves to
The last wrinkle that I threw at the players was the
be moved quickly (the actual timing was more erratic
chance to win morale rerolls. This was simply a series
than the players were told) worked in their favour. In
of ‘pop quiz’ questions given at the start of each move
contrast, as the French deployed everything on the ta-
with the first successful answer being given a chit for a
ble, they had to physically move their reserves along
reroll. In the end, some of these proved quite crucial.
the table edge, which took far longer.
THE RULES However, there are two things I’d change. Firstly, I
We used our own Corporal John & the Sun King rules. would amend the numbers of figures on the table.
These have been written with this specific period in We originally planned for eight to ten players, but
mind and may be considered brutal by modern stand- on the morning of the event, we had only half that
ards. Bases of figures are removed with regularity number. This meant that some players were handling
once action commences; when you’re playing games
far too many troops to manage effectively. Secondly,
with thousands of figures this makes for a fast and
I would avoid the pooling of artillery pieces into a
simple game. Then, you worry more about what you
large ‘grand battery’ and ensure they were spread
are doing on the table top than the rules. If you use
more evenly around the battlefield. WS&S
linear tactics and follow the relatively simple doc-
trines of the time then you’ll find that the rules treat
Thanks to Mark Alcock, Andy Hamilton, Ashley Mann,
you fairly. Using ahistorical tactics and philosophies
James Robinson, Robbie Rodiss and Andy Sharpe. Scenery
will get you punished more often than not.
and terrain courtesy of the Grimsby Wargames Society.
All firing and fighting, apart from the field guns, is
calculated as 1D6 per four figures (rounding up). For an international perspective
There are bonuses for the first time of firing since on John Churchill, the 1st Duke
the musket barrels were prone to fouling after that of Marlborough both before
first fire. We also give a bonus for firing at units in and after the Battle of Ramillies,
deeper formations than two ranks. The only other check out Marlborough: Soldier
consideration is the morale effect of being fired on & Diplomat, available at:
continuously, such as when facing a battalion drilled
in platoon firing. These little adjustments have made www.kp-shop.com/marlborough
for very balanced games in the past.
This series is going to span aeons of time and thousands PLAN OF ACTION
of geographical miles, crossing oceans and continents. Let’s get something clear: I shall not be regaling you
We’ll look at fair weather and foul, consider the tactics with grand quotations from the great thinkers on war.
of the smallest special forces units and those of huge We have our esteemed Editor for the ancient Sun Tzu,
armies. It will look at tactics on land, sea and in the air – and similarly, fellow contributor Rich Clarke is a well-
even encompass the fantastic and futuristic – building, known fan of Clausewitz and Jomini and can rub sparks
I hope, into one of the most complete reference works off the hind legs of a donkey with his talk of friction.
ever compiled on the subject for wargamers.
No, my job is to provide you with highly practical table-
LIMITATIONS top tips and analyses, following a pattern that goes
something like this:
I won’t look at specific rulesets, as good tactics should
apply to ANY ruleset. Rulesets should not encour- 1. I’ll present you with typical tactical situations,
age ‘gamey’ tactics based purely on their specific from the very small to the very large;
quirks or unusual mechanisms. The expectations of a 2. We’ll analyze the strengths and weaknesses, the
cavalry commander about to launch the pride of his pros and cons of that scenario;
nation against a ridgeline festooned with squares of 3. Finally, we’ll determine the course of action most
British infantry should be sanguine, whatever scale likely to result in success in that situation.
you are gaming. Even a clash between orcs and elves
should produce similar outcomes, though the game I’m going to roam the annals of history for examples for
experience may differ wildly because of radically us to consider. It will sometimes be the case that a situa-
different rules mechanisms or unit representations. tion can be broadly described, such as ‘horse and musket
era’ or ‘ancients’; in others it is more specific. Sticking
Wargames rules ought to reward good tactics and pun- with the broad brush of the ‘horse and musket’ era, for
ish the bad. There’s nothing worse than looking back at example, there are certainly particular challenges in, say,
a game and feeling that you were defeated by the rules, the American Civil War, or the Austro-Prussian and Fran-
WELCOMING
GENERAL WINTER
To the WWII wargamer, winter battles in the picturesque snow offer a unique, prob-
lematic, but oh-so-tempting proposition. There’s a lot to choose from, and each
has its own draw, be it the Germans freezing on the approaches to Moscow in 1941
and facing a Russian counter-attack, or Finnish Jaakari and elite Sissi ski troops
(or German mountain troops) raiding the vital Murmansk railway line in the far
northern Karelian Front, or the attempted breakthrough to besieged Stalingrad in
1942, or Kharkov or the Battle of Bulge, to name a few of the more obvious ones.
Stalingrad and Operation German offensive. It offers a chance to play the US army
Winterstorm, December 1942 freezing in the snow, with tank battles and tight engage-
Combining urban warfare with the snow and ice, gaming ments along the Ardennes’ winding roads against ad-
the siege of Stalingrad, with a desperate German defence hoc American roadblocks thrown in their path.
of the ruined city after being surrounded, would see the
Germans low on everything: supplies, manpower, morale. Operations Konrad I and II, January 1945
A late war replay of the Stalingrad scenario, this time
Outside the city, for an armoured battle that included with the panzer divisions driving through the snow to
Tiger tanks in the snow, Operation Winterstorm was the relieve the siege of Budapest. You get all the late war
attempted breakthrough to relieve the besieged survivors equipment for both sides and panzer divisions (notably
in Stalingrad, by LVII Panzer Corps. The Russian response 5th SS Wiking) still in reasonably good combat shape,
to the panzers’ rapid progress was a strong counter-attack which can’t be said for most of the fighting in 1945.
against 6th Panzer Division, which resulted in a three- Again, like in 1942, the relief breakthrough didn’t work.
day tank battle around Verkhne-Kumskiy and the Chir
river, a splendid prospect for a winter wargame. Beyond the theatre’s terrain and the models, you also
need to consider a few things for the rules, whichever
Third Battle of Kharkov game system you are playing, be it Battlegroup, Rapid
Counter-Offensive, February 1943 Fire, Flames of War or Bolt Action (and many, many oth-
A reverse situation to Operation Typhoon, with the Russian ers too numerous to mention). Combat in the depths of
offensive to recapture Kharkov running out of steam and winter is not the same as fighting in high summer.
then facing a well-timed counter-offensive from the well-
equipped SS panzer divisions. This time it’s the Russians’ MOVEMENT
turn to be low on morale and battle-weary, with the SS Deep snow slows everybody and everything down.
panzers and grenadiers in full attack and retaking the city. Infantry slow to a crawl if they have to wade through
much of it, and is all but impassable to wheeled ve-
Battle of the Bulge, December 1944 hicles. Hefty movement reductions are in order, with
The classic for winter battles on the western front, al- high chances of wheeled vehicles becoming stuck and
though it didn’t actually snow until a few days into the needing towing out by other vehicles. You should also
consider impassable areas such as snow drifts, into not too drastic) on squad sizes, to represent the men who
which anything will get stuck if they are deep enough. have already succumbed to the cold. On top of that, the
All waters features freeze and become passable (if icy), men left in the front line will be miserable and seeking
so streams, rivers and marshes are not so much of an any excuse to quit the field and find somewhere warmer.
obstacle. How much weight such features can take is Morale should be reduced, except for units that are very
up to you: perhaps larger vehicles risk cracking the ice. well equipped or trained for winter combat (like mountain
troops or commandos). For the poor, average footslogger,
VISIBILITY reduce his morale roll a bit, or use whatever system the
Falling snow reduces visibility a lot, as does wind-blown game allows to recreate this, perhaps counting regular
snow at ground level, making identifying targets harder troops as untrained or inexperienced. Units which are de-
and spotting for mortars or artillery difficult too. If the fending and occupying buildings might be excluded from
rules have any spotting system, then some kind of nega- this effect, as at least they have a roof over their heads.
tive modifier or reduction in distances is in order. If you
can’t see something, then you can’t shoot at it either. SPECIALIST TROOPS AND VEHICLES
There are those units that are equipped for winter combat,
MECHANICAL ISSUES like ski troops. Now ski troops didn’t often actually fight
Sub-zero temperatures have drastic effects on mechani- from their skis – it was more of a way to get to the battle
cal equipment. Vehicle engines (especially with 1940s area to then fight on foot – but ski troops should have a big
technology) do not work well. Oil freezes; even the movement advantage over footsloggers in the snow, and
hydraulic and brake fluids freeze. Vehicles are going that increase should be even bigger if the skiers are moving
to break down far more often. Very low temperatures downhill. Most armies had their ski-trained troops. Obvi-
lower gas pressure and, as many machine guns rely on ously, the Russians on the northern fronts had lots of them,
gas pressure to re-cock the weapon, their rates of fire as did the Finns. The Germans had their Gebirgsjäger and
drop. If it’s cold enough they become single shot weap- the British and US Commandos (and other special forces)
ons! Fully automatic weapons should reduce their rates also had arctic warfare training, including skiing.
of fire accordingly. For the infantryman, this is a great
boon, as his trusty bolt action rifle still works just fine. Also, consider adding a few specialist ski vehicles into
the game. The Russian aerosans are the obvious exam-
ples: small, unarmoured but very fast vehicles that skated
AIR SUPPORT over the snow and could drag ski-troops behind them too
Aircraft are affected by sub-zero temperatures just like (this form of combat is starting to sound quite good fun).
other vehicles. They become unreliable, so even if the Some armoured cars could also replace their rear wheels
visibility is good enough to allow aircraft to fly, many or tracks with skis for improved mobility and speed.
still won’t be able to. In winter battles, reduce the avail-
ability and reliability of any aircraft in the game. If it’s Those are just some thoughts on winter gaming in WWII,
snowing, remove them from the game altogether. which hopefully spark a few ideas of your own. Right – all
that said, I’m off to sit by the fire and warm my toes. WS&S
MORALE
Living in a trench in winter must be sheer hell. Even with Warwick is the author of the Battlegroup rules series.
the right winter kit to keep you alive, it saps morale fast. The Ardennes is a favourite theatre of his – see his Bat-
Units will already be below strength due to frostbite cases, tlegroup: Wacht am Rhein book for more details.
so it’s worth having some effect (probably random and
FINNISH
THE RUSSIAN BEAR FROZEN BY FINNISH BLIZZARDS
MOTTI TACTICS
The battle of Suomussalmi in eastern Finland (December 1939-January 1940) pitted the
outnumbered but resourceful Finns against the numerous but poorly led Russians. The
Finnish defense was orchestrated by well-led, disciplined troops knowledgeable of the
landscape and elements, and using tactics best suited to those circumstances.
stab swiftly at their foe’s formations, cut off their columns, but was utterly destroyed. The second division didn’t fare
cut their telephone communication lines, surround their much better as the Finns penetrated the Russian column at
remnants and force them into action at a disadvantage. The several points, and then annihilated each pocket in turn. To
Finns would reduce Soviet units into smaller units, thus rescue the 54th division, the Soviets decided to challenge
making them easier to contain and deal with. By systemati- the Finns at their own game and send in a brigade made up
cally cutting Russian divisions in half, Finnish units were of skiers. But the high command made some fatal mistakes.
able to mop up each in turn. The Finns employed their hit- It failed to supply the brigade with white camouflage uni-
and-run style repeatedly and would refine it into a deadly forms. And it neglected to train the men to maintain their
art. Having introduced the tactic, the Finns were relentless weapons properly against the frost; clogged with frozen oil,
in its usage. Time of day did not matter, thus permitting the the weapons often could not be fired. Most of the men did
Soviets little rest. Nearly invisible in the dense forests in not know how to ski and were not given adequate skis. The
white camouflage gear and phantom-silent on skis, the incompetence that was Russian command and logistics
Finns would strike and disappear. was on full display. The Russians also tried supply columns
across the frozen lakes, only to find how effective the Finn-
The Finnish harassment tactics were combined with ish artillery could be at breaking ice.
the double envelopment siege tactic – preventing help
and supplies from getting into any Soviet pocket and The Finns hoped that their Motti tactics would make
preventing anyone from leaving. The Finns would keep the price so heavy that the Russians would sicken and
a Soviet column pinned in place and let the effects of give up. This, however, was a battle of attrition, and the
starvation and the cold kill them. The Russians did try to Russians could replace their numbers more easily than
drop supplies by air, but the Finns intercepted the drops the Finns. Finnish losses were low compared to their
as often as not. The Finns called these isolated pockets Russian counterparts: 900 for the Finns and 27,500 for
of Russians Motti, the Finnish name for piles of wood Russia. The Finns claimed 1,300 prisoners; many Rus-
stacked and left in the forest for later collection. sians gave up when detached from their units instead
of freezing to death in the barren Finnish countryside.
The first two Russian divisions who crossed the Eastern fron- Adding insult to injury, the Soviets lost the full equip-
tier made a column twenty miles long and one tank wide. ment of two whole divisions. The surviving Russian high
On Christmas Day, the first Russian division tried to escape commanders of the retreating Russian forces were exe-
When the frost thawed, the Finns were left with tons The Russians
of war booty, including four thousand rifles, a hun- Use the Red Army Winter War theater selector from page
dred maxim machine guns, over 70 artillery pieces and 29 of the Ostfront book. All Russian units should be in-
over 50 armored vehicles and tanks, all of which were experienced apart from a single NKVD squad. Tanks are
pressed into Finnish service. limited to under 125 points per vehicle (which conveni-
ently prevents any ahistorical T34s, T35s, or KV1s being
The ineptitude that was Russian strategic planning had used). The Red Army suffers from the Frostbite rule (see
direct ramifications on Germany’s opinion of the Sovi- page 101 of Ostfront). The Russians treat all terrain except
et’s war-making prowess and gave Hitler the bravado to the roads as snow (treated as rough ground, see p47 of the
later fight the Russian bear. For 104 fateful days, Finland new rulebook) – this includes all Soviet armor as the early
orchestrated a textbook game plan of guerrilla warfare. Russian tanks such as the T26 did not have wide tracks.
Although the Finns would later capitulate on March 12, Russian wheeled vehicles may only move by road.
1940, they gave Germany a blueprint on how to have
future success against the Russian juggernaut. The Finnish Forces
Use the Finnish Winter War theater selector from the
Italy and the Axis supplement. No tanks or armored cars
An excellent guide to the Winter War can be found
can be taken. All Finnish infantry (including weapon
at http://www.winterwar.com/
teams but excluding gun crews) are assumed to be ski-
equipped and ignore the effect of snow.
Deployment
The Russians are the defender in this scenario. Their forces
may start either on the road or six inches either side of it.
Russian infantry may start dug in, although this only counts
as light cover as the soil is frozen. As the Finns may attack
from any direction, it is advised to spread the Russian forc-
Russian AA spots a Finnish plane. es out along the road. At least 75% of the Russian forces
must be deployed on the table. Any reinforcements must roles of Finnish and Russian commander to see who is
arrive on foot and enter via either end of the road. the most effective Finnish commander. Another alterna-
tive is to increase the Russian points; but remember that
The Finns are the attacker. They may enter from any while the Finns have the advantage of surprise, the Rus-
board edge but must nominate half their units as being sians have the advantage of cover.
in the first wave; the rest come in as reserves.
The town of Staraya Ruza sits close to the frozen Mosk- The German forces start deployed as follows: the artil-
va river, 25km west of Moscow. Here, in the winter of lery column is placed on the road; the rear vehicle is
1941, the Germans have just a skeleton defence force 10” from the northern table edge, with the rest lined
to secure the bridge. This unit is in the process of pulling up, nose to tail, head of it. One infantry squad and
out, with just a small rearguard trying to hold the bridge the Pak 36 anti-tank gun start the game on, or within
open to assist the retreat. But their standing orders are 10” of, the bridge. The rest of the German forces are
that, if they can’t hold the bridge, then they must de-
stroy it instead, to prevent the Russians from using it.
deployed in the buildings, or within 5” of the build- imum range of 20” for the entire game. Suppressing
ings as marked on the map. Defences may be placed (Area) Fire is not affected.
anywhere within 10” of the bridge. Digging in is im-
possible with the frozen ground – the Germans have Deep Snow: The entire tabletop is covered in deep
only the improvised barricades mentioned below. snow. All movement, for infantry (without skis) and ve-
hicles, counts as in difficult terrain. Also, all vehicles
This is a surprise attack; no units may start on ambush fire. must use their off-road movement speeds at all times.
First Turn: The Russians are attacking and may take the Ski-Troops: Ski-troops are not affected by the deep
first turn. snow. Their movement rate remains at 5”.
Reserves: From the start of turn 3, Russian reserves may Demolitions: The German engineers have a demolition
arrive. Roll a dice: on a score of 5+, one Russian tank charge which they can use on the bridge, using the nor-
(freely chosen) has made it through the snow and can mal tabletop demolition rules. The bridge may only be
be placed anywhere on the northern table edge. It may blown once the Germans have less than 10 BR total re-
be given orders from here. Only one tank can arrive maining. Once blown, a random German BR counter,
per turn. From the start of turn 6, roll for the German chosen by the Russian player, can be returned to the
reserves. On a 4+, the Pz II arrives via the road from the counter’s pot. If the bridge is blown before the BR total
south. Place it on the road and give it orders from there. has fallen to 10 or less, the Germans lose the game.
White-Out: It is snowing hard and wind-blown snow Moving the column costs the German player one or-
is seriously obscuring visibility. Reduce all Aimed der per turn and they all then automatically get the
Fire, be it with small arms, HE or AP shells, to a max- ‘Top Speed’ order. They only move along the road,
over the bridge and then off the table edge. Remem- Reserves
ber they must use off-road speed and count as in dif- 1 BA-10 armoured car (on skis; it does not treat the
ficult terrain due to the conditions. snow as difficult ground)
3 T-26 m40 tanks
Each vehicle in the column destroyed costs the German 1 OT-130 flamethrower tank
player a BR counter as normal. If any of the vehicles
escape over the bridge and off the southern table edge, Total: 23 BR 1 officer, 3 scouts
the Russian player must take 2 BR counters.
The Russian forces do not use the Command Chaos spe-
cial rule. They use the normal command and control
Vehicle Mechanical Unreliability: Frozen conditions are
rules in this scenario.
playing havoc with vehicle engines. All vehicles count as
having the Unreliable special rule in this scenario.
GERMAN FORCES
Frozen Moskva River (All are Regulars)
The Moskva is frozen, but the jumble of big ice blocks Infantry Squad: 6 men and 3 men with MG34 MG In-
have now made the river into very treacherous going. Ve- fantry Squad: 6 men and 3 men with MG34 MG
hicles cannot cross the river except at the bridge. Infantry Engineer Squad: 7 men with a demolition charge
may cross the river on foot, but it counts as dangerous Pak36 anti-tank gun, in a dug-out, with a loader team
terrain. Guns may not be man-handled over the river. AT Rifle Team: 2 men with AT Rifle
20mm AA gun, in a dug-out, with a loader team
Ambulance
RUSSIAN FORCES 2x 10” lengths of improvised barricades
Ski Platoon (All troops are Regulars and Ski Troops) 20” of barbed wire
Platoon HQ: 3 men (officer) Artillery Column (see above)
4 x Rifle Squads: 8 men each
Maxim MMG Team: 3 men with MMG Reserves
AT Rifle Team: 2 men with AT Rifle 1 Pz II C
Light Mortar Team: 3 men with 50mm mortar
Total: 21 BR 0 officer, 0 scouts
2 Snipers (ski troops)
3 Timed 80mm mortar barrages – 3 mortars per barrage This scenario is typical of the desperate struggle the
(player must choose location and turn) German Wehrmacht faced during the winter of 1941.
A FROSTY RECEPTION…
AN EASY JOB
In mid-January 1945, the British Army launched the rather wonderfully named Operation
Blackcock with the aim of driving the German 15th Army back behind the rivers Rur and
Wurm, pushing the frontline further into Germany and clearing the ‘Roer Triangle’.
man defence, fighting from the houses and the trenches, Fire’. The German player may also play any ‘Vehicle
halted the advance and eventually retook some of the Breakdown’ chit as a ‘Mine Strike’ token if they wish
gains made by the British troops. It becomes apparent to represent the widely dispersed minefields. Howev-
from memoirs that British infantry morale was at low er, ‘Mine Strike’ may not be played on any unit on a
ebb, having been fighting for several days in the dead road, but it may be placed on a unit that has entered a
of winter and not expecting such determined resistance building that turn to represent a booby-trap going off.
to their assault. The inability of the supporting British
armour, especially the Crocodile tanks, to adequately In this scenario, all British vehicles must stay on the
support the attack, and the position of German Hetzer road at all times and may only move at cross-country
tank destroyers in the woods to the east, limited the role speed due to the snow and ice on the road. The con-
the British armour could play. The fact that the weather cealed German Pak-Bunker may not be targeted until
and ground conditions also forced the British vehicles it has fired. German vehicles may leave the roads,
to remain roadbound further hindered efforts. As fight- but if they do so they treat the terrain as Dangerous
ing continued while night fell, the German counterattack and only move 1d6 inches per move action. How-
recaptured many of the British gains, and at one point a ever, on a roll of a ‘1’, they are bogged down, hav-
British company was cut off by Fallschirmjäger infiltrat- ing driven through the crust of ice and snow and got
ing in behind their positions in the village under cover of stuck in the mud. The vehicle is now immobilised.
darkness. In response, another British attack then went in This is a platoon game and both sides get 2d6 plus
at around 2am to try once more to push into the village Officers for orders each turn.
and secure these houses, but this too failed as fatigue set
in among the British attackers after a day’s hard fighting. British Forces – Regulars – Battle Rating 30
All British Infantry units count as ‘War Weary’ due
The first scenario presented here offers a chance to re- to the previous five days of fighting and fatigue set-
fight the initial attack and try to gain a foothold as far ting in. All infantry units test for Experience Tests and
north into the village as possible. The game is played to ‘Beyond the Call of Duty’ tests as if they are Inexperi-
whoever breaks their Battle Rating first. enced troops. The British battle rating has also been
reduced to reflect their state.
British forces begin the game entering via the road in
Forward HQ – 3 figures in Jeep
the south-west corner of the map. Before the game,
(Senior Officer, Artillery Spotter)
the British player should write his order of march for
the units. On turn 1, 1d6 + 3 units will arrive. On British Infantry Platoon (Bren Teams)
following turns, 1d6 units will enter. All units must • Platoon HQ – 4 men with 2” Mortar (Officer, Mor-
enter the table via the road. tar Spotter)
• PIAT Team – 2 men with PIAT
German forces must deploy all infantry assets in a • 4 x Rifle Section – 8 men with Bren
building or one of the trenches. There are eight trench- British Infantry Platoon (Bren Teams)
es and each can hold up to ten figures. Other German • Platoon HQ – 4 men with 2” Mortar (Officer, Mor-
units may deploy anywhere on the table, but no unit tar Spotter)
may deploy closer than 15” to the British entry point. • PIAT Team – 2 men with PIAT
1d6 + 1 German units may start the game on ‘Ambush • 4 x Rifle Section – 8 men with Bren
The British are attacking! Map of Sint Joost. North is to the right.
be deployed along the road leading to the original entry • 1 x Cromwell (Officer, Mortar Spotter)
point in the first game. They may deploy in any build- • 3 x Cromwell
ings in their deployment zone if they wish. In this game, Stuart Tank Troop (minus any losses from first game)
the British vehicles may move off the road, but follow • 1 x Stuart (Officer, Mortar Spotter)
the same rules as in the first game for German vehicles. • 2 x Stuart
2 x Churchill Crocodile Tank
German forces may deploy anywhere outside the Brit- (minus any losses from first game)
ish deployment zone, but not within 10” of a British Off-Table 3” Mortar Battery of 3 mortars
unit. As the game takes place at dusk and after a smoke 2 x Timed 25 Pounder Barrages (4 guns)
barrage has slightly dispersed but remained in the area, Pre-Registered Target Point
causing a freezing mist, visibility is reduced to a maxi-
mum of 20” for Aimed Fire and 40” for spotters. Sup- German Forces – Veterans – Battle Rating 32
pressive Fire is not affected. Forward HQ (Major Arno Zander) – 3 figures and Kübel-
wagen (Senior Officer, Artillery Spotter)
British forces are similar to the first game and repre-
Fallschirmjäger Platoon
sent reinforcements coming in to bolster the attack.
The troops no longer count as ‘War Weary’ in the Platoon HQ – 5 men (Officer, Mortar Spotter)
second game. The German force, on the other hand, • 2 x Rifle Teams – 5 men and 2 Panzerfäuste
is reinforced by Heer troops of lesser quality than the • 2 x LMG Teams – 3 men and MG42
original defenders. 1 x sMG42 Team – 3 figures with
MG42 and 3-man Loader Team
This is a platoon game and both sides get 2d6 plus Of- Panzerschreck Team – 2 men with Panzerschreck
ficers for orders each turn.
Heer Infantry Platoon (Inexperienced)
Map of Rovaniemi
WINTER WARRIORS
General Winter brings new challenges and new cool-looking models to the table-
top. Some troops will have been issued snow camouflage gear while others will
struggle on with greatcoats, using white sheets as camouflage.
CP Models 28mm
Range: Standard
Size: 28mm ‘foot to eye’ or 31mm tall
Price: £5.25 for three
CP Models 20mm
Range: Standard
Size: 23mm ‘foot to eye’ or 25mm tall
Price: £3.50 for 4 infantry
SHQ 20mm
Range: Comprehensive
Size: 20mm ‘foot to eye’ or 22mm tall
Price: £2.25 for three infantry
Battlefront 15mm
Range: Complete
Size: 15mm ‘foot to eye’ or 17mm tall
Price: £14.50 for a platoon pack
Pendraken 10mm
Range: Comprehensive
Size: 10mm ‘foot to eye’ or 12mm tall
Price: £1.65 for 10 infantry
Pendraken also has nine packs of Finns for the Winter War.
ACHTUNG, JABO!
The story behind this dramatic scene is clear, I think. It’s a group of Germans
in retreat, looking for shelter when suddenly an American airplane appears in
the scene from behind. The miniatures were given to me by Warlord Games,
and they are part of the casualty set from their new Winter German range. The
base was a Sarissa Precision big artillery base and the ruins are part of the
plastic ruined farm from Warlord Games. I mixed in a couple of 4Ground snowy
trees to good effect. The little airplane is by Scotia Grendel.
- Andres Amian
VMC Middlestone 882, AP Dark Tone Ink wash. Highlight with VMC Mid- Highlight with AP Ne-
VMC German C. Black dlestone 882, VMC Ma- crotic Flesh.
Brown 822 (strap). hogany Brown 846 (strap).
The base is covered with poylilla Primed dark brown, then dry- Drybrush light grey and white
and sand to create a variety of brushing on the wall with greys, to create a base for the snow.
different textures. and the ground with browns. Trees and tufts were added, and
finally the artificial snow.
© Georgie Harman
THE IRREGULAR
THE GENERATION GAME
There’s a lot of talk in wargaming
about the greying of the hobby. Peo-
ple ask me, ‘Is the hobby dying out?’
And I tend to respond, ‘Well, what
are we doing about it?’
DON'T FENCE ME IN
Battles in North America during the eighteenth and nineteenth centuries often took
place on cultivated land and homesteads which had various types of boundary fencing.
This feature will show you how to make some of the variations of fences present during
these times, and I'll help you improve them if you already know how to make them.
F irst, the list of materials and tools that you will need:
some sharp scalpels, a good craft knife, a cutting
mat, a steel rule, an engineer’s square, a round
coarse file and a flat rasp file, PVA glue, medium
viscosity superglue, four millimetre thick plywood (cut to
size), Milliput, waterproof tile adhesive, small rough stones,
gravel, sand, paint, and flocking material as required.
sheet. Smaller sheets are available as well. If your shop
does not have the facilities to cut this to the required size
then it can be cut using a sharp craft knife guided along
the edge of a steel rule. Be careful here and wear a thick
gardening glove on the hand holding the steel rule.
Measuring and cutting the fence pieces and base. Gluing the fence to the base, with your models as a guide.
3. 4.
Gluing down the upright posts and terrain surface. The finished fence with finished groundwork.
Lay out the first row of fence rails on the base, so you Once all three layers of rails have dried, cut some up up-
know you have what you want before you start glu- right posts, the same way as before. These will obvious-
ing things together. Place the end of the first rail on the ly be shorter, with one flat level end and one chamfered
guideline at one end of the base, and the other end di- to simulate an axe cut end. Place a blob of medium
agonally over to the other guideline. The next rail goes viscosity superglue on the plywood base and glue four
on top of the first, and so on. I have used three rails per upright posts down, one either side of the intersection
eighteen centimetre base. Place a dab of PVA and a of the rails. The upright post must touch the rails; place
small off-cut of wood under the end of the rail at the end a dab of PVA where they touch. Position all the upright
of the base. This is because the rails rise and fall along posts and leave to dry (step 3).
their lengths. My fences are three rails high making a
fence about chest height on a 28mm figure. Bear in mind Now cover the base with waterproof tile adhesive and
that your figures will be based, therefore changing their a layer of PVA. Then embed any lengths of fibre from
height. The straight, viscous PVA will hold everything in a coconut hair broom, cut to length and painted later,
place while it dries overnight (step 2). and position any stones in the PVA. Add clump
foliage soaked in a mix of PVA and water if you pre- on the boundary of the field. Over time these built up.To
fer. Add scattered gravel and sand, then allow to dry. build those, I laid a bead of neat PVA glue along the
Don’t forget to cover the long sides with sand, to hide length and centre of the base and placed a row small
the edge of the base, but leave the ends clear as you stones along it. After they had dried in place, I laid a fur-
need to butt other fence lengths up against it. If you do ther layer of stones on top. I then painted, black washed
get some material on the ends then use a rasp file to and dry brushed these stones and glued the cross pieces
remove it after it has dried. After setting and drying, the in place. I covered the base as previously and fitted the
base can be painted, dry brushed and scatter, flock and rail at the top (see page 62). Varieties with the stones
tufts added as required (step 4). stacked into what is almost a wall exist as well.
After researching different types of North American The last example was based on a picture of the dead
fencing I discovered a website describing the resto- on the Hagerstown Turnpike. This fence was over five
ration work being carried out on the Gettysburg bat- foot high, but I decided to aim for the same height as
tlefield. I realised I had used some wargaming repre- I had for the other fences. On a clean cutting sheet
sentations of snake rail fencing which were far from I took some one millimetre by two millimetre plas-
accurate. Although aesthetically pleasing, hard-wear- ticard and ran each length along a coarse sheet of
ing and versatile, they were unrealistic. sandpaper. This started a grain effect which was then
accentuated using a sharp, pointed scalpel. I rubbed
After seeing the above examples I attempted a repre- off the excess swarf from the card surface. As the
sentation of this restored fencing. Using the same bas- plasticard is rectangular and the edges of the rails
ing method I cut the lengths of rails and split them into on the fence are chamfered, I trimmed the rails with
quarters along their length. Place a craft knife blade at a sharp scalpel. I calculated the height of the fence
one end and tap the other end of the rail on a cutting and cut some card for the upright posts. Remember
mat. The knife blade will split the rail. Do this again on that the tile adhesive on the base will cover some
the half rail to make quarters. Make a number of these of this upright post. I left one side of these uprights
and arrange in place on the base, using the same guide- plain, as the rails would have to be glued to them. I
lines as before. I made a fence four rails high. Then a cut the rails as well, then placed the uprights, spaced
number of crosspieces are made which can rest against out, on a cutting sheet and glued the crossrails to
the topmost rail. If you have difficulty making the cross- them with liquid poly glue. I sandwiched the rail in
pieces, then cut a notch at the point where the two with another upright and allowed everything to dry.
pieces cross, and then enlarge the notch using a round
file. This will provide a larger surface area to make it I placed a guideline along the centre of the base and
easier to glue together. Do not use thick sticks for this positioned the fence, held in place with some Milliput. I
part as it will make it much more difficult to fit the final airbrushed the fence black, as in the pictures I had seen
top rail. Once these crosspieces have dried, fix them on the fence timber had weathered to a very dark colour. I
the base with superglue and then cover with tile adhe- drybrushed the fence with a number of grey shades and
sive and flock as before. Once completed I realised that then covered and flocked the base (see above).
the overall height of this fence was too high for a 28mm
figure. It was more suitable for 40mm figures. It could This just goes to show you that research and planning
be made lower by using only three rails instead of four can save you wasting time, and allows a nice result. I
and using thinner sticks for the crosspieces. made a large amount of fencing for my club and store it
in a ‘Really Useful Box’ layered with round edged sheets
Another type of fencing seen in 18th and 19th century of galvanised steel, held apart by wooden blocks. You
Ameria is a more basic cross rail fencing. Here farmers want it easily transportable and protected, right? WS&S
moved rocks which interfered with ploughing and placed
PAINTING 28MM
NUMIDIANS
On his way to Rome, Hannibal Barca increased his army by adding in the best sol-
diers he could find. At that time, Numidia produced some of the best light cavalry
in the world. However, in a twist of history, Hannibal would later face the same
Numidians and their skills at Zama. In this article, we show you how to paint these
famous warriors using the fantastic new plastic models from Victrix Miniatures.
THE RIDER
The largest area to be painted on the riders is the skin.
To paint a dark-skinned complexion, we need only two
colours: Dark Oxide (VPA 302) and Tan (VGC 066). Start
modelling file can smooth the surface. Next, apply a painting the whole skin surface with Dark Oxide thinned
primer coat. I use an airbrush and a grey primer from with a bit of water to facilitate the distribution of the paint.
AMMO MiG. I like to use grey primer because all Once it is dry, paint the eyes: first a horizontal white line
colours go equally well on top of it. I use the follow- and then a small black dot in the middle. Next comes high-
ing abbreviations: VPA = Vallejo Panzer Aces, VGC = lighting the skin. I’ve applied at least four highlights by mix-
Take a look at the photos – for example, at the arm with THE TUNIC
the javelin. Have you realized that the darkest part of Instead of painting all your warriors with a white tunic,
one muscle is in contact with the lightest part of the ad- try to use different colours or tones to add some variety.
jacent one? This is a painting technique called ‘colour For example, I will show you here how to paint a white
modulation’ and it is commonly used to paint vehicles. and a light ochre coloured tunic. However, you can use
However, we can also use it when painting infantry. as many brown/cream/ochre colours as you want.
The idea is to create big contrasts between adjacent ar-
eas by combining their shades and highlights. Anyway, To paint the white tunic we need two colours: Ger-
remember that it is very important to thin the paint with man Cam. Beige WWII (VMC 821) and Ivory (VMC
918). We can start applying the shade colour with the ing the whole piece with Chocolate Brown (VMC 964),
Beige. Next, we mix the Beige colour with Ivory in a being very careful not ruin the painted tunics. Then, we
one-to-one proportion (1:1) to apply the first light, ap- can mix the chocolate with Beige Brown (VMC 875) in
plying another two highlights by adding more Ivory to the same proportion to apply the first highlight. Finally,
the mix (1:2 and 1:3, for example). Finally, we use the we use pure Beige Brown. To apply the highlights, we
pure Ivory to apply the last highlight. As with the mus- can just apply them on every spin of the rope, leaving
cles, the wrinkles on the tunics are amazingly sculpt- the Chocolate Brown on the recesses, and painting the
ed. Therefore, we only need to paint a line along each maximum highlight with Beige Brown on the upper part.
wrinkle. The first highlights will cover a big area, just We can use the same colours to paint the piece of leather
leaving the shade colour in the recesses. In contrast, on the right arm used to hold the shield.
the last highlights will cover a very small area. Try not
to totally cover the previous layer! Otherwise, you’ll To paint the javelin, we can start by using English Uni-
lose the blending effect. At the end, we can use the form (VMC 921) to paint the wood, applying a highlight
beige to re-paint the shades if needed. by mixing English Uniform with Ivory in a one-to-one
proportion. Here, we can use the horizontal part of the
For an ochre tunic, we will follow exactly the same brush bristles to simulate the veins of the wood: paint
steps and ideas previously discussed, just using differ- several horizontal lines in parallel along the stick, leav-
ent colours. For ochre, we need English Uniform (VMC ing the dark colour between them. To paint the iron
921) for the shade and Iraqi Sand (VMC 819) for high- parts we begin by using Gunmetal Grey (VMC 863),
lights. The Iraqi Sand has a small yellow component and then we apply a Citadel shade: Nuln Oil (black).
that will generate a warm or cream colour. You can use Once it is dry, we can apply some lights on the edges
ivory or white as an alternative to obtain a “greyish” by mixing the Gunmetal Grey with Silver (VMA 063).
ochre tone. Using Ice Yellow (VMC 858) will create a
yellowish ochre tone. These three tunics will be very To paint the black hair, first we need to fully paint the
similar, but different enough to provide a very nice area with black. Next, we mix black with a bit of white
contrast in our unit. Try to exploit this! or ivory and carefully paint the braided hair and beard.
We can apply the second highlight by adding a bit more
EQUIPMENT AND WEAPONS white. You might use a dry brush technique instead, al-
Now we can start painting all the remaining elements of though I do not recommend it because it is very ‘dirty’.
the miniature. To paint the rope or belt we can start paint- I prefer to paint every detail bit by bit.
4. 5.
TR
Y
VA
RIA
NT
S!
Finally, to paint the bronze elements, such as the hel- is, we “drag” the thinned paint from the lighter part to the
met or brooches, we paint these pieces with Glorious darker one. We can repeat this process as many times as
Gold (VGC 056) and then apply the Citadel shade we want until achieving a nice transition.
Agrax Earthshade (brown). Once it is dry, we apply a
single highlight by mixing the gold colour with a bit of We can paint the rope or reins with Chocolate Brown and
Silver (VMA 063) in a 1:1 proportion. We can highlight Beige Brown, as we saw when painting the ‘belt’ of the rid-
the lower edge of the helmet and the upper peak. ers. To paint the hooves we can use English Uniform (VMC
921) that is highlighted with a bit of white. And to paint the
THE HORSE eye we only need to paint the whole eye in black, and then
To paint a bay horse we need three colours: Dark Oxide a very small white dot at the rear. Remember, the pupils of
(VPA 302), Flat Brown (VMC 984) and Orange Brown horses are enormous and basically cover the whole eye!
(VMC 981), as well as black for the mane, tail, and
‘socks’. However, you can apply the same techniques To highlight the black hair and socks we can use a bit of
regardless of the colour of the horse. white to lighten the black, and then paint hair by hair with
a thin brush. Again, we could use the dry brush technique;
Firstly, start by painting the whole horse with Dark Oxide. but I do not recommend it. I prefer to obtain cleaner re-
I used a brush but an airbrush is useful if you are painting sults! We can apply a second highlight by adding a bit
more than one horse with this colour. Next, we mix Dark more white. To highlight the socks we can focus on the
Oxide with Flat Brown in a one-to-one proportion and add hair at the lower part, where we paint several vertical lines.
some water. This first highlight will be very wide, leaving
the Dark Oxide only in the recesses. Then, we use pure Flat I painted the other horse in a grey colour with white socks
Brown and start to direct the highlights on every muscle to and pink nose (I use the Tan colour that I used for the skin
the protruding areas and the sculpted form of the minia- of the warrior). We could also paint a black nose. And al-
ture. For the next highlight, we start mixing the Flat Brown though I have painted all four legs with socks, we could
with Orange Brown, first in the same proportion (1:1) and paint one, two or three socks instead. We could also add
then applying the last highlight with double the Orange some white markings on the head. Try to combine all these
Brown (1:2). We continue directing the lights towards the different details to provide more personality to your unit.
more protruding parts of every muscle. Remember not to Do not paint all the horses identically!! Note: on the other
cover the previous colour with every new highlight or you hand, I recommend you do not paint ALL the horses in
might lose the blending effect. DIFFERENT colours. Try to choose three or four different
colours (for example I usually use three: brown, grey, and
The next step is to apply a black profiling around the rope white OR black) and play with these colours. If you want
and hooves, and at the same time to paint the mane, tail, to introduce some variety, then play with the other details
and socks. When painting the socks, we can create a nice that we have discussed. WS&S
transition by applying a glaze with black. Basically, we thin
a drop of black paint with five of water (1:5), applying the This Numidian cavalry is perfect for WS&S's upcoming
brush stroke from the brown part to the black part. That Project 217 BC. Starting building your army today!
The title for the game is well chosen: it is an apt name for Each unit has a TAC score, which is a measure of how
a large skirmish game and stirs memories of the Sharpe well trained a unit is, translating in game terms to how
series of books by Bernard Cornwell. The ‘Chosen Men’ many actions a unit can take in a turn. Units with a
were the Napoleonic equivalent of non-commissioned of- low TAC score might be able to move (1 TAC) and fire
ficers, the most famous of which were the British rifles. (1 TAC), while units with a high TAC score can change
formation (2 TAC) and charge (2 TAC). A unit can only
SIZE OF GAME perform an action once per turn, so it can for example
only fire once. Movement is 6” for infantry (1 TAC), plus
With the current trend towards skirmish games, where does
a D6” if they move ‘On the Double’ (for 2 TAC), and 10”
Chosen Men sit? Like Lion Rampant, it typically requires
for cavalry. Charging adds a D6 inches to movement.
some 40 to 60 figures a side, so is not really what I’d call a
skirmish game – more of a small battle game. Models are
individually based and are recommended on round bases,
although we’ve played with multiple basing with few is-
sues. The game is aimed at 28mm scale but I could see it
being easily used for other scales (54mm would be a grand
project). You could, of course, go smaller, but I think 15mm
would be the limit if you’re removing individual casualties.
An important action is the HOLD action. That allows a unit also has an STG (strategy) rating, allowing him to per-
to react later in the turn to an opponent’s move, useful to form a limited number of special actions. There are four
deliver a volley at a charging unit or at one crossing your standard strategies and eleven strategies you can buy.
field of fire within 12”. Units do not get closing fire unless There are also traits you can buy for your commander
they are on a HOLD order, which in turn makes having the (if you want a Sharpe in your ranks).
initiative important. Cavalry with HOLD orders may evade
or counter-charge. As a side note, the TAC system is very Command checks (Leadership tests) are rolled on the
like the mechanism in Mark’s previous game Waterloo. Courage (‘C’) stat, the average of which is 3. Roll a D6
and add courage; get 7 or above to pass. Test are re-
Measuring is allowed at any time, which can make for quired with 25% casualties or if a unit loses melee.
some ‘beardy’ moves. In one game an advancing cav-
alry unit stopped 12 ½” inches away from a unit on Shooting and Melee
HOLD, just so that they couldn’t fire. As a HOLD order The shooting and melee system is a simple ‘hit’ and ‘re-
only lasts until the end of the turn, the cavalry unit then sist’ mechanism. For shooting, each weapon has a base
successfully charged in before the unit could get a shot. to hit value (typically 5+) with a -1 modifier if the shot is
‘difficult’ (long range etc). Units can aim as they shoot to
Formations add +1 (this costs an additional TAC). There are saves if
The basic formation for units is skirmish. Movement is easy the unit is in cover (typically 5+ for hard cover). If a mod-
– players can just move the miniatures in any direction. el is hit, a dice is rolled and compared to the model’s RES
They can also fire in any direction unless they are formed. value (typically 3); if the score is equal to or higher than
this, the model is removed. If the unit loses 25% or more
Units may adopt two different formations, namely line of its models because of a single fire action, it must pass
and attack column. Both give some advantages, but a command test or become broken (it loses its activation
both slow the unit down from 6” to 4” (only skirmishers and may flee in the recovery phase). Cavalry count as
can move ‘On the Double’). Line gains some extra shots two models so each base takes two hits to remove. There
from the second rank while the attack column gains the is no penalty for shooting and moving in the same turn.
advantage of +1 to leadership and a small bonus to me-
lee. There are no rules for infantry squares. Melee is similar to shooting in its calculation. Cavalry
strike first, with infantry striking before artillery. The unit’s
The movement rules do make play easy, but perhaps MEL (melee) value is compared with its foe’s value on a
they are not very Napoleonic. There should be a good small table to calculate the number ‘to hit’. Opponents
differentiation in effectiveness between line, attack col- of equal MEL hit on a 4+, superior on a 3+. A success-
umn and skirmish. Being in Line or Attack column only ful hit means a check equal to or above the model’s RES
really works for large units of 20 men. To be fair, the value for it to be removed as a casualty. Some weapons
game is modelling smaller skirmishes, not the game of have modifiers (sabres giving a +1 to hit for example). The
grand manoeuvre of battalions of troops. winner of a melee is determined by the difference in the
number of casualties taken by both sides with some modi-
Command fiers for charging, defensible terrain etc. The loser takes a
Officers are an important part of Chosen Men. If they command test, modified by the difference in the combat
are in the right place at the right time, their higher lead- resolution scores. As the test is on a D6 plus your COM
ership might stop units from running away. Each officer (command) value, even losing combat by a small amount
GAME REVIEWS
which effectively means until the Allied player has
VIII Corps: won or lost. Some cards can be used once only;
The Somme 1916 other cards are recycled into a fresh draw pack.
Publisher: Vexillia Ltd. In play, like most card games, there is an element of
Playing time: 45-60 minutes luck of the draw. For the Allied player, this means get-
Price: $14.50 ting ‘Over the top’ cards, which are needed to launch
an attack. Given that he must launch an attack each
www.wargamevault.com round or else it counts as a loss (and remember, two
losses end the game), getting these cards (there are
only four) early on is a real help. The Allied player
does have the chance to delay the offensive (meaning
more strategic-only rounds) by 48 hours if he feels the
The Somme 1916 is a two-player download-and-print tactical cards he has drawn are not good.
wargame from Vexillia Ltd. It portrays action with the Al-
lied VIII Corps on 1 July 1916. Whilst the game is for two Printing the game yourself means nine pages of rules
players (Allied and German), the designer readily admits and twelve pages of cards, designed to fit in standard
that the Allied player will have a hard time winning. sleeves, which will aid shuffling, and there is a colour
or black-and-white option for the cards. Additionally,
The Allied player wins by getting troops to two of the three there is a one-page reference sheet and eleven pages
German support trenches, having overcome the front and of examples. The layout is clear, although close atten-
tion to the cards is needed, as there are some similarly-
second lines first. He loses if he fails in attacks twice in a
worded cards that affect different trench lines (differ-
row, or even if he fails to attack. The German player wins
ences are soon noted in play). The rules are relatively
by stopping the Allied player. Indeed, the German player
simple to explain, the detail being in the wording on
is playing a defensive, disruptive game and only has one
the cards, and play is relatively quick.
counter-attack card in his pack of 29 cards, representing
his one chance to regain any lost territory.
This is an interesting game for the 100th anniversary
year of the Somme and worth exploring if you are
Play consists of a strategic and a tactical phase, once interested in the topic.
the battle starts. Different cards are used in each
phase. Play continues until one player has won, — Chris Payne
BOOK REVIEWS
philosophy of creative solutions (‘Bull’ Halsey being a no-
Playing War table exception to the school of rapid thought!)
Wargaming and U.S. Navy
Preparations for World War II Many of the individual games are presented in detail and
Author: John M Lillard the challenges (or ‘problems’) are then described as a nar-
ISBN: 978-1612347738 rative as that particular class enacted the situation and
Pages: 224-page hardback came up with a variety of options and the variables that
Publisher: Potomac Books dictated the best option – and these are quite fascinating,
Price: £27.99 with many of these accurately predicting future actions,
such as those at Truk and the Marshal Islands to name but
a few. Admittedly there are plenty of situations and sce-
narios which didn’t happen, such as defensive battles in
the Caribbean (yet!), but seeing how these situations were
legislated for it is easy to realise that many possible and
This is a very unusual book. The author sets out to ana- probable events have been future proofed by the classes in
lyse how the U.S. Naval War College trained and devel- the period. In this way, the disaster at Pearl Harbour, whilst
oped itself, between the wars, so as to be better prepared not predicted exactly, did have a multitude of contingency
for the storm they predicted was coming. The very fact plans that, when put together, effectively allowed for the
that the College was this prescient was quite remarkable removal of the Pacific fleet's capital ships whilst still car-
– especially given the surprise achieved by the IJN in De- rying out an offensive war – it is truly remarkable how a
cember 1941. However, I get ahead of myself. military college allowed such creative thinking.
The College presented its successive classes with a variety The author’s prose makes for some easy reading, and he
of Tactical and Strategic (subsequently called Operational) provides illustrations of some of the games in place; some
scenarios. These were fought out between ‘Friendly’ and of these are of indifferent quality, however they do help to
‘Hostile’ forces, all in real world settings, and with a vari- show key parts of the narrative. The book contains some
ety of allies and enemies. The College itself had two large useful appendices at the back, one of which shows a
rooms marked out on the floor for these scenarios, and breakdown of the branches of service and ranks of each
using their own ‘rules’ the students fought out the battles class (and they show a considerable spread), while another
and campaigns, all the while refining the naval response lists the wargames fought out by each class, the type of
to any of these should they arise. In this book, the author game and any notes regarding allies and setting etc.
analyses many of these wargames and demonstrates the
medium and long-term impact they had on how the Navy One thing that did make me laugh was a blurb on the
conducted itself in World War II – and beyond. This im- back of the dust jacket which reads: ‘The best compila-
pact had wider reaches too, as some of the students were tion of information and analysis of the wargaming ef-
from the Marines and the Army, and the games themselves forts of the Naval War College between the wars’ – in
were key in developing the analytical and lateral thinking fairness there can’t be many contenders in this field!
that allowed, for the most part, such flexibility and rapid re- If you have anything more than a passing interest in na-
sponses to changing situations as the U.S. Navy displayed, val warfare – especially 20th Century naval warfare –
especially in 1942-43. The system wasn’t perfect and not then I readily recommend this book.
all senior officers were a product of its deliberately crafted — Eoghan Kelly
PARTING SHOTS
Scissors, paper, stone
I was admiring a friend’s 28mm 1/56th cobbled streets
on one of the many Facebook modelling groups and
asked how he achieved such an effect. “Wallpaper,”
was his response. Thankfully, he passed on the end of
the roll to me at the Colours wargames show a few
weeks later (cheers Keith) and I set to work. Rather than
cobbled streets (they are on the 'to do' pile) I tried my
hand at texturing an MDF building. I assembled the
building and left it to dry, then took my scissors to the textured wallpaper. I coated the ground floor with PVA and pa-
pered the walls, covering the doors and windows. I made sure I overlapped the paper both top and bottom and went
over the corners, avoiding seams which could open up with use. Once dry, I trimmed the paper with a craft knife. I
applied my old favourite texture to the top floor (chinchilla dust from the pet shop) as a contrast before spraying with
primer. I worked my whole palette of brown and grey paints, picking out the odd 'cobbles', and washed brown to unify
the colours. A quick spray varnish followed by Modelmates’ Brick Joint Filler completed the look.
— Colin Farrant
A winter wonderland
Having winter terrain for our table-top battles does look temporarily, washing clean off afterwards. If it is mixed
very cool (pun intended). A vast expanse of white has with PVA glue, it can make a pretty permanent basing solu-
a very different impact from the usual fields of green or tion (my winter Finns and trees are still white despite being
the red and grey of city terrain. However, as Warwick done over 15 years ago). There are plenty of good commer-
said in the theme introduction, winter specific terrain cial products for snow and tundra terrain as well.
does take a little time to build and requires some invest-
ment. So maybe there are some shortcuts wargamers Trees are an essential ingredient of any landscape. For
can take to make it easier? this, you might need some dedicated winter terrain as
sprinkling baking soda over them isn’t going to really
The first main issue is the table itself. While we can work. The good news is that making winter trees is sim-
go to all the trouble of painting exclusively white ter- ple. Tree armatures need no foliage (it has all dropped
rain boards, the simple solution is to use a terrain mat off); they need only to be painted wood and have a slight
to cover the table. It can transform any green terrain off white drybrush. Model railway shops or eBay will pro-
boards into a white wilderness and will mould itself to vide cheap conifers, which will paint up well. 4Ground
the contours of the terrain. Cigar Box Battle and Tiny also has a selection of make ready-made snowy trees.
Wargames both do cool battle mats or, failing that, you
can make do with an old white bedsheet. Finally, never use Christmas snow spray. The effects
are temporary but it shrinks and is very difficult to
The winter wargamer’s friend is baking soda. As it dissolves remove from the terrain. It may be a quick solution
in water, it can theoretically be used on terrain and bases but is a long-term nightmare!