SPECIAL THANKS. I would like to thank Paul Watson for his sponsorship of several lead figure collections on this blog. Having decided to clear his spare/surplus figures, he generously forwarded them on with no other requirement than they deserved to be restored. I would also like to mention George S. Mills, who kindly furnished a quantity of plastic figures which greatly enhanced several collections.

Saturday 12 October 2024

Fighting in Strelsau (WARGAME) and Painted Projects

Reports have just been received that on Wednesday, October 9, at 2pm, gunfire was heard on the outskirts of the city of Strelsau, the capital of Ruritania. 

During the previous night posters had appeared calling on the city residents to support Prince Michael's army in their campaign to remove Prince Rudolph's administration. 

Although Prince Rudolph had made no counter statement, his military commander, Colonel Sapt {also spelt Zapt) announced a curfew would apply from 6pm to 6am. Any residents found on the streets during such hours would be severely punished. 

Previously, at 1pm, a train had arrived at Strelsau railway station, and Prince Rudolph disembarked. The Prince had subsequently gone on to inspect the store of provisions in a local tavern. 

Troops, loyal to this prince, had already been seen about the capital, constructing barricades at several key locations. We are further informed that soldiers had also occupied St. Etheldreda's Church, something which was not well received by the local population. 

The following photographs were taken from Mr Ferdinand von Zeppelin's 'lighter than air' transportation. These photographs clearly show forces loyal to Prince Michael had entered the city suburbs.

Prince Michael and Count Rupert are clearly visible in this photograph.

THE GAME

MOVE ONE Prince Michael's troops advanced. MOVE TWO Rudolph's military band fired a cannon, scoring a hit on the Buff Regiment. MOVE THREE They fired again with a hit on Michael's artillery crew. MOVE FOUR Michael's artillery scored a revenge hit. MOVE FIVE Yes, another D6 took out a second of Rudolph's artillerymen, and the survivor ran away. MOVE SIX Michael's troops continued to advance. MOVE SEVEN, EIGHT, NINE Occasional rifle shots from and at the church, but no casualties. Many were now skirmishing, and using cover.

Rudolph's White Guards trotted forward in move seven.

MOVE TEN A casualty to the Buff Regiment, but the artillery took down a White Guard. But Rudolph's Blue/White Regiment delivered a volley which halved Michael's cavalry, and they only just held on. They were obliged to subsequently retire.  MOVE ELEVEN A brave charge by the Blue/White Regiment faltered under the fire from the Grey/Crimson skirmishers.
Some largely ineffective fire occurred around the church.

MOVE TWELVE The Blue/White Regiment attempted a second charge, but a withering fire dropped them to half strength, and they routed. MOVE THIRTEEN Prince Michael personally lead the Grey/Crimson Regiment towards the now undefended railway station! I thought it appropriate to throw a dice to determine if the train would depart the station, it stayed, but staff and civilian supporters of Rudolph now fled the station. MOVE FOURTEEN The dice now favoured Michael, two more opponents went down. Unfortunately, his artillery was obliged to open up on the church, and with a D6 scored a hit. Rudolph now departed the field, escorted by Colonel Sapt and the White Guard.

MOVE FIFTEEN Prince Michael took the railway station, capturing both the train and Rudolph's automobile. The two regiments still operating about the church were now facing two opposing regiments, and artillery. With no ability to take out the latter...... they wisely chose to retire! GAME OVER

                  The artillery piece firing on the church now gave the advantage to Michael's troops.

Prince Michael seized his spoils!
A very enjoyable two hours gaming, and a chance to put loads of buildings on the table. Games are always more interesting with buildings to fight over. Casualties were 14 for Rudolph, with seven more routing, Michael's totalled only six. Less than ninety soldiers were involved. For the record, battle losses from artillery totalled five. I thought Prince Rudolph was going to win on move eleven, but the small arms fire from the Grey/Crimson Regiment twice broke an enemy charge, and secured the day. 

                                          PAINTING PROJECTS (from the Exeter show)

Have been working on the new figures acquired at the Exeter Toy Fair. First up are the medieval Herald archers. The three converts (in more ways than one) have allowed me to complete a Saracen-Ottoman bow unit of twelve. Milliput having altered their principal garments.


I am very pleased with this elegant knight, just a little bit of paintwork, and a coat of varnish, it has made a fine dismounted commander. And two more archers are drafted.

Next up are some 19th century additions. My Royal Marines artillerymen now have a sergeant.
Combining some Victorian artillerymen with four I already had, discovered they actually represented two distinct corps. By mix and match, and some repainting, the nine figures have furnished a Royal Artillery garrison crew for my siege mortar.
While the remaining figures now represent the Royal Horse Artillery, in stable jackets and pillbox hats.
Obviously, artillery figures will be used as required, but I like linking my crews to actual guns in my armies. It makes the collection seem more complete.

Here are some more figures recently acquired from Exeter. These two have been given a tidying up. The ACW artillery officer will be useful in several period conflicts.

These old Crescent Arabs have been given a full paint job.

This W. Britains lead Zouave has been paint stripped, repaired and repainted.

Two French Foreign Legion figures have been repainted and drafted into my second battalion. This wargame unit accepts recruits from various manufacturers...... which seems rather appropriate.
Old Crescent
Old Lone Star

OTHER PAINTED PROJECTS
Decided to clear some odd spares by raising a unit of American irregulars. Quite a few different makes here.

Converted another spare Timpo confederate into a mid 19th century naval figure, this gives me two gun crews of four.
MGB
REPLYING TO FRIENDS COMMENTING

Hello Brad. I was planning to just upload the recent projects completed. But with several buildings already on the table, it was time to fight a wargame. Despite only ninety figures, it flowed like a large scale battle. At least twice I thought Rudolph was about to score a victory. Well, replacing the heads on some very cheap, Chinese-made, ww2 infantry has furnished a fun collection. 

That is very kind, Donnie. I too get pleasure in seeing the figures is use, and how many more I can record as repaired. I must admit, I sometimes look in horror at what paintbrush errors I've made. And later go back and tidy them up a bit more, lol. Those Zouaves deserve some time and effort, they have an old-school magic about them!

Thanks Roger. The game was fast flowing and fun to play, I think the scenario and terrain are the most important features in a game. I actually swapped six Britains cowboys towards the Victorian gun crews. If you want some scenarios involving cowboys, don't rule out the classic western movie THE BIG COUNTRY 1958. And also TOMBSTONE 1993, you will need to milliput red sashes for the bad guys.

Thank you, Quinn, I thought you might find it of interest. As I mentioned to Roger, the scenario made this game great fun. Yes, the two cavalry units and the staff officers are the only metal figures in the collection, but worth the time and investment. It's another link with the 1952 film, and they had to be represented. But I did take a liberty by including the vintage car, lol.

Friday 4 October 2024

HORNBY O GAUGE (next stop, TRUMPTON)

Regular visitors will be aware Paul Watson supplied a fair amount of Timpo Prairie Railway stock and track a while ago. It was a wonderful gift, and a great addition to my gaming. I am very grateful. Later, my interests expanded to include tin aeroplanes that could work with my 54mm soldier collection. They just look so perfect together. Now, I have combined the two collectables by acquiring my first tin railway building. 

It is a Hornby 1940s No.2 Signal cabin in O Gauge. When I spotted this in my local collectables shop I took an instant liking to it. The condition is very good, with no dents, although a measure of fading has occurred. But it looks wonderful, and perfect with my lead soldiers. Rest assured, I will not be paint stripping this piece of pure nostalgia. Having decided to purchase, the kind hearted shopkeeper, once more, gave me a discount, knocking it down to £10.

(Postscript, one seller reported this tinplate building was first manufactured in 1949)

Having just got back from shopping, I had to take some photos!


My recent visit to the Exeter Toy Fair furnished a fair number of toy soldiers. Quite a few have now been sorted, with photos to follow. But I could not miss an opportunity to include this repaired and repainted soldier on a cycle. 
Am I the only one here humming the theme tunes to Camberwick Green, Trumpton, and Chigley?   They have a lot to answer for!
MGB
REPLYING TO FRIENDS COMMENTING BELOW

Hello Tony. To be honest, I had no plans or the resources to incorporate 1/32 railways into my toy soldier project. It is Paul Watson that made it all viable. For me, the visual spectacle is dominant in all my wargaming, and nostalgia comes a very close second. As you say, toy soldiers and trains, you can't beat it!

Thanks Donnie. I keep popping into the Dinning (Games) Room to view the tin building. It has that magic which drifts you back to the previous century, capturing the pre-1980 toy shop atmosphere. For only £10 spent, it may have a claim on being my most satisfying toy purchase! Haha, the soldier on the bike has the ability to bond the terrain together, a very useful character. 

Hello Roger. Paul sent me three working models of Timpo 1970s trains. One moderate set I swapped for lead railway and civilian figures. Another, in the best condition, was mixed and matched to have a red and black livery (as shown). The third was in the poorest condition, but I used plastic card to alter into an armoured train, suitable for 1870-1945. Yes, they actually run on batteries. But it runs rather fast, and completes my entire track in ten seconds. But the Timpo trains and track are quick to set up, and work fine in the garden, too.

Hello Brad, I think we have the same views on this hobby. I make no apologies in seeking to recreate the magic of old toy shops. Sad to think future generations will reminisce over their holding a remote control while staring at a screen. These actual signal cabins were still a common site at railway stations before 2000, and were mainly built well before WW2.

Thanks MJT. When Paul visited to deliver the Timpo trains, he gave me the impression he wanted them to not only appear in indoor wargame photos, but also some games outside. Still to achieve the latter. Yes, it is true, combining a working railway system with 54mm toy soldiers is the height of 'traditional' or H.G. Wells style gaming.

Sunday 29 September 2024

ROME 1849 (Wargame)

Decided to use my French 19th century army against another drawn from several collections. This solo game is inspired by the action at San Pancrazio Gate on April 30, 1849. 

Having driven the Pope from Rome, the Italian nationalists had replaced clerical rule with a Roman Republic. This revolution did not go down well with the French, Austrians, Two Sicilies, and Spanish governments. But it was the French that had the resolution to launch a direct assault on the city. This government despatched a force of 8,000 (some say 10,000) with orders to reinstall Papal rule. It was the French view 'Italians do not fight', and that the soldiers would be welcomed into the city.

However, the Roman Republic was supported by many of the residents. And even many in the old Papal Army had crossed over to the nationalists. Even the foreign artist community embraced the cause and took up arms, including some Englishmen. Other contingents from across Italy had also appeared including the Italian Legion (Republicans) under Garibaldi, and the Lombard Bersaglieri (Monarchists) under a Milanese aristocrat, Luciano Manara. Hard to put numbers on those defending, anything from 7,000 to 20,000, the latter being more probable. But these were distributed to protect numerous entry points into the city, and others manned internal barricades.

                           The French appear to have approached the city in several columns (6,000 men with twelve field guns) but all were shocked at the determined response of the garrison to deny them entry. This included the generous use of the garrison's wall cannon. 

The action at San Pancrazio Gate is particularly interesting as it was Garibaldi's determination to not only oppose the French, but to launch a counterattack, to break their army...... and he very nearly did. Over three hundred French were captured! Against Garibaldi's advice, the French were allowed to retire, and await reinforcements. Only when their numbers had swelled to over 25,000, with a strong siege artillery train, did the French move again on Rome, and forced the garrison to surrender in early July. The Pope was reinstated in April 1850. 

                                                               GAME CONTINGENTS

For the game, the city gate was defended by two companies of ex-Papal infantry, and another of artillerymen. I reduced my four gun crews to only two figures each. There was also a battalion of armed civilians, and some others were manning cannon. The defenders were allowed to open fire as soon as the enemy came into direct view. The French brigade comprised three light battalions, three line battalions, a squadron of light cavalry, and a battery of light guns, each with three crew. 


GARIBALDI's FLANK ATTACK

On spotting the French, the Italian player must throw a dice each move, a D6 initiating the counterattack on the French right flank. This will comprise two battalions of volunteers, a squadron of lancers, and two battalions of armed civilians. The French must break through the Gate in numbers to claim a victory. 

                                                                        THE BATTLE 

MOVE ONE the French advanced. MOVE TWO the French advanced, two fortress guns opened fire down the main road, hitting a building. MOVE THREE The French advanced, two fortress guns fired again, another building was hit and caught alight. MOVE FOUR the French advanced, an Italian gun spotted some cavalry and scored a hit.


MOVE FIVE the French advanced, their light troops leading the way. Two French soldiers were hit.

MOVE SIX two more French go down. The cavalry charged a lower level artillery position, the civilian crew ran. MOVE SEVEN two more French on the main road were brought down. But the garrison was now getting nervous, where is the counterattack? MOVE EIGHT  the cavalry charged those holding the gate, but they not only stood firm but delivered a volley from their barricade which wiped out the cavalry! But where is Garibaldi?


MOVE NINE the French line infantry charged the gate, it was a blood bath, despite losing in the melee, the partisans somehow held on. MOVE TEN another round of melee at the gate, while their compatriots manning a nearby gun are bayoneted by revengeful infantry. Garibaldi, where are you?

MOVE ELEVEN Amazing, the partisans at the gate, ably supported by a wall cannon force the French infantry to test their morale (half strength) and they rout! If that was not enough......  I finally threw a D6......... Garibaldi's four battalions and some cavalry finally appeared.

I allowed the French to secure a gun position they had taken.... but obliged them to test their morale, but with a D6, they stood firm. MOVE TWELVE Oh dear! The Redshirts charged this gun position, the French held fast, fired their muskets, and broke their charge (D1 morale test). On MOVE THIRTEEN Garibaldi rallied his men (D6), but this game was becoming dependent on both sides holding fast to strong positions, despite many French units being, or approaching, half strength. I felt this game was exhausted, the French in the redoubt were now under fire from three sides. MOVE FOURTEEN, the French were granted leave to retire.
CASUALTIES
French 27. Italians 7
An enjoyable game, but once more I find a twelve move limit works best. Dragging games out to the last few figures might appeal to some gamers, but it doesn't work for me. I also find you often lose the character of the period you are trying to capture. I must also mention, my battalions of mid-19th century armed civilians, converted Timpo, have once more proved very useful. Will certainly play this game again, but will increase the ex-Papal troops at the gate to a full battalion, and all the artillerymen will be regulars.
MGB
Look to the west of the river, near the Trastevere area (aka Transteuvere).

Museum Display

A new addition served in this game (re painted Timpo copy)

REPLYING TO FRIENDS SENDING COMMENTS

Thank you, Donnie. Yes, I have seen too many wargames where 'wipe out' is almost the sole objective. This encourages players to act and move in a manner which has nothing to do with the period, and more to do with Warhammer. And every army they raise ends up refighting the Battle of Gaugamela (Alexander v Persians). I understand the figures are 'just' counters, but surely you would wish to capture something more of the conflict? I guess, everyone to their own. The French running figures were mainly bought cheap as they were broken. Using steel rods, they are arguably stronger now than when they were first cast.

Hi MJT. Isn't it just, I also like the fact that the uniforms are so divers you can often find something similar in other collections. And my armed civilians also look the part. But I am now raising actual Italian 1848-70 troops, to go with my Garibaldi redshirts. 

Thanks Tony. My account may infer it should have stopped on move twelve, but fourteen was right. But I wasn't going to drag it out any further. Itt was a 'solo success', and worth playing again. As it happens, my result kind of matches the historical event, which is a bonus. 

Hello Brad. I very much enjoyed the game, and will certainly want to refight some other Italian Unification actions. Mind you, I must make some higher civilian walls. This is not the first occasion  their absence has been felt, even if it is just for the visual spectacle. Saluti!

Hi Roger, I have never met a gamer who did not declare to me his opposition to heavy going rules. In reality, most gamers ARE advocates for complexity, and constantly seek that magical set that they will be happy with. Whether they ever find such a set, is doubtful. Thats why I don't promote my rules. (Mine are based on Featherstone's simple six sided dice rules, with a few 'house' additions. Everything is so simple that we rarely have to view the two sides of A4, and these are normally for calculating each melee, and morale. Any issues that arise are sorted out by throwing another dice, high scores are always good.) Vastly more important for historical gaming, but often underplayed, is to recognise national characteristics. And too many forget, in most actions the numbers killed or wounded is outweighed by those that withdrew or ran away, and the mental fatigue of war eventually drains the best in any army. I like the fact that for every casualty in my games, three will no longer advance or have routed. I appreciate this might not be the answer you were seeking. To put it another way, I prefer to be a photographer than an accountant, lol. A typical move takes about 5-8 minutes to calculate, and a similar amount to move figures. The above game took about two hours.

Roger, I may have failed to clarify. If a unit is obliged to test its morale, and the result is POOR, it may decline to charge home or even advance that move. If, however, it FAILS its morale, this will see the unit rout (or surrender if surrounded). You may then request a morale check on a neighbouring unit up to 8" away. On occasions, I have seen this spread to three/four similar or lesser allied units in a game. Concerning numbers, It pleases me to count the number of figures K+W in a game, and I find it appropriate if three times that number of figures are in a state of routing/surrendered/unwilling to advance. Note, my rules prohibit any unit reaching half strength being allowed to advance further on the enemy, although they may still stand and fire, or perhaps continue their full charge move if their morale is otherwise still OBEY orders. Holding a key position is one method of giving them bonus morale points. Concerning the Portable Wargame, I have heard of it, but never seen it played, I think they draw squares on their gaming board?, so unable to comment. I confess to having no inclination to seek alternative rules. If my game results failed to deliver what I considered realistic (and fun) games linked to my research of a given conflict, I might wish to explore others. But I am quite happy with mine, and family and guests debate the game/dice not the rules. For example, my house rules for the Medieval period were derived principally from reading Sir Charles Oman's The Art of War in the Middle Ages (IMHO, all other works are derivatives) but my Medieval wargame rules are still only two pages of A4.  Hope this is of some help.

Roger, I normally start with more general uniform books, then I seek out the original uniform plates which inspired those in the modern publications. I now have the uniforms for many of the units serving in the 1849 war. Just spent a moment applying key colours to a batch of ACW kepi figures, that will later take up service in Italy.