Sunday, 23 February 2025

54mm 'work in progress' for Volley & Bayonet - Rise of the 'Biggies'

Since last posting on Volley and Bayonet 54mm Napoleonics, I can now safely say that I have doubled the number of based units ...to 12.

At this rate, I will be able to fight the 1809 campaign, or indeed Quatre Bras, sometime around 2038. It is therefore necessary, I must regret to inform all readers, that 54mm painting production, is now on a war footing - with numbers having to at least treble (or under a Warsaw Pact style system at least increase by a rate which is impossible to achieve, but it's ok, we'll lie about it later).


'Vive le Biggies!'

The use of 'contrast paints' has (in similar vein to aforementioned WarPact systems) meant that a reduction in quality can still produce fine pieces - well, fine enough to hit the table and obey the 'one foot' rule.

Of course, back in the day (the 70s no less), Airfix produced 1/35 and 1/72 plastic (polyurethane) figures, known colloquially/locally as 'biggies' and 'midgies'. Midgies of course came from the term 'midget' , which we used to be allowed to say, but in this context referred to the smaller brethren.

Some Italeri and Timpo in there; not just Airfix.

In Volley and Bayonet - the base is key - and normally 3 inch by 3 inch - so it's how many figures you can fit on, not the scale of fig, that matters. A superb idea, if. like me, you love the larger figure ...in terms of old school plastic figures that is...ahem

'Ere mate! Don't forget us midgies..."

I'm sure 54mm V&B will hit the table in this life-time  --- honest...

Apparently it's still ok to call these 'midget gems'

Not a midget.

This post was certainly not an excuse to get a post in before month-end, because of a lack of actual gaming ...honest.



Friday, 31 January 2025

Guilford Courthouse - with Volley & Bayonet

 That time of year again for the annual Birthday Bash, where my eldest daughter plays Dad at a wargame of his choice. So far, I have yet to win any of these encounters. This year ...would be no different.

Selecting Volley & Bayonet, and setting myself the challenge of taking the British at Guilford Courthouse, I would be able to test the stationary fire dynamic (doubling dice for non moving troops' fire), contrast it with the Militia rule (where militia, in contrast with 'poor troops' always have a 'disordered' status), and see just how close to a historical result we could get. 

The British have their work cut out - well, sort of - the initial American line is easily surpassed; in fact half the militia were routed in the first line - the stationary second line however would deliver sufficient fire to promote divisional exhaustion amongst the British units, and pretty much hamstring them before they could contact the regular continentals in the 3rd line - or at least, ensure that they would be attacking at 3:4 odds.

'Here we go again Zeke...'

For stats, I used the amazing V&B AWI information available at J D Glasco's 'Gentlemanly Wargaming' site. A great resource. Also of note is Kieth McNelly's excellent V&B site at https://volleyandbayonet.wordpress.com/.

British forces are compact, but tough - combining elite troops (with shock factor on hits) with good skirmishers.

American forces deployed in three lines - today the militia might have got more than 'two vollies' off, but it was the second line that did the damage.

On the British right, an American cavalry charge, met by British Legion cavalry.

The centre pushes forward, I was reasonably happy with the flanks thus far...

Especially as my infantry were having very favourable results against brave, yet fruitless, American cavalry charges

Pushing forward with Hessians on the right

The centre moves forward steadily

In the American rear, the stalwart continentals remain in place...all day in the end


Predictably, the 1st line of militia get the worst of British infantry charges, despite some protection - their permanent disordered status is not helping, as their shooting can be saved against.


It's the second line, that will be a problem - they are rated as 'poor troops' but that is still better than militia, and can thereby gain a stationary status

The first line melts away, leaving dangerous gaps

There is the danger of routing troops, but some of these are rallied.


The British make good progress through the heavier wooded area

'HOLD THE LINE!'

Second line - would suffer greatly, would be outflanked...but then the British luck would start to run out

...and the British rear is threatened by skirmishers

The second line becomes chaotic, and yet holds

Division exhaustion - prevents charging home - and scuppers the British plan on their left flank

Melee and disintegration of units

'Give Fire!!!'

A British outflanking manoeuvre - though conceptually fantastic (even if I do say so myself!) - comes to nothing


The last charge!

By game end, the British have turned a flank, but the Americans have recovered. there are two British units left that can charge - and they have not hit the third line yet . I called it, and gave Madame the win ...again :)

Another great game with a superb set of rules. More to follow with V&B - it translates well across periods, and is very flexible, as well as giving a great game - without needless complexity.

Wednesday, 29 January 2025

En Garde!

 The Osprey Blue Book ruleset 'En Garde!' by Craig Woodfield is a nice skirmish set, and perfect after having sat down to watch 'D'Artagnan' and 'Milady' over Christmas on the big screen.

A nice little system, it can handle anything from the 1600s right into the 1700s, where figures can buckle their swashes, men are men with outrageous French accents, and women are Eva Green ;)

Do you mean me dahling?

  • This one was done with younger players who picked it all up very quickly.
  • A priority phase allows one party to choose order of attacks (this is quite useful) - a 'tactician' trait automatically gives priority (the musketeers in our scenario for instance).
  • Movement - with terrain simply reducing from run to normal - to short , depending on nature of terrain etc. You can move fairly quickly, when not faced with cold steel, and shooting can occur - shooting with pistols is pretty deadly at close range.

  • The combat phase is the real meat of the game, and is heavily dependant on counters which are chosen at the start of combat - these number the same as the character's 'fight' score, do D'Artagnan with a '5' could pull 3x 'attack' and  2x 'defence' counters.
  • There are combat 'ploys' which can be enabled by the counters - riposte, parry, feint, mighty blow etc., which all give a real flavour to the duel.
  • Oh - and duelling  - which if agreed, precludes others from joining the fight, makes it even more tense.
  • Mechanics tend to be 2d6 vs 1 or 2d6 with modifiers based on stats, and traits like 'lucky', 'duellist' (where a second weapon such as a dagger can add to fight score), and 'beguiling' (a trait of Milady, which allows her to charm your pants off, while she shoots you in the face!) all add to the period mayhem and give great flavour.
  • This is the only game, where outrageous French accents are 'de rigueur' during the course of the entire proceedings...
...There's ALWAYS room for a Python reference...

To the game!

The scenario had Rochefort and 4x red Guards, striving to bring Milady back to Paris from an isolated farm - after she had sided with D'Artagnan, Athos and Aramis (statted up in the rules which really helps).

It may have been a little unfair, as the Musketeers are predictably brilliant, and the young 'uns beat the hell out of Pete and I. ...I mean, we're not bitter!

The musketeers were spread across the farm...this would actually help, as they are for the most part, killing machines

the Red Guards tried to stay together, but when Rochefort accepted a challenge from Athos, it all went south...


D'Artagnan spent his time sneaking about ambushing Red Guards near the farmhouse...

'En Garde Monsieur!'


At one stage, Rochefort had managed to almost kill Athos...though then he took a stray pistol shot from Milady (she's a good shot it seems) which killed him on the bridge (I mean, it was a damned good shot )

...whilst Aramis admires her shooting skills, he awaits the Red Guards that are rushing their position, as she frantically reloads.

I mean, it all seemed like a fine plan...


Of course, the Red Guards ran out of luck after Rochefort got killed...it was all about the numbers by that stage. Milady runs behind Aramis for cover (because she is still reloading   )

A wounded Athos runs to protect Aramis, but the musketeer wasn't mucking about


A very nice little game for a Sunday afternoon. Now, it caters for large numbers of figures and characters, so will definitely look more into this one.

Figures were all cheap 1/72 plastic, painted literally the day before with contrast paints and impatience...and lots of coffee  ;)

...honest...

 Again - these movies are thoroughly recommended...