Sunday, 19 November 2017

The Forgotten War

I’m sure I’m not alone in having projects that I keep coming back to, but just never get off the ground. For me, the most prominent of these is the War of 1812.

Despite appearances to the contrary on this blog, I am, deep down at heart, a historical wargamer. My passion for the hobby was sparked by my dad’s collections of Romans and Carthaginians, both sides at Flodden, ECW Scots and his Black Brunswickers as they appeared at Waterloo. 

If you were to look at my gaming history closely, you’ll see the influences these roots. I always preferred the rank and flank of WFB to the ‘modern’ warfare of 40k. My collection of armies include my own Carthaginian and Hoplite armies. I once began an ECW project but it lost steam and the miniatures were added to my dad’s collection. And every so often I will begin furiously reading up on the War of 1812, pondering the gaming possibilities and impulse buying a few miniatures.

Why the War of 1812? What is it that draws me to this obscure and largely forgotten little conflict - an addendum to both the Napoleonic Wars and the War of Independence?

Mainly, the manageable scale (small, certainly compared to   Napoleon’s outings), the sheer variety of actions (small raids, ambushes, sieges, pitches battles), and the variety of combatants (British Redcoats, ragtag militia, and Indians!). Oh, and there’s a lack of cavalry - have I mentioned that I hate horses?

The trouble is, I never really got further than buying a few packs of miniatures from shows (and one rather random lot on eBay) because frankly, Napoleonic armies are quite intimidating. Most rulesets focus on the big battalions and even though the War of 1812 was small, the idea of painting even a couple of units of the same thing terrified me. Also there was the issue of who I’d play against.

What I needed was a combination of a few things:
  1. A fun rule set that didn’t require me to paint a lot, but still felt appropriate.
  2. An opponent who was doing something similar that could provide some motivation.
  3. The Napoleonic urge to come round again.
The first point had been tricky. I have a copy of Muskets & Tomahawks, but that would need adapting. However, about a fortnight ago I stumbled on a Beasts of War video featuring Sharp Practice 2 from Too Fat Lardies. Not only did this look fun (focusing as it does on the exploits of individual commanders) and manageable (30-40 models per side initially), it also had a War of 1812 supplement to help with army building.

As for an opponent, I remembered that Matt has both an unpainted (well, apart from 8 Riflemen and a few Light Infantry) Napoleonic British army (which is frankly ideal as the 1812 models I have are American), he also has a penchant for trying to paint more than he buys - and so was open to the idea of working on them.

That left the Napoleonic urge. As you can probably tell, it’s back.

So, my first ever Napoleonic unit are a small group from the 1st US Rifle Regiment.



These models are from Knuckleduster miniatures, and although a little rough around the edges compared to what I’ve been painting in recent times, they’ve turned out okay. I’m always amused by Napoleonic uniforms - green coats with yellow fringe, over white trousers, topped off with a plumed stovepipe shako...and this is a fairly tame uniform!



Sharp Practice requires troops to operate in groups of 6 or 8 (depending on their type) and join up with similar group to create formations like lines, columns and squares. Therefore these guys are a complete unit, although they’re currently missing an officer (or ‘big man’) to command them.

A quick scan of my ad hoc collection of War of 1812 miniatures pointed me to the ‘Scouting Force’ army list as being the closest fit. For this I will be building 6 Rifles (done), 6 Woodsmen, 16 Regulars, 8 Cavalry (I know...), and 4 Officers. Later on I have the makings of an artillery group too, and if I wish I can add the Woodland Indians I painted some time ago, although the Indians were more typically on the British side.



So there you have it. A new army started. I’m not sure how quickly they’ll come together, and I’m probably going to upset some Napoleonic purists along the way (my cavalry will be all kinds of wrong). However, I’m hoping Matt an I can at least take few models out for a spin in some skirmish rules before long as further motivation.

Monday, 13 November 2017

Celebrating the re-release of Necromunda...

...by sticking two fingers up at GW and playing the original version of the game with the models we painted 20 years ago!

No, Games Workshop, we do not forgive you for what you did to the Warhammer World.

Anyway, Matt and I threw together two gangs and played what was hopefully the first game in a campaign. We went for a simple Gang Skirmish so that we could get to grips with the rules again.



Matt’s Ratskins deployed in cover and aimed to sneak up close where they could bring their pistols, mauls and freaky spirit magic to bear.



The Orlocks lay in wait with Heavy Stubber primed. I was hoping to gun the Ratskins down before they got too close.



My first volley sent Matt’s snipers tumbling, stalling his advance.



A well ordered firing line, and some really good dice rolling, kept the Ratskins pinned, wounding the Chief and the Shaman in quick succession, although one by one the Orlocks ran out of ammo.

Ammo rolls! Remember those?



Despite taking some fire in return, clear lines of sight stopped the Ratskins in their tracks.



Meanwhile, on the other side of the board, my assault team tried to avoid the attentions of autoguns on overwatch. 

Overwatch. Remember that?



Eventually, I brought my heavy stubber out to play and sustained fire inflicted five hits on two cowering Braves.

Sustained fire dice! Remember those?



Matt had already survived a number of bottle rolls, and eventually put two of my gang out of action. However, when my Flamer finally managed to unload, the pressure (and smell of singed flesh) was too much and the Ratskins bottled.

In the post battle sequence nobody died, or was even seriously injured. Some new skills were earned, Hudson (my shotgun guy) gained an extra attack, and a few rare items were bought.

All in all it was a wonderfully nostalgic trip back to a set of rules which frankly still hold up well. Many modern sets of rules are so fiddly that the preclude casual play, whereas Necromunda was built for casual play, and a campaign doesn’t need to be intensive.

We do need some more terrain as it was a bit of a shooting gallery and that was definitely to my advantage. However, more terrain could be bad news as Pete has muttered about breaking out his Spyrers!

More to come...

Sunday, 12 November 2017

Shameless Plug - 7TV

Just a quick post to draw your attention to Crooked Dice’s pre-order campaign for a reprint of the 7TV game box.



The rules are simple, fun and easily adapted to a range of genres, and the box comes packed with profile cards. To date, I’ve used the rules for zombies, Ghostbusters, TMNT, Scooby Doo, Star Wars, Marvel, Juliet Bravo, Doctor Who and 70’s Cop Shows. I have plans for Pulp, more Doctor Who, Batman, post-apocalypse, VBCW and many more. It’s a one size fits all set of rules which can work for whatever niche modern project you have in mind.

As well as getting the box at a knockdown price, the pre-order allows you to pick up two starter casts (eight models each) for the amazing sum of £20. Crooked Dice miniatures are probably my favourite to paint: bags of character, a lack of fiddly and unnecessary details, and made of metal!

Basically, if you’ve been considering getting 7TV, now is the time. If you have, consider it and buy it.

It’s the perfect way to get your more obscure collections on to the table because people pick up the rules really easily.

The pre-order campaign continues for another week. Don’t miss out!

Tuesday, 7 November 2017

The Walking Dead - Issue #3

Following the splurge of painting achieved during Zomtober, I know have everything I need to complete all of the scenarios from the Days Gone Bye expansion pack.

I know some of you will be wondering how things turned out for the Governor, and I will get back to him, but I’m not keen on the third scenario from Prelude to Woodbury so I’m more drawn to other scenarios at the moment.

So here goes...

Days Gone Bye - Part 1: Gun Running

Rick Grimes has woken from a coma, finding the world a changed place. After finding refuge in the home of Morgan Jones and his son, Duane, the three companions set out for Rick’s old police station to secure a stash of weaponry with which to weather the storm...












This was a fun game that became significantly easier when the car alarm went off. My only gripe was that the best strategy ended up being sneaking round the edge of the board, which is always a bit odd when a game is set in a wider world (i.e. not a sports game like Bloodbowl).

One thing I really like about this game is the way the narrative ends up writing itself. Although Morgan found nothing in the first car he visited, the turn he spent there did explain why a convenient car alarm went off. Rick finding a tyre iron in a car was a nice touch too.

I do worry that after the effort of painting him, this might be the last time we see Duane gracing the pages of the comic, so I’ll have to see if I can come up with some scenarios for the Jones boys before Rick returns to Cynthiana (assuming he survives) in the dim and distant future.

Meanwhile, in the next issue Rick is off to Atlanta. I wonder how he’ll get there...