Showing posts with label 6mm. Show all posts
Showing posts with label 6mm. Show all posts

Boullon's battle Captains and Kings (THW) for Musket Period

After the success of the last battles with Warband or Captains and Kings, this time I have pushed my luck to check what could happen if you change swords and spears by muskets and sabres. And here is the Battle of Boullon.

Two random armies one French and other English, were ready for the battle.




























The movement stat was the same from the original book Infantry 6 and Cavalry 12.
I have added that if they form in column, their movement were 8 and 16, respectively.
Units in column can’t fire, charge and if are shot or assaulted, they will fight with a lower AC.
The muskets have a range of 8 and carbines 6. Rifles if used 12.



And the image with the miniatures, in 6mm, each unit is formed by three stands.
Initial Deployment

British Side

French Side

Troops advancing

Cavalry clash

French cavalry supporting counter assaulting
Musketery stops British cavalry charge

British give as good as they got

Muskets show that they are demolishing, not killing but demoralizing
 Victory for the French troops.

 The system has shown that another time that works in another setting, and with no less than six units per side, with just one player, another success!

I could have used Musket and Mohawks from THW, but I like a lot the way in that Warband resolve the combats of "big" units, for example, is not necessary to reload weapons.

Mechs get ready!

After the Christmas break, and after freak out with Rothgar mechs and rules, I decided to start to paint my infantry walkers from GZG. I had some of them, and with that idea of using them like mechs, I may have interesting battles.

So, I begin to paint them, and in a pair of weeks, all of them were paint and ready for the combat. Here you can watch some photos...

 The idea is to create two sides, the Blue Army, and the Red Army. Both armies will have the same units: 6 basic mechs, 3 assault mechs, and 3 artillery mechs. In the future, probably I will add some additional mechs. Besides, of these mechs, there are some light mechs, from GZG too, and some heavy mechs from Wizkids (Mech Warrios).

 And now, let's take a look on the mechs or infantry walkers:
Blue Army Complete

Artillery Mechs

Basic Mechs

Basic Mechs with Flash!


Assault Mechs Blue Army


Assault Mechs Red Army

Artillery Mechs Red Army



Basic Mechs

Red Army Complete
  The buildings in the back are from Dropzone Commander, and they are for 10mm minatures.
 These mechs fit very well with the 6mm miniatures and 2mm tanks that I painted during the last of 2014, so, probably I will mix  them, for representing epic scale battles.


Ambush to the caravan

This weekend I could playtest my addition to the Wargaming in the XIX Century Europe by Neil Thomas. This addition expand the possibility of using Zulues and British in south Africa during the colonial wars.

 The basic additions are:


  Zulues move 12cm per turn, they fight as bearing muskets, using their spears (Assegai), they defend like Infantry in Column formation and for shoots they are considered Loose Infantry.

 Now, let's begin with the AAR.

 A British caravan must cross a conflictive zone transporting some goodies. The caravan is escorted by two Natal native horses battalions and a foot battalion. The Zulu side doesn't deploy any troop, however, it has six ambush markers hidden in the mountains and in the forest in the sides of the caravan path. During the first turn the Zulu side roll 2d6 and if any 6 is scored appear 1 riflemen unit or two Warrior Regiment (not elite) deployed per 6 scored. During the second turn the Zulu side roll 4d6 and acts in the same way that I explained before. With the third turn, roll 3d6. After this, each turn that the Zulu side win the Initiative, the player roll 1d6 and if gets a 6, appear one Zulue unit  in a random token.

So the Skirmish started in this way
 The white tokens where the possible Zulue troops.

 The British troops advanced, and front a side, begin the shoots form the skirmishers while another unit Zulu waits behind the brushes

The cavalry turns for assaulting  the skirmisher, but they shoot against the chargers causing two wound in the Cavalry unit.
So, they fall back
The British charge against the skirmishers and, this time, defeat the skirmishers 
The Zulus advance against the caravan, and the battle begins.

The yellow dice is the number of stand that remain in the Zulu unit




At the end, both armies are very reduced, so the Zulus quit the combat and flee from the combat.

 A interesting battle where the British Calvary had problems of manoeuvrability because of the small space, and the Zulus could not eliminate the  Cavalry and the British infantry punished hardly the Zulu troops.

 I am happy with the game and the development of the battle.

Totally recommendable.

Busy but Mission accomplished!!!

During the last week I have been very busy because I was getting a challenge with Hetairoi, the challenge was to paint 2 Microworld armies (15 stands army) in less than 15 days.

 Both armies were the Undead army that I started during the Spring, but I had to rebasing the undeads because after I had a KoW battle with Hetairoi, and we decided that the 4cm front stand were better than my initial 3cm frontal stands.

 The units with a front of 4cm works better because the miniatures fit better and they look like better, as well, as I am planning to make a Greek army using Baccus miniatures, their strips measure 2cm, so if the stands measure 3cm, the Baccus strip would not be sticked in pairs...

 I has been publishing the advances in this thread in La Armada Forum, there you can see some photos like these

Undead Army





And the Beastmen Army

 That's all folks!

Testing Land Ironclads and When the Navy Walked Again

This week I have been testing two wargames "Land Ironnclads" from Wessex Games, and "When the Navy Walked Again" from  Dastardly Designed Games.

  Both games present a Steampunk world where the superpowers are fighting for expanding their empires. 

  The armies are based in huge lines of infantry, forming lines armed with breech-loading and rifles; units of cavalry, and batteries of artillery... but something new is special in this age, the Ironclads... enormous mechanical monsters plenty of bullets and powerfull motors that... sometimes work...


 These wargames  present armylist for the main empires: Britain, France, Prussia, Turks, American Civil War armies, and in their expansion  there are Martian armies with tripods.

 Both rulesets have rules for tripods from the "Atlantians" (if Wessex) otr "Martians" (if DDG).. the tripos have specials rules like gas proyectors, or improved weapons...

 Comparing both ruleset, the Wessex product is much more simple, thought more like a "pretzel and beers" game, and the other one is much more complex with a complex point system for creating balanced armies.

Here are some photos of the skirmish between the Martians and a British Expedition...
The troops deploy....

The infantry and tanks advances, againts the martian tripods

The small tripods won the flank, and destroyed the artillery batteries

The Martian tripods sure of their superiority shot against the tanks, destroying them

Finally, the infantry flee away from the Martian tripods... MARTIANS WON

Great rulesets, very usable!