Thursday, 12 March 2015

The Battle for Hatchet Creek

Wednesday night saw the Shed open for business, this time not with my usual crew but with some of the great guys from the Lead Adventure Forum - jimbibbly, Captain Blood and Mamalute.

Whilst we were at Tactica, Mamalute had bought the Muskets and Tomahawks rule set and so I suggested that he might be interested in playing these at the Shed one night. A date was agreed and along with promised delivered Pizza the game was on.

I spent the weekend considering the scenario and pulled together some reference sheets. Given there was only four of us I could actually play.

The following pictures are the orders of battle set out for the game. If anybody wants these in a pdf format please drop me a line. I'd be happy to share.

With the forces assembled - pretty much all my FIW figures - Battle ensued...


Orders of Battle

The Battle for Hatchet Creek – British Forces Information & Background


Over the last couple of years British settlers have established a small but thriving community in the region known as Hatchet Creek.


Fur trading with local natives have established this village on the map as a primary source of beaver pelts for the ladies in the colonies.

Two weeks ago the village received unwelcome news from the garrison commander at Fort St James.

In this message the inhabitants of Hatchet Creek were warned that the local Indians were now in dialogue and trading with the French further upstream.

This perhaps explains why no pelts have been recently delivered.

The garrison commander – Colonel Stafford, being a wise old bird decided to bolster the villages meagre defence with the construction of a block house and the placement of units of crack Rangers and Redcoats.

Last night a friendly native arrived at the village in a rather poor state, he’d been shot and had lost a great deal of blood. Before he passed on to the happy hunting ground he mentioned that a sizeable force of French troops and Indians were approaching Hatchet Creek with the Intent to destroy the settlement.

A rider has been sent to Fort St James in the hope that a relief force can mustered and despatched to the villager’s aid.

Your defence forces are on the table – these can be placed in the buildings or blockhouse.

The main relief force will enter on the bridge from turn 1

A secondary relief force will enter the board from the southern road on turn 3

Objectives – ensure that more than 4% of the buildings in Hatchet Creek are undamaged

Notes: The Big River may not be crossed other than at the bridge, the smaller rivers may be crossed at -half speed, other than at the ford.
 
 
The Order of Battle below is the Towns defence...Mamalute had to write down in the boxes on the map which building was occupied by which unit. The exception being his Indian unit...these weren't allowed in the house but had to be placed somewhere within the village.
 
 

The units below were those that came on from the bridge in the top of the map - commanded by jimbibbly


And this unit would come on in turn three on the southern road



 
 
 
The Battle for Hatchet Creek – French Forces Information & Background
 
 
 
 
Over the last couple of years British settlers have established a small but thriving community in the region known as Hatchet Creek.
Fur trading with local natives have established this village on the map as a primary source of beaver pelts for the ladies in the colonies.
Over the last fortnight you have persuaded the local natives that it is in their interest to trade with the French colonies only. But to reinforce your chokehold on supply the trading post at Hatchet Creek needs to be destroyed.
Unfortunately one of the locals didn’t quite like this monopolistic ideology and tried to warn the British of your attack. Your scouts managed to track him down on the outskirts of the settlement where he was dealt a grievous wound. Unsure as to whether your attack has been forewarned you have decided to press home the attack.
Conscious that any British relief force must come across the Bridge to the north of the settlement you have placed an Indian Ambush on the escarpment overlooking the bridge. They may be activated at any time.
Your attacking forces come in at the entry points marked on the map.
Objectives – ensure that more than 5% of the buildings in Hatchet Creek are burned down
Notes: The Big River may not be crossed other than at the bridge, the smaller rivers may be crossed at -half speed, other than at the ford.
 
The French forces were commanded by myself and Captain Blood. I took the first of these forces and came in on entry point 1
 

Whereas the force below came in at entry point 2



The Indians (commanded by Captain Blood) started in the ambush position as marked on the map. 


I do find that having these orders of battles prepared before the game not only adds to the flavour of the game but also speeds things along.


The Battle

Now I have an admission to make, I was so engrossed in the pizza, the game and of course the company I completely forgot to take photos. Therefore the following are 'staged' photos after the event but hopefully give a flavour for the proceedings as they unfold.


As mentioned the orders each side either had to defend the buildings or burn them down. With eight building to count this was going to be interesting.

The game could really be described in a number of set skirmishes...

The game started easily enough with the British Relief force marching across the bridge and making their way towards the hamlet. It wasn't until the second turn when they were all across the bridge did the Indians in ambush (hidden on the table) open fire into the ranks of the British line.






This was devastating and two units of Indians managed to pin down virtually the entire relief force with carefully aimed musket fire from the treeline. As the game approached the third turn the Indians feeling rather brave made a dash for the building on the far side of the bridge and quickly had this burning.
 






 
 
Feeling invincible they ran towards the red ranks still posted around the bridge. Needless to say their luck came to an end and died in a volley of lead.  
 
 
Heading across the table an to the centre we saw the White Jacketed French alongside their native allies march into the town. Sporadic fire from the local militia and a singular unit of redcoats kept them at bay until their firing lines could be brought into order.












Rangers positioned in the blockhouse kept up steady rifle fire into these units, taking full advantage of their long range and skilful shooting.








With the redcoat defenders dealt with by a suicidal Indian charge the French were able to push forward into the town.



Meanwhilst the French approaching from the South had an easier time of it and despite their slow progress they soon managed to winkle out the militia and get the southern buildings on fire



At which point in time the second British force arrived, we all genuinely thought that this might turn the battle in favour of the British. Alas the dice had their part to play and two of the three reinforcements soon fell thanks to Canadian rifle fire and charging French Indians...



More buildings started to blaze...

By the end of the fourth turn the French had completed their mission - six buildings ablaze and their troops running havoc across the town...


Marching in time ...but alas out of time

As night fell Hatchet Creek was aflame


A great game, great company and we were even joined by Dr De'ath on Skype from Dudley !!

Until next time


Sunday, 8 March 2015

Building the Saracen Army part 4

Back at the beginning of January I updated you on my progress with the Saracen army -

well things are still progressing well and with the plan to finish this whole project by the end of March I can say that there is light at the end of the tunnel !

The previous link is here

http://shedwars.blogspot.co.uk/2015/01/building-saracen-army-part-3.html

So lets start with some stats... the force now comprises of the following

81 Missile Foot Troops (About 80% are armed with bows)

133 Infantry (either spear or melee weapon armed)

20 Officers, musicians and other personalities eg assassins

105 Mounted Horsemen

9 Camels

1 Wizard on a Flying Carpet (could not resist)

This gives a total Army of about 350 Figures - the mix of 1/3rd Cavalry seems about right


Primary Sources - Gripping Beast & Black Tree Design & Ebay  - it is an economy army ! - I reckon total expenditure is about £250max

This certainly gives me the volume to use these for both Big Hail Caesar Battles or even field multiple Lion Rampant or Saga forces

The Saracen Army

The Force spreads across about 6ft of table

Latest Addition - Heavy Saracen Horse

Going to need a lot of movement trays for all this infantry

Spot the difference - Fireforge and 28mm HaT - all with Gripping Beast Heads

The Red Guard








I have around 30 figures still to paint or finish off so should get these done in the next week or so.


These to finish next - I have done the camels



A few xbows - plus the leaders and other bits and pieces



I then need to finish the basing on all these !! and attach the shields with transfers. A big envelope arrived from Little Big Men Studios to do these but I still don't think I have enough.

Finally I need to source and add a number of banners to complete the force

Its all good fun and I even surprised myself when I realised I only started this in early December

Until next time


Part 5 can be found here

http://shedwars.blogspot.co.uk/2015/05/building-saracen-army-part-5.html

Saturday, 7 March 2015

Pink Foam - A Terrain builders dream

A few weeks back when I started my Volcano project I headed down to my local DIY store on the hunt for big slabs of pink foam.

Pink Foam is a terrain builders dream it is significantly more robust than the white jablite and much cheaper than the blue equivalent.

Alas B&Q, Wickes and Homebase have all stopped selling the product electing to stock a rather cheaper and less robust product. This is a bit of a nightmare.

I asked around on the Lead Adventure Forum if anybody knew of any stockists. One kind fellow stated they had spotted some in the clearance section of a Wickes store in Andover.

A thought occurred to me...could I check the local Wickes branches and see if any of them have the product in stock?

Fortunately the Wickes website has a search function and to my delight they showed the stockholding of Pink Foam in all their branches. There were some boards available in Guildford !!

Link below for those who are interested...

http://www.wickes.co.uk/search?text=Knauf+Space+board&x=0&y=0

Most branches have now sold out but there are a few if you look through the listing. Just add your post code to the search criteria and it will show the branches in nearest order.

I pre-ordered using their click & collect service and last weekend I hopped down the A3 and into the branch. Picking up six of these wondrous items. Hopefully this will be enough for my needs over the coming years.

The product is listed as Knauf Space Board Eco Insulation60 x 500 x 1200mm if you need a thorough description. Each board cost £5.49 including VAT.



Happy hunting

Thursday, 5 March 2015

Cheap Carts & other bits and bobs

Like all Wargamers I like a bargain, so in this short post let me show you how you can add carts to your battlefield for just a few pounds. Lets face it the ones out there on the market are expensive !

Over the last couple of years I have been buying Lledo vans and cars for my VBCW project. In fact I probably own more toy cars now than when I was a child. However a few weeks ago I discovered that Lledo produced a range of brewers carts (also known as Drays).

I was fortunate to purchase six of these in an auction on ebay for just a few quid plus postage - six wagons for £10. This was a bit of a punt but I reckoned that I could always give these away if they were not fit for purpose.

Lets examine the cart - they all come die cast, with two plastic horses, some plastic barrels and a driver.

With 28mm mini for scale puposes


All great materials which could be used for...

Drivers - they are seated wearing bowler hats perfect for drivers of my vans and seated at stations etc. They are almost in 28mm scale. Indeed you could also cut these and with a bit of a conversion use them as tank crew.

Barrels - lets turn them into terrain scatter

Horses - too small for 28mm but with a bit of jiggery pokery I could use them as small pack mules or pit ponies. With 12 available a string of mules might look fun  - I would of course need to add the packs etc...

Defintely too small


The cart - obviously a cart - used through out the ages.

I stripped down all the components.




Added a balsa wood base to inside of the cart



Primed it grey






Painted the cart



Job done

All this took less than 15 minutes excluding drying time...I'll post up what I do with all the bits in another post

My five remaining carts



So if you want to echo my project head off to ebay and look for lledo brewery drays - search for the bulk buys NOT the singles

http://www.ebay.co.uk/sch/i.html?_odkw=LLedo+Brewery&_from=R40&_osacat=0&_from=R40&_trksid=p2045573.m570.l1313.TR0.TRC0.H0.XLLedo+Brewery+Dray.TRS0&_nkw=LLedo+Brewery+Dray&ghostText=&_sacat=0

Until next time

Wednesday, 4 March 2015

Blog Functionality ---

When I set up my blog three years ago I added a number of additional tabs on the home page - eg Search, Blogs I follow, counter etc I also added a tab that said 'follow by email'. If you are reading this you will see it on the right hand bar.

Out of curiosity the other day I decided to enter my own email address to see what might happen. Low and behold I now get the blog posts updated to my email - brilliant.

I now have a means of printing off what I have posted. Which if you haven't tried is virtually impossible.

Of course its primary objective is to ensure that you never miss those Shed Wars posts again !!

Until next time

Tuesday, 3 March 2015

The Tales of Shedwood - Ivanhoe's Rescue

Hi Folks

Monday night saw the shed back in action after a four week gap due to really cold weather and I was delighted to welcome Captain Blood of the Lead Adventure Forum to sample the delights of the Shed for a second time. Whilst over at Tactica he expressed an interest in the Lion Rampant rules and knowing that this was on the agenda I duly invited him over.

All told five of us braved a blustery and mildly chilly night but a great deal of fun was had and more learning's developed from our second play of this fast paced medieval rule set. I'll touch upon the 'new' house-rules at the end of this post.

Monday nights table - Trentbridge Hamlet in the Foreground

Ground view

So on with the game...


…You may recall that in our last tale the Good and Godly Knight Sir Ivanhoe was bested at combat by the sinister Sir Guy De Guisborne. Unbeknownst to Ivanhoe’s followers he did not succumb to his wounds on the battlefield but rather fell into the clutches of the scheming Sheriff of Nottingham.
 
For a full battle report of the last game head here...
 

Like all power crazed maniacs the Sheriff has high hopes of a good ransom but to protect his investment he has decided to move Ivanhoe to the protection of Greystone Keep at Trentbridge.

Hearing the news of both his friend’s living status and his transfer to Greystone Keep, Robin has rounded up his men and supported by Ivanhoe’s own followers, to attempt a rescue along the Trent Bridge Road.
Greystone Keep







Ivanhoe’s is currently being escorted by the Sheriffs mounted sergeants.

Objectives:
The Sheriff Forces win if Ivanhoe can be placed inside the Keep.

Robin’s forces win if Ivanhoe can be rescued

Robin’s forces lose if Ivanhoe is killed by his own men

Ivanhoe will remain a captive as long as he is within 3 inches of a mounted Sheriff/Ally force. In the event that the force is engaged in melee Ivanhoe will be freed if the attacking force is greater in number than the defending force (horsetroops x2) at the end of the round.

Shooting at a force containing Ivanhoe is the same as a Lucky blow – ie on a double 1 he is killed. However if the entire unit is killed by bows any hits not allocated are transferred to Ivanhoe.

Ivanhoe may only move if he is attached to a unit.

Ivanhoe is unarmoured and may not participate in the game – he is still weak from his wounds

Any unit controlling Ivanhoe gets +1 to its movement orders only (ie they know they have to move either to the castle or off the board)
A weak and frail Ivanhoe



Players were issued with their Battle Sheets (resplendent with Ladybook artwork) although I apologies now for some of the errors on the sheets - must double check next time
example below


With the orders of battle issued and the troops laid out we could crack on. (Like most games I run in the shed this was already done as it allows for immediate action).

Robin and his allies (including Ivanhoes retinue now commanded by Sir Reginald de Perrins) were spread along the south side of the Trent Bridge Road. To the North lay the Keep of Greystone.

Alongside the Bridge over the river Trent lay the small hamlet of Trent Bridge.

Clearly Robin and his forces had to stop the Sheriffs convoy from crossing the board. By my initial reckoning if all orders were made the Captive could be inside Greystone Keep within 10 turns.

'Block the road' was the order cried by the Merry Men


So as the forces of Robin advanced across the table the Sheriffs escort party marched towards the bridge. For three turns they milled around waiting to cross the bridge.

The Sheriff cursed - we could of been home and dry by now - such is a villains life


The Cavalry of he Bishop of Lincoln thundered forward towards the serfs hiding behind the grazing cows.



These poor folks stood no chance and what followed was a swift bloodletting watched on by the grazing beasts.


Battle was set fast in the centre, arrows flew and hit their marks, horses screamed, men cried and cows made milk...


Meanwhilst the good knights of Sir Reginald dithered should they attack Guy de Guisborne or rally to the cries in the centre


Little John knew no other task than to march forward and confront the rash Guy - advancing closer to the castle they let rip with their clothyard missiles.



The Bishop advanced his forces into the arrows of the Merry Men - although claiming god was oin their side his holiness could not prevent the desertion of his congregation


Finally our manic Sheriff advanced only to stop again for two more turns !


Robins men were making mincemeat of the Bishops forces in the centre


And Little John was forcing Guy de Guisborne into so many unlucky die rolls


With the centre of the Sheriffs forces about to collapse the Bishops last forces formed into defensive schiltron


With the road clear the Sheriffs horsemen thundered up the road with their captive





Sir Reginald advanced with his templar chums


Sir Reginalds mounted units finally crashed through some poor serfs winter food garden and into Guys troops - dispersing them amongst the weeds


With Guys forces dispersed the mounted Templars thundered up the road clapped on by happy serfs (apart from the gardener)


Little Johns decimating the forces of Guy with withering volleys..



Sir Reginald and his Knights block the road in front of the Sheriffs men..




With his allies either routed or killed The Sheriff still felt that if he could weaken the centre he might still be able to punch through to the castle. But how to weaken them - he must kill Sir Reginald.

Not accustomed to duelling - he sadly didn't last long...the Sheriff slipped from his saddle into a pile of his own horse's s*** - looks like we need a new Sheriff in Nottingham



Robin and his remaining men cheered...wishing they could sing that tuneful hit...'I shot the Sheriff...



Sir Ivanhoe is rescued and Robins fame lives on...



What next in the Tales of Shedwood...



At the close of the evening we had a bit of a chat about the proceedings and arrived at simple some house rules & reminders...

  • We must not forget the -1 extreme range penalty rule for shooting. Somehow we always remember this half way through the game. It will certainly limit archery fire.
  • If the score to hit with a bow exceeds 6 to hit then the additional pips required to hit are added to the targets armour value in addition to any other modifiers.
  • If a Leaders unit is routed the Leader may stay on the table - he is after all the boss. He retains the armour value of the original unit he was attached to.
  • Infantry attacking cavalry was a big bone of contention. Cavalry may always counter charge or evade attacking infantry on a successful attack roll.
  • One further potential addition might be to reduce Infantry armour value by one if attacked by cavalry  - these last two need to be tested.
  • We have already adopted the rule for our large multiplayer games that all units may dice for orders each turn rather than a turn ending on one failed order.
Thoughts on the above are most welcome...

Until next time folks