Thursday, 9 January 2020

Battle of Newbury - part 1

Happy New Year !!

I hope you all had a fantastic Christmas and New Year. Personally I had a great time with lots of Family events, drinks with friends and even managed to squeeze in a few boardgame nights.

Attention is now turning to our big annual weekend game. For the last couple of years I have turfed Mrs Shed out of the house and set up a mega table in the warmth of our Dining room. (the Shed is too cold to frequent at the moment)

Last year we fought Hastings and the previous year we fought Isandlwana/Rorkes Drift. This year we are turning our attention to another historic battle of history - the first battle of Newbury in the English Civil War.

As best we can we will play the battle using a custom built table with the right topography, the named regiments, and as best we can fathom the starting deployments of the battle..

Ultimately this gives me the opportunity to focus on a singular subject for a few weeks.

As mentioned above we are going to be re-fighting the first battle of Newbury. Fought during the English Civil War the battle serves as a pivot point between the fortunes of the Royalist and Parliamentarian cause.

With defeat at Newbury in September 1643 the Kings cause was very much on the back foot whereas had he of prevented Lord Essex’s retirement to London history might have been very different.

In the following blog post you will read that the forces at Newbury were evenly matched but their force composition differed. In summary, cavalry were more numerous in the King’s army whereas Parliament held the advantage of infantry numbers.

Using the Pike & Shotte rules from Warlord Games I have tried to accurately recreate the forces present by describing the regiments as either small, standard or large. More on this later on.

My research material has come from a variety of sources (namely google, the British Civil War website and these books.







The Table:
As per Hastings last year it is my intention to build a table in the kitchen that will probably be around 6ft x 12ft in size. This will reflect the battlefield running north south as illustrated in the picture below.
The actual battlefield is around 2 miles by 4 miles in size.

On the map below I have outlined the scale using the black and yellow boxes to define quarter mile sections. 




The map was then rotated and subdivided into foot squares  as illustrated below


Using these grids as a template I was able to transfer the contours (green lines) of the battlefield onto a large slab of polystyrene (8ft x 4ft). Then using a hot wire foam cutter the topgraphy of the battlefield starts to take shape.


The raised hill area in the top left denotes Round hill - the highest point on wash common where the bulk of the fighting took place.


In the picture above you can just make out the gridlines. Unfortunately the 8ft slab was not quite deep enough so off cuts were used to finish off the raised area.

This raised battlefield will eventually be covered in the green throws - only then will I dress the battlefield. Experience has shown us that once the terrain and troops have been added the slopes will become much more evident.





The North and south flanks of the battlefields will be defined as the river Kennet and the En brook. The Stream running south north along the rear of the Parliamentarian force will be fordable.
To the North along the banks of the Kennet will be an area enclosed by fields – see map below



Other features such as the known Farms will feature and will count as small built up areas.
All hedgerows and woods will count as light cover.

Elevation Scale

The height (according to topography maps) of Wash common rises to around 400ft (peaks at 433ft) and this drops away to an altitude of 266ft at the rivers Kennet and Enborne. That is an approximate elevation of around 150ft that needs to be reflected at ground scale. Given the distance from the low ground to the highpoint on Wash common is about 1km we are seeing a gradual rise of about 50yds over this distance – approx. 5m every 100m (a ratio of 1:20). For this to be reflected accurately on the battlefield table the peak height of the wash common will need to be about 1 inch high.

This on the face of it doesn’t appear to be particulary daunting so the higher ground around the common will be about 2” (5cm) high – perfect for that slab of polystyrene !

Ground Scale - Ranges & Movement

As mentioned the battle field will be 4 miles wide and 2 miles deep.

Using the measurements of the table we can calculate that ground scale will be 3ft to one mile on the table. Or the equivalent of 1” = 50 yards

Given that the Pike and Shotte rules allow musket fire out to 18” (equivalent of 900 yards for this game) this range scale does not work.

I have therefore decided to reduce all movement and ranges by 33%. This does mean that troops won’t be firing at one another until they are 12” away from one another and that close range will now be reduced to 4.

To reflect the ranges I have decided that we will adopt the following for all musket fire.
Range

Close – up to 4” (200yds)
3+ to hit
Effective – up to 8” (400yds)
4+ to hit
Long – up to 12”(600yds)
5+ to hit

Please note that these ranges are still somewhat longer than the historic ranges and probably afford  greater accuracy of these weapons than due but to shorten them any further would lengthen the time to play the game considerably.

A note on artillery ranges
A Demi Culverin (medium Cannon) had an effective range of 1800feet/600 yards (source: http://www.horsmonden.co.uk/history/furnace/types-of-cannon/

Using the effective range of the Demi Culverin (medium cannon) as a guide this would give it a game range of 12”. The effective range in the rules is 18” so again all Artillery ranges will be subject to the 33% reduction
All ranges will feature on the players aids that I will provide on the day.


Movement

I have also played around with the movement rates of troops for the game

To keep things simple units can adopt one of two formations, they are either formed in battle line or in column of march.

The latter will afford these units significant benefits in speed and the +2 command modifier. However changing formation within a move is NO longer a viable option.
A unit commanded to change formation must spend its entire move to do so regardless of how many orders they succeed.

Unit
In Battle Formation
In Column
Infantry
4”
6”
Cavalry
8”
12”
Artillery
4”
6”

Reports from the battle suggest that reserves were fed onto the battlefield by the numerous roads and tracks in the area. Troops using roads must be in Column formation and if on a road/track they will receive a further +1 command roll.

The Hedgerows on the battlefield were defined as relatively tall and dense. Traversing a hedgeline will take a complete move.
Hedgerows themselves will afford the defenders a +1 morale sale for light cover and negate any charge bonus for attacking troops.

Hills/Slopes offer no cover bonus but troops attacking uphill will lose any charge bonus

Initiative:

Initiative on the table will be maintained at 6” for all troop types

In part 2 I'll share the orders of the battle and how these were created.

Part 2 can be found here

Wednesday, 11 December 2019

The Roman Legion is complete - part 4


As of today I can report that the Imperial Roman legion under the command of Ericus Shedicus has now been fully assembled. These brave chaps will now be resting over the winter months before initiating their campaign in the province of Britannia in the early spring.

Its taken 3 months to put this lot together!

Part 3 Can be found HERE


Ericus Shedicus - The Legion Commander


Twenty five units complete and ready to fight.

Up first we have three units of Roman Auxilliary Cavalry (Victrix). These are all slightly different thanks to different shield designs and tunic colours (red, white, blue)



Supporting the horse march 5 units of Auxilliary infantry (Warlord Games). Again each unit is differentiated by tunic and shield colour (yellow, white, green, dark blue, light blue). Command stands have come from excess Praetorian sprues I had to hand.






The Auxilliary contingent is finally made up of five archer units (Warlord, Black Tree & Aventine) – the Eastern chaps have white coats, the western green.






Marching behind the irregulars are our first Romans, a cohort of Roman marines (warlord). Resplendent in their blue tunics and hexagonal shields (spares from the Victrix Horse)



Here comes the core force of the legion 10 cohorts of heavy infantry (warlord games).









The armoured chaps have artillery support with each cohort having its own scorpion




Finally the army has drawn upon resources from the emperor himself with a large cohort of Praetorian Guard (warlord Games)




All the commanders are sources from Victrix





Hail Caesar !!



More soon

Sunday, 8 December 2019

Jaws - The Boardgame


So are you stuck for Christmas present ideas this year? Can I be so bold as to make a recommendation that is not going to break the bank?

If the answer is yes and you are of a generation that remembers the classic Jaws movie of the seventies then this little boardgame is perfect. Retailing at around £25 this is a perfect present.




Although the components of the game are nothing special what you do get in this small boxed game is a virtual recreation of the movie played out in two acts and it is fantastically good fun. With one player controlling the shark (I believe he was christened Bruce on the filmset) and up to three players playing the human heroes (Brody, Quint and Hooper) this game plays out in around an hour.

In the first act our fishy friend swims around Amity island eating the dumb swimmers who still want to go into the water. The more he eats the stronger he will be in the final act. Whilst moving around the island the hunters first have to try and find him and then get Quint to attach two barrels to the beast. Whilst they are doing this they can try and rescue swimmers. The Shark player determines his moves secretly and only reveals where he has ‘eaten’ and whether he may/may not have triggered off sensors. Brody, Hooper and Quint all have a variety of tools to aid their search (binoculars, fishfinders etc) but the Shark has a number of power plays he can use to avoid these or move from the area where they might think he is lurking. 

The tension is palpable, especially when Brody’s son ventures into the water (he’s worth two swimmers), and the shark strikes the opposite side of the island you are hunting. Once the shark has either had his fill of swimmers or has two barrels in him the game switches to part 2 on the Orca (the fishing boat).

Depending upon how many swimmers were eaten the human players receive x number of equipment cards and the Shark receives x number of attack cards.

The board is then flipped over to reveal a sea zone onto which tiles are placed to reflect the Orca. To begin with the boat is nice and intact but as the shark starts his attacks it starts to take damage and sink. This is reflected by turning over the tiles to illustrate a damaged part of the boat and then finally removed to show open water. If the Shark destroys the boat or kills all the crew he wins. Of course the crew win if they kill the shark. Each turn three resurface cards are placed out in the open. These are the zones where the shark might emerge. The Shark player secretly chooses one and awaits the crew’s move. Each of the crew can then move around the boat and target with their weapons where they think the shark might emerge. If they get it right they can hit the shark before it starts chomping. If they get it wrong the Shark still chomps. As you would expect the crews gear fits with the film – there are boathooks, hammers, machetes and rifles. There is even the canister. Hitting the Shark is straightforward – each weapon denotes the number of custom dice you roll and from the total you subtract the sharks evade score (as shown on the surface card). Typically the Shark gets more powerful attacks with a low evade or weaker attacks with a high evade. Every hit adds towards the kill total.

The Shark also has plenty of options, not only can he choose where he will attack but he can augment his attack with the power cards. Destroying the boat means the crew are more likely to end up in the water and then can targeted. As the various parts of the boat disappear the Shark gets more options where to attack and this is where the game gets quite tense. We have played this a few times now and  want more. Its fun, strategic (but not in a heavy sense), and it perfectly captures the thrills of the film.

Big recommendation




Friday, 6 December 2019

Shed Wars Birthday - 8 years old today


Today is my blog’s 8th birthday and I think it is fair to say that it has not been particularly loved in the past 12 months. As the stats will show shortly the lack of posts have had a detrimental affect on both its growth and numbers. I can offer a plethora of excuses including work, lack of time, and other interests etc but in the end the real reason is probably one of motivation.

It has been interesting to observe that some other bloggers have also posted less frequently and maybe this form of hobby communication is starting to wane.

However, not only have I posted on the blog less often I have also significantly cut back on visiting other sites and commenting. It has been weeks since I visited the TMP and my trips to the Lead Adventure Forum are now very infrequent.

Does all this mean that I have lost interest in our great hobby? If the evidence was purely based on my online activity then the jury would find me guilty, but the truth of the matter is very different. I continue to host games in the shed and my figure painting count is certainly the highest it has been for years. As a reminder I finished my Dark Age forces off in Jan/Feb, and then threw myself into my Ancient British adventure. The Celtic army was finished in late summer and I have now almost finished my Imperial Roman legion.

In the past I would have taken great pleasure updating this blog with progress of these projects and yet now I find it a chore to photo and comment on these as they develop. I ask myself the question why and struggle for an answer. If I find it you will all be first to know.

So as before a summary of the stats - 


Year
Followers
Page Views
2012
80
25000
2013
180
95000
2014
285
230000
2015
373
383000
2016
387
578000
2017
424
789000
2018
441
1150547
2019
454
1260323

Now 2019 has been a very memorable year for wargaming and in no particular these are some of my highlights...

The early part of the year saw the shed feature the momentous battles of 1066, starting with Fulford, onto Stamford Bridge and culminating in Hastings.

Links below

Battle of Fulford
Battle of Stamford Bridge
Battle of Hastings

Hastings 2019


Perhaps one of my favourite photos on the blog....the Norman Army


The second big highlight was of course attending the Great Game up in Glasgow back in the summer. I was fortunate to be selected as an Umpire. It was a fantastic event and I met some very interesting people.

The Great Game




Whilst at the Great Game I was asked by Wargames Illustrated to be their roving reporter. An article soon followed.

and talking about Wargames Illustrated back in June they featured the Shed in glorious technicolour

June Posting

Look closely bottom right...



Moving on,  October saw another hosting of Blam in my local pub. Although a little smaller than previous years some great games were played and fun had by all.

For my sins I decided top host a game of Robin Hood.



The late summer quite possible saw the largest battle in terms of figure count fought in the shed when Mark and I managed to complete our respective Celtic armies and throw them against each other one evening. More can be found here








Chuck in as few battles on the South African Veldt (battle of Khambula) ,some pike and shotte games, a Star Wars saga and some other bits and pieces its been quite a busy year

Mos Eisley - Star Wars


Lets see what 2020 brings....thanks for following

Eric the Shed

Wednesday, 4 December 2019

Imperial Roman army update part 3


Another quick update on the Roman Army build. Over the last few weeks I have been able to make a serious dent in the painting of my Imperial Roman Army.

Part 2 can be found here

In no particular order I have now built, constructed and painted every figure with the exception of the command stands. These figures have now all been glued to their bases. The bases themselves have received their sand covering and top coat of brown paint.

Just need to finish off the commanders and then I can start tarting up the bases ;-)





The Roman Legion - consisting of

10 cohorts of heavy infantry
3 units of cavalry
5 units of archers
5 units of auxiliary infantry
1 unit of marines
1 unit of Praetorian Guard
10 Scorpions (each will be attached to a cohort)



The picture below shows the Roman Marines - Shields to be attached after basing is finished


Praetorian Guard (large Unit) - again shields to be added


Archer units - 2 eastern style and three western units


Artillery support - 10 scorpions

I want to offer my thanks to one of my readers, he is called Nick.


Nick was able to reach me through Big Red Bat (another blogger who has found fame with his To the Strongest Rule set). Nick wanted to send me a parcel, which he accompanied with a great letter. In this correspondence he thanked me for my blog and wanted to contribute towards my Roman force. His gift was most generous. It was a Warlord box of Scorpion ballistas. Suffice to say these were quickly pressed into the grand battery. Thank you Nick




Lots of heavy infantry....


At the top of the picture can be seen the auxilliary infantry





One of the three horse units (above) - Riders still need to be glued into their saddles. I'll do this once basing complete.

I really do believe that this force could take to the field by Christmas.

Thanks for following