Monday, September 23, 2019

2mm Napoleonics! (Or, 'What I did During my Summer Vacation, Part I')



We had a very nice, restful summer, with lots of lazy days and bright sunshine to sit back and recharge the batteries. While I did spend a lot of time outside puttering with some landscape projects, I did manage to get to grips with a couple hobby things as well. One of them, still ongoing, is building-up a Sisters of Battle force (I hate saying 'army' for something that's usually composed of 30-40 figures) for a friends-themed event being held later this autumn. Lots of nostalgia with that one as the Sisters were my first 40K army before I reluctantly sold them off to finance a trip to Europe - I'll get into describing that gambit in a future post.

So what's the other project that has occupied many of my summer evenings? Well, again, it's another old flame, but this time instead of boltguns and chainswords, its back to muskets and shakos.  Napoleonics - 'The Beautiful Game' - remains my first miniature wargames love and for me it's experienced a bit of a renaissance with the release of Dan Brown's excellent 'General d'Armee' (GdA). The rules are quite 'crunchy' and somewhat overwrought in some spots, but on the whole they're pretty darn good and, for me, they manage to hit most of the sweet spots for a battalion-level set of instructions. The most important result from this resurgent interest is that it's driven me to get more Napoleonic games on the tabletop.

After a few recent games I came to the conclusion that I wanted to try playing this level of game in a figure scale smaller than 28mm. Don't get me wrong, I love all the colour and pageantry of 28mm Napoleonics, BUT the size of the units often constrains how much can be reasonably put on a normal tabletop. We typically game on an 8'x5' playing surface, and, allowing for room for flanks and a few bits of interesting terrain this means that we hit the limit at around 15 units per side. In Napoleonic terms that's around two to three brigades - a nice little game, but still fairly limited in scope. So, I really wanted the ability to do larger divisional-level games while still having room for the units to 'breathe'.

With all this in mind, I played around with the idea of expanding my recently repatriated 15mm collection (thanks Greg!). I even retouched/rebased a few units to see how they'd look - not bad, but I would need significantly more units, meaning lots of figures and heaps of painting. Definitely possible, but I needed to think on this more before pulling the trigger. Then, one afternoon I found myself looking through our display cabinets and came across my proof-of-concept 3mm ACW units that I did-up a few years back. I was reminded by how neat the 1:1 arrangement looked and wondered if I could 3D print something similar for Napoleonics, say in 2mm. I then remembered an online conversation I had with Zach, the talented creator of Forward March Studios about his 2mm range of figures. Well, it turns out that Zach is now offering his entire library of 3D print files for a very reasonable price. Inspired by this, I duly plunked down for the series of designs and began the process of test printing and plotting possible unit layouts.

Here is a selection of 2mm models from Forward March. From front to back, a 2-flag infantry stand, a squadron of cavalry a round command stand, a load of windmills and a row of German themed houses.

After playing around with the raw printed models I quickly came to the conclusion that due to the relative ease of printing, assembly and painting, I wanted to create units which were more like boardgame playing pieces, composed of one base highlighting a specific formation. For example, a unit in line formation would be a single base with the battalion arrayed in line, whereas if it changed into column, or square, it would be swapped-out for a base reflecting those particular formations. This would be quite different the common multi-base approach, where players switch around their component unit bases to mimic the formations they need. Ok, why do this? Well, the thing that really excited me about this scale was its ability to convey how these formations would really look in relation to one another.  



In this scale, the British 2-rank line looks realistically thin and elongated when compared to the bulkier 3-rank lines used by the French (and most continental armies). In looking at the British line, one can see how many French commanders would have thought that its apparent fragility would be susceptible to mass column attacks - not so much as it turned out.

Cavalry formations look great in this scale as well as the massed units really help emphasize the space that was required to properly maneuver these large groups of horsemen. 


Here are two British cavalry regiments with the one in the foreground in columns of squadrons and the other drawn up in line.
One formation that I especially enjoyed working on was the artillery batteries. Quite understandably due to cost and space considerations, artillery in most tabletop collections rarely illustrate the depth gun batteries would absorb, what with their limbers, ammunition caissons and support wagons. But doing this in 2mm it's an absolute doodle.  



Above is a French 8-gun battery deployed for action. The depth of the formation is to illustrate the space required to accommodate the supporting ammunition caissons and support wagons.
Note: for the artillery I broke my own rule by having them arrayed on multiple bases as I wanted to allow segments to be removed in order to allow other formations to park or move through it, something that was commonly done on the battlefield.



So, with a bit of head scratching and eraser nibbling I came up with a series of base shapes that could reflect the various formations commonly used during the period. I estimated I wanted around 30 battalions of infantry each for the French, Austrian, Prussian British and Russians, with a half dozen batteries and around 10 regiments of cavalry as supports. I reasoned that this 'recipe' would give me enough units to reflect a good sized corps per side and not overstress a modest sized table.







After I decided on my basing recipe, my good friend Byron over at Northern Lights Terrain cut me up a schwack of MDF bases to start the process.

Eagle-eyed readers with 15mm collections will see that that frontage of my units are probably not that far off from their own - it's really in the depth that the this scale really differentiates itself. 

Is this in true 1:1 scale? No, but its very close. I estimate that these formations are roughly at 1: 1.3 ratio. Not bad! 



The Process

The assembly and painting of these bases is a fairly straightforward affair - its definitely more of an assembly line  approach than working with larger scales.

I find one of the tricks to tackling small scale projects is getting the basing and colour pallet right. My colour choices I'll talk about below, as to the bases, personally, I like them fairly thick (3mm) as it gives something to grip onto. I also like my bases with rounded corners as it gives the finished stands an almost chit/playing piece look about them. Horses for courses though!

The 3D prints I used for this project makes it very easy to organize and glue down the formations onto the bases, you just mix and match figure strips to the formation you want to do. 


They don't look like much, but we'll see what we can make of them.

This unit will be a standard-sized French battalion, in line formation, five companies wide (the sixth company is assumed to be detached on skirmishing duties).



After the component pieces have been glued down, I apply a layer of fine sand over thinned down PVA on the base. I leave out a small corner section for the unit label and I glue down a steel shim for magnetized markers (more on that later).



Once the sand dries, I prime the base dark brown, and then apply an overspray of grey to help 'lift' lighter colours used later in the process. The groundwork is then painted a chocolate brown, drybrushed up with a mid and light browns and finally ending in a light khaki dusting. I just use cheap craft paint for all this work. 







Yes, the base looks a bit wierd at this point, but the next step will set things to right. The base is given several coats of green emulsion from Woodland Scenics. A great product as I find it gives a very nice semi-opaque green effect to the groundwork. 




Next is painting the figures themselves. Because of the extremely small scale, I typically use very bright (and very unhistorical) colours so they're easier to see on the tabletop. I simply paint the top half in the 'national' tunic colour - in this case a fairly vibrant blue for the French. I then paint an off-white strip along the bottom and highlight to indicate their trousers. 



The light blue is then inked (or washed) with a darker shade. This will sink into the recesses and temporarily darken the overall tone. For the French I use Liquitex Prussian Blue ink (yeah, go figure).



I then highlight with the original colour (light blue in this case) with a few additional spots further lifted with some white mixed in. This gives the figures a bit more depth and aids in their overall visibility. 



In order to make the figures better stand out on the base, I outline the formation with a dark brown mixed with a touch of black to create a shadow effect.

Usually the flags are the most fiddly part of the process, but I think the extra time invested really finishes off the base nicely. The French tricolour is fairly easy to do, whereas the British Union Jack can be a bit of a bear!

Aaand that's it for painting the figures. Yes, its very, VERY basic, but I've found that less is more when working with these smaller scales - if you try to paint too much detail it can often muddy the overall effect.

Now, we're almost done: The bases are given a very light scatter of fine flock over thinned PVA. Not too much though, just an impression, going heavy on the flock can often overwhelm the figures.



Finally I touch up the base edge with dark brown, affix a unit label at the bottom corner and magnetize the bottom for safe transport. Done!


The crescent shaped bases are skirmishers.

An early test game using the figures (no highlighting or flocking yet - slacker). You can see some of the magnetic casualty status markers on a few of the French units.

I can usually get around 4-6 bases done during an evening's sitting, so roughly a brigade. In preparations for our first game I managed to get 20 battalions of infantry, 4 cavalry regiments and 2 artillery batteries done in around 2 weeks of work - I certainly couldn't have done that in 28mm! 

Two regiments of French cavalry in line supporting a brigade of infantry.


Status Markers


I like using roster sheets to keep tabletop clutter to a minimum and for this project I wanted to take it further by having that ability to denote status right on top of the unit. For example, in GDA units can endure around 8-15 points of damage before breaking. I equated this to three levels/stages of attrition which a unit can be marked: blue for light damage, yellow for medium and red for critical. This way opposing players don't have perfect intelligence on precisely how knocked about an enemy unit is. 

So to do this I purchased a pack of magnetic map 'pins' and then spray painted them in the three status colours. I keep them affixed to a thin steel sheet handy for the players to pull from. 



During games we simply pick off the markers we need from the steel sheet and place them on the steel square located on the bottom left of each unit. This provides a relatively minimalist approach to marking unit status without having to use dice, counters, etc.


This French brigade is a bit of a bad way. The lovely tree bases are by the very talented Mr. Miles Reidy.


Storage

Storage is frequently a struggle for many miniature gamers as there just doesn't seem to be enough room to squirrel away all the shiny things we acquire. A great aspect of collecting microscale armies is that their storage and transport is SOOOO much easier than dealing with larger scales. 

For this project I found that I could use inexpensive photo scrapbooking containers sourced from one of our local big box craft stores. 



The larger containers can carry two of the thinner cases. I've estimated that each nationality could fit in four of the smaller cases, all nestled in two of the larger containers. Since they were available in multiple colours I snagged a pair for most of the nations' livery, red for British, light blue for French, white for Austrians/Spanish, and dark blue for Prussians. I just need to find a set of green cases for the Russians...

This entire project, encompassing five national armies, will fit in 10 cases. This makes it not only very compact to store, but is also fairly straightforward to select, transport and use during games. 

____________________________

Okay, <phew> there you have it. A VERY long post (sorry about that!) of me describing how I spent a good portion of my summer evenings. A bit mental, but good fun.

I plan to do a few more updates on this project in order to cover terrain and a few oddball formations/units. Also, keep an eye out for a Peninsular War scenario that we've developed using these figures; that will be coming up soon as well.

Thanks for dropping in folks. Have a great week!

Next up: Sisters of Battle!

Thursday, August 22, 2019

Worst Case Scenario #19: SCW Rearguard during 'la Retirada' ('The Retreat') - Northern Spain, February 1939


This past spring we spent a few wonderful weeks vacationing in the south of France in the Roussillon area.  

This region is ruggedly beautiful and steeped in history extending back to the ancient period. Roman ruins, medieval castles, an excellent privately run Napoleonic museum, you name it - it's all there to take in and enjoy. In addition to all this, I managed to find the gravesite and pay my respects to one of my favourite authors, Patrick O'Brian (creator of the superb Aubrey-Maturin series of novels). He rests with his wife Mary outside the beautiful seaside village of Collioure, where they lived in their later life.



One of the other border towns we stayed in was Cerbere, which is situated along the Mediterranean, right alongside the Spanish frontier. Interestingly enough, Cerbere was one of the major crossing points for Spanish refugees who fled from Franco's final offensive in early 1939. 


A bit of background. The Spanish call this period 'la Retirada', The Retreat. At the time it was one of the largest refugee crisis in Europe, with almost a half million people fleeing into France during January and February, 1939. It quickly became a humanitarian crisis as the harsh weather along with the poor conditions of the refugee camps caused many to die of undernourishment, disease and exposure.


Some of the refugees, spurred by the terrible camp conditions, accepted deportation back to Spain. Unfortunately, they suffered oppression, discrimination and often execution by Franco's vitriolic fascists. Others were lucky enough to be accepted as exiles in the Americas and other parts of the world, but many chose to remain in France. Those who stayed had to endure a new war against fascism, some tragically being transferred to German concentration camps, while others fought with French Resistance cells and the Free French Army under de Gaulle. 

Over time, the Spanish refugees that remained in France were assimilated into local Occitanie communities, adding to the rich and diverse culture found in that region today.


The site commemorating 'la Retirada'  at the border crossing between France and Spain near Cerbere .



Me at the la Retirada memorial.

____________________________________________


This visit (and subsequent research) prompted me to put together a small 'Chain of Command: Espana' scenario for the guys. 

The Scenario

The scenario is a simple affair,  depicting a cobbled together Republican rearguard attempting to buy precious time for their refugees to make it to the frontier unmolested. 

Peter commanded the Republicans, which were composed of a platoon-strength smattering of anarchists and militia, salted with a few regulars and assault guards from the shattered Republican army. Not surprisingly, they have no heavy equipment, with only a couple light machine guns to bolster their firepower. Nonetheless, one huge benefit they do have is that they are all fanatical volunteers, making them damnably hard to break. 

Stacy and Jeremy ran the Spanish Nationalists. This force is mostly comprised of ardent-though-brittle Falagists, stiffened with a squad of Morroccan Regulares and a some Carlists. Perhaps more importantly, they have access to an armoured car along with artillery support from their navy posted just off-shore. Yes, an overwhelming force, but it needs to be brought to bear in a very short period of time.

This leads us to the victory conditions: The Republicans have to hold back the Nationalists for six turns, by which time they have purchased enough breathing space for the retreating refugee columns to reach the frontier. 

In order to mimic the steep terrain of the region, I propped up the play surface on a row of stacked books. This is a nod to Simon over at BigRedBat who used this to great effect for his Battle of Mancetter, 61 CE game at Salute this past spring. Thanks for the inspiration, Simon for this simple but effective hobby hack.




The Planning

The Nationalist players, knowing that they had a distinct superiority in firepower, planned to set up several firing positions hoping to simply destroy the Republicans under sheer weight of firepower. 

Peter in turn, felt it would be unwise to risk any close assaults over open ground and instead decided to keep his forces' heads down, exploit any Nationalist mistakes and play for time.




Looking left down the hillside from the Republican held crest.
...and looking down from the right.


The scenario essentially played-out along these lines. The Nationalists kept up a constant tempo of fire, whittling down the Republicans every turn, whereas the Republicans kept close to their cover and returned fire when they could. It was all very attritional for both sides, with many fingernails being chewed as the casualties mounted and the clock worked its way to the game's conclusion. 


Above, units from the Nationalist left wing attempt to move forward into assault range. They are ultimately pinned down from accurate Republican rifle and LMG fire.

Republicans taking shelter in a shellhole while trying to hold their right flank.
The fearsome Moroccan Regulares advancing under fire to establish future assault position.
Carlists move alongside the Moroccans trying to try to press the Republicans.


A fascist armoured car slowly makes its way up the treacherous switch-back road to add its fire upon the Republican positions.



The Nationalist HQ finally got their field phone set up and, after a few turns, started to bring down artillery fire from their naval assets positioned off shore.


The Nationalist navy guns find their range and begin to pound the Republican positions - ouch!

A remnant of a shattered Republican squad taking shelter in a stream bed.
In the end the Republicans managed to weather the Nationalist firepower and hold on until nightfall, forcing the Nationalists to call off their attack for the day. This allowed the refugees a few more hours to seek safety at the French frontier. A pyrrhic Republican victory, for sure, but somehow fitting for the period.

And here is Earnest and George, giving a cameo appearance for the close of the scenario (Thanks Phil!)

Next up: A few of the projects I've been (slowly) working on over this summer.


Monday, June 24, 2019

Worst Case Scenario #18: 'Time Machines, Cultists and Samurai - Oh My!'


Its been a while since we revisited our rollicking Strange Aeons campaign of manly, two-fisted adventure and cliff-hanging derring-do, so I dug up the character sheets and dusted off the pulp figures so we could play another chapter in our story.


To recap: It is 1937, and our team of stalwart adventurers, following a tenuous lead, are  in the midst of investigating a secret cave complex along the Basque coast of war-torn Spain. They have just vanquished a combined group of The Cult of the Yellow Hand and the Nazi Special Action Unit: ‘Dark Ocean’. At the end of that pitched melee, the heroes captured a Dark Ocean senior officer whom they questioned (using a touch of harsh language, it must be admitted). 


The Dark Ocean Officer, plotting his evil plan. (figure painted by Nick)
From that miserable cretin they gained intelligence that the tunnel complex continues much deeper, ultimately leading to a super-secret laboratory of vile, eldritch design.  With this knowledge they set off to find this strange lab.

Upon entering the final cavern, the heroes discover a large foreboding device with a group of Yellow Hand cultists and a Dark Ocean officer arrayed on its platform. The evil commander points towards the interlopers and barks out an order. Before the adventurers can respond, the alien engine glows bright and their enemies disappear in a flash of yellow-green light.


The cultists give the heroes the finger before whisking away.
So , something BIG is being planned by the forces of EVIL and our heroes will need to act with cleft-chin determination if they wish to foil the nefarious plans of The Yellow Hand and Dark Ocean!
How will this end? What unspeakable things are the villains planning? Well, let's find out.

The investigators examine the machine and after some poking around deduce that it is some sort of ethereal transporter! 





On the upper command platform they find the command instrumentation is set as follows:


Ein: 32/3/50.2303 x 131/2/55.5714 + 1447
Zwei: 27/34/25.3416 x 34/30/1.9686 - 1992
Drei: 35/54/7.041 x 14/31/4.821 + 1565
Vier: 19/52/1.8624 x -99/3/35.676 +1262
Fünf: 42/43/39.2046 x -81/2/34.3608 +1602


After puzzling it out, the heroes deduced that the machine has been calibrated to five locations around the world, vis-a-vis longitude and latitude coordinates. The four numbers at the end of each sequence eluded them (but it eventually became clear as we discover below).



Knowing that there was no time to waste, our adventurers, plus two faithful henchmen, calibrated the machine to the first set of coordinates, positioned themselves on the platform, and...

....off they went.

This is the point where I had a bit of fun messing with the players.

The guys thought they would simply be travelling to another setting, playing as their normal, regular 1930s era characters. But instead what happened when I revealed the second play surface was that not only were they in another hemisphere and different time (15th century Japan), but they were also of a different race and the opposite sex! 

Here are the heroes when they left through the Ethereal Transporter



...and how they arrived on the other end(!). Yup, trippy.




So, what happened is that the Dark Ocean ethereal transporter zapped the player characters' bodies to The Dreamlands (one of the Outer Planes described in HP Lovecraft's mythos), while their souls continued onwards to their final destination, possessing bodies in that realm. Sheesh, simple really. 

And here are the Villains which were waiting for them on the other side.

The new body of the Dark Ocean officer. (figure painted by Sidney)



The villains were guarding a Japanese temple, with their leader chanting and chiming the gong. Yep, bad news. 


Undeterred, the heroes advance to make every effort to stop the ritual. Jeremy's character went up the left flank, Sylvain and the parties retainers on the right, and the rest drove up the center towards the temple.


Jeremy's female samurai quickly got stuck in with a mob of enemy ashigaru. While the first few rounds went well, with her killing several with her bow at close range, things turned for the ill and she was overwhelmed by sheer numbers.



Meanwhile on the opposing right flank, Sylvain cut a swath through the enemy minions with his character's naganata. The rest of the players also got caught up fighting the evil minions and time was slipping away...


At the temple the Villain had completed his dark ritual and turned to deal with the approaching heroes. A smile crossed his face as he knew what he had summoned. 



The Villain's body hideously contorted, inexplicably expanded, and finally exploded in a sheet of viscera (love that word, 'viscera' - a wonderful synonym for 'icky') to reveal that a nasty Japanese demon, a Jorõgumo, had used his body as a gateway to emerge into this world. Ewww!


The heroes were initially horrified, but quickly recovered and put their heads down to attack the foul creature. In the pitched melee, the Jorõgumo tried to cast webs to ensnare the characters but they deftly dodged them (i.e. succeeded in a series of saving throws that defied belief). In the end it was getting a little tense as all the players were severely wounded by the demon. Nonetheless, Peter's female archer notched an enchanted arrow and managed to find a gap in the demon's defences to take down the foul beast. 

It was a fun night out, with the Daisho rules giving a great game. 

As to the characters and their unfolding adventure? It looks like their next destination will be ancient Egypt. 

Have a great week and stay tuned for the next chapter!



Monday, May 13, 2019

Jorõgumo from 'Rising Sun' and Ashigaru from Perry Miniatures


We recently returned from a nice, long vacation and so I thought I'd catch up with some figures I had done since the last time I had posted.



First up is this rather creepy-crawly lass, Jorõgumo, from the CMON game 'Rising Sun'. 

The kickstarter for this game was a few years ago and I quickly jumped in after enjoying its viking-themed predecessor 'Blood Rage'. 





Another thing that attracted me to the game was its fabulous miniatures. They are very unique -  elegantly grotesque and wonderfully chilling. Also, as I'm a big fan of the 'Daisho' miniature rules, I thought these figures would also serve as excellent stand-ins as mythological opponents for our players to face (more on that in an upcoming post).




The figures are molded in a relatively hard plastic, so they can both survive a bit of a tumble while still taking (and holding) paint. Like all plastic figures, you have to be careful when cleaning them with your hobby knife so as to not accidentally take away any of the fine detail.

Next are a batch of ashigaru spearmen and archers from Perry Miniatures.


These thirteen chaps are from the Perry's extensive metal range. After the requisite cleaning, bending,  annoyed muttering, etc., the figures were a joy to paint. I find that samurai figures can be daunting, so I kept it simple, working around a bold red and cream motif.


I cheated a bit for the heraldic mon on their sashimonos, using wee scorpion decals I had left over from an Adeptus Titanicus knights boxed set (so I guess this is heretical on several levels).

Next post will be an after action of a recent scenario we played featuring these figures, so stay tuned and have a great week!

Curt