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Sunday, November 13, 2022

Recruiting continues.

 A second group of Mark's Little Soldiers arrived a few weeks back. I took advantage of the deal and got the President figure. 

For this group I chose to use the Army Painter spray primers. Wolf Grey and Goblin Green. This helped the painting speed although care needs to be taken with flesh as the base color shows through but this is easily fixed. The colored primer does help save time. I gave the figures two coats but need to touch up a few of the folds. They pretty much eliminated the time spent on two coats, which I found never really covered well, touch ups are still need but are part of the regular process anyway. I still have a bit of a problem with the varnish pooling and remaining whiteish but should be able to overcome that with a little practice. 

Berglander Squad

More troops on the workbench.

Wave three is available to order but I hope to get a few more figures done before I order.

Generals and Officer.




Sunday, October 30, 2022

Mark's Little Soldiers or...

 number six of "no new projects" .

I had heard rumors of this several years ago but nothing was done and then the flood gates opened.

Little Soldiers

As usual the temptation to jump in was tempered by the desire to reduce the lead pile. After several visit to Mark's Instagram page resistance was futile. I ordered a few packs, not the full first wave so missed out on the "Boy Detective" figure but enough to get a feel for the figures and see if it was something I was willing to commit to. It was. I painted up a few figures and am happy with the result. The casting clean with enough detail to look like historical figures but not so much to limit what they are or keep them from being used for imagination projects. All the goals Mr. Copplestone stated he wanted were achieved.

The 1st group, Panovians.

These figures I had primed white and then painted for the next group I will spray the main uniform color and go from there. It took 2-3 coats to get good coverage.

Now I'm all in on this project and hope to get a game in by the end of the year. 

further links


Tuesday, March 29, 2022

The Three Musketeers with One Hour Skirmish Wargames.

 I’m trying the Sword &Sandal supplement for OHSW using the partial deck suggested by Nick on the FB page. All cards above seven are removed from the deck as well as a joker leaving twenty five cards for the deck. 


The four Musketeers are in the center of the square as Rochefort and five of the Cardinals guards enter from the north. 


Musketeers win initiative.
Musketeers win initiative. 



They spread out on either side of the fountain.

             


Two guards advance. One stays just out of range while the other moves into fight. 

                                         


The guard draws a six to the Musketeers two. The Musketeer draws a three and falls back two inches the guard follows up. 

The guard draws a six to the Musketeers two. The Musketeer draws a three and falls back two inches the guard follows up. 



Guard draws 6 and beats Musketeer by 2 causing the fallback.

The fight on the rights sees the Guard defending with a 5 of spades and the Musketeer drawing a Joker. 


Checking morale has the Musketeers failing and ending the game. 





It was a quick game. Some modifications are needed to the S&S set but it is an easy work around. A little more thought needed to go into the scenario but it was good for a quick try of the rules. 

Monday, February 7, 2022

China Marines

 Another game of OHSW. This time I did the Zulu War scenario from the book. I switched the Zulus for Boxers and the British for US Marines. There's no set turn limit in this scenario. The Boxers win by getting into the redoubt and knocking down all the Marines. The Marines win by holding out until reinforcements arrive. 

The Boxers advance.

The Marines wait to fire.

The Boxers attack in piecemeal.

Concentrated fire takes it toll.

The Boxers continue to press the attack.

Per the scenario the Marines have gain enough points for the reinforcements to arrive.

The game lasted about five turns, just under an hour. Turns went quickly as the Marines burnt through cards while firing and the Boxers never pulled a high enough card to move a large group of troops. 

In previous games I had played that a figure could move once and fire on 1 action point. After questioning the FB group and getting a clarification in  this game I played 1 action point for each. I had also wondered whether or not when a figure can draw 2 cards to resolve an action if the acting figures wins on the first draw is the second draw necessary. The responses varied with the author saying he drew both cards but I have decided to go with not drawing the second card. It affects the probability of a Joker turning over sooner and burning up potentially higher value cards.   

This has been a great way to get in a few quick games while waiting for our normal group of gamers to be able to get back together.

 

Thursday, February 3, 2022

Boer War One Hour Skirmish.

 My third play of OHSW is set during the Boer War. The scenario is based on the one from Wargaming History; the Boer War. As I no longer have the book it's mostly from memory. I had bought the figures and built the house years ago but never got around to using them. This seemed like a good time and about time.

Captain Hunt of the Bushveld Carbineers is given information that members of a Boer commando are hold up in a farmhouse. They are said to be hungry and tired. He gathers some troopers and heads of to capture the Boers.

The game will be 7 turns.

The British: 3

Captain Hunt Leader 2 rifle, pistol
Sargent leader 1 rifle
Trooper 1 bruiser rifle
Trooper 2 bruiser rifle
Trooper 3 dead shot rifle
Trooper 4-9 Rifle

The Boer: 2

Leader 2 rifle, pistol
Dead shot rifle
Boer 1 Shotgun
Boers 2-5 rifle.

Using the cover of darkness Cpt Hunt has moved his men up close to the farmhouse. Are the Boers asleep or waiting in ambush? 


Confident the Boers are unaware Cpt Hunt moves up

Getting into position.


The Australians advance. 

Using the kraal as cover the bruisers move to flank the Boers.



The Boers are wide awake!

The Boers open fire hitting Captain Hunt and several others. Fortunately Hunt recovers and keeps the Australians going. The Boers feel the pressure and start to move out of the farmhouse. Then their sniper takes on final shot.

The Boers start their retreat.


Two Carbineers move in for close assault.

Captain Hunt is shot a second time, this time fatally.

The Boers escape out the back.

I'm enjoying the OHSW rules the play is quick and I can knock out a turn or two before work and finish the game in the evening. There's a bit of drama when drawing the cards and sequence of the actions has to be given some thought so point aren't wasted if a Joker turns up.

There's an active FB page that is quick to answer questions and has some great ideas for scenarios.

https://www.facebook.com/groups/232318944493472 


Thanks for reading

Tuesday, January 25, 2022

First game of the Year

 As I was breaking down the Christmas Train table I decided I should try to get a game in One Hour Skirmish Wargames seemed to fit the bill. The first try was with the first scenario in the book, Capture the Cannon, using AWI figures. After two turns I realized I had made a few mistakes so decided to start over. 

For the second game I used GNW figures. 








The Swedes with their Cossack allies moved up to the cannon to keep the Russians from recovering it. The Russians quickly attacked with part of their cavalry while the infantry moved up on the left. The Russian cavalry overpowered the opposing Swedes but a well aimed shot from a Cossack Marksman killed the Russian leader and the rest of the force lost confidence and fled.

A fun little game. It probably lasted less than an hour but the scenario is only 5 turns long. 

Here's a couple reviews of the rules.


Next up, Captain Hunt goes hunting Boer.