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Sunday 9 March 2014

6mm Armies by Baccus

A few more pics of the 6mm armies we use. Apart from the FPW Prussians and Bavarians, these are all from Claude's collection. If you like 6mm or are contemplating using this scale, try and get to the "Joy of Six" show in Sheffield on  20th July. Run by Baccus6mm Ltd it is an absolute treat. For more details visit www.baccus6mm.com.


The Mahdists hordes assault a British square. Hope the gattling guns in the corner don't jam Curuthers! From Claude's collection.





A Roman Legion in all its glory!


French Napoleonic Infantry Division from the new sculpted Baccus range. 12 battalions, 2 batteries and staff!



The Iron Marshal, Davout. Even at this scale it is possible to depict your favorite commander!


15mm ACW using "Longstreet" by Sam Mustapha.

Claude and I are great fans of rule writer Sam Mustapha. One of Claude's favourate periods  is the American Civil War. So no suprise that we invested in copies of Sam's latest offering "Longstreet".
A card driven brigade level game with a great campaign system that links battles together, suitable for all scales.

Claude has a large 15mm ACW collection, and I have a few Confederate cavalry so with little preparation necessary we were able to get started pretty quickly. We are working on 28mm armies for this rule set as we think the rules are perfect for that scale, but whilst we beaver away with our brushes, we jumped in at the deep end and started a 15mm campaign.

Claude took the Union and I took the Rebs. Both sides start with 3 regiments of infantry, each of 10 bases of 4 figures; 1 cavalry regiment of 8 bases of 2 figures each and 1 3 base artillery battery equiped with smoothbores. The composition of the brigades changes after each battle due to not only battle losses, but the addition of new rrecruits, new units and campaign losses due to desertion and desease.

You as the General have certain capabilities dependent on Biography cards drawn at the start of the campaign. You gain experience after each battle and can be promoted. This opens the game up to multi player games with a clever seniority system that determines who is the overall commanding general.

The Rules provide 9 different scenarios which represent brigade actions that are either independant actions or segments of a larger battle that the brigade is involved in.  The basic terrain is set out, but both sides can add to the layout by drawing terrain cards before deployment.

Below are pictures of our 3rd battle in our opening trial campaign. Called The Walled Farm, the Confederates were defending a salient at the farm whose fields are bordered by a stone wall. The Union forces have to take the farm or at least contest it. Whilst the Union deploy their whole force at the start of the game, the Rebs have to keep a unit or units comprising at least 8 bases off table as reinforcements who will arrive on move 8.

Claude as the Union General was strong in Infantry and had 2 full batteries to deploy. I as the Rebs was stronger in cavalry with 2 regiments, but had only 1 battery to deploy. Claude launched a general infantry assault against the Rebs in the farm, deploying his artillery in close support. I kept my battery out of the farm, thinking it would be a sittin duck to the superior number of union artillery. Big mistake as it dithered out on the flank and had little impact on the overall battle. Claude eventually ground the Rebs done, forcing them back. Attrition won the game for the Union, as the Rebs finally withdrew after reaching their army break point.

Hope you enjoy the pics. These can be enlarged by clicking on the pic itself!



Claude ponders his deployment! Note the Biography cards propped up in the foreground as a reminder of my Generals experience and abilities.






A closer view from behind the Reb position, looking over the farm and fields to the woods and Union forces beyond. Note the Reb artillery foolishly left in reserve and part of the Rebel cavalry on the right flank.


 

The Rebel battle line behind the stone walls.
 
 



The Union Brigade deploys.


The view from behind the Union Lines.




Close up of the Union infantry depolying to attack.


The Union advance begins. 1 tree per hex donates the woods.


The Rebs nervously await the onslaught as the "bluebellies" emerge from the woods!


The first Union battery emerges from the woods and deploys. Note the identification marker we use - this one for the 3rs Arkansas who are rated as eager recruits.


As mentioned above, the game is card driven and allows the players to interupt each others play. Here cunning Claude used a Confusion Card to force the 1st Texas to retire back from the menacing Union guns without a shot being fired. We reasoned that, being seasoned veterans, the Texans realised what was coming and decided standing under a barrage was not an option on the day!


To plug the gap the 5th Texas moving by the flank swing round to cover the withdrawing 1st!


Battle is engaged. A view from behind the Union line.


....and the Union battery opens up!




A view from behind the Reb lines. The Confederate battery finally deploys on the left flank and engages the Union infantry.....too little too late. More examples of the cards in use in the foreground.


The first Yankie assault goes in and forces the Rebs back from the wall on the right flank. The Reb cavalry hastily advance and dismount to form a line to threaten the Yankie advance.


As more assaults come in the Rebel left flank begins to crumble.


Good aerial shot of the battlefield as the Rebs start to fall back.


All in all a great game. What was interesting but frustrating for Claude was the after battle process. This is when you work out what losses you recover, what reinforcements you get and what the next engagement is. I ended up with a stronger brigade than I started with due to  the arrival of a couple of new units, whilst Claude was left considerably weaker!

Next battle is "The Wheatfields", a segment of a larger battle which should give rise to a game of maneuver.......but we will see!