Saturday, 16 December 2017

ACW: Middleburg

 After what felt like ages I arranged a game of ACW using that newfangled ruleset: sharp practice 2.
Setting: some of the federal garrison of Jacksonville, Florida are "foraging" south tho acquire some "leagal war spoils" when they clash with some rebels near Middleburg.
 First to show up are some confeds
 followed by boys in blue
 Rebel officer nr2 orders his men into the fray waving happily his hat
 The bulk of the boys in grey deploy in the confederacy's left
 The fed officer nr4 also appears with the two new units, nr 3 is still missing and will only show up near the end, quite the latecomer
 The secessionist coronel may have lost his arm, but none of his tactical acumen
The nordists now charge forwards in Fredericksburg style suicide
'ere thay com bois
A mauled union unit retreats, but will recover soon

The advancing fed unit in the center is caught in a crossfire, accumulating  a lot of shock points
As we run out of time the rebels have the edge in kills, but since no unit has been wiped out the outcome is a draw. Sharp Practice 2 has been frankly a disappointment to me, we played for two and a half hours and no unit was killed. I really don't see the point of playing a game where nothing actually happens, and we don't have 4+ hour devote to a wargame, so this will be my last SP2 game and will do some Necromunda, a far more eventful game.
With Oriol we used a diferent rule set for the ACW so next year we might try that.
For this game I painted a mounted general, the last of my ACW minis left to paint

Wednesday, 6 December 2017

Friedland 1807

 The last battle of our fourth coalition campaign: the russians have got an extra division thanks to winning the previous games, the french begin with less, but as the battle goes on they'll recieve more , eventually outnumbering the russians.
 The russians rush forward, aiming to kill the deployed french before the rest arrive
 A stream divides the battle in two flanks
 Rush B! Heinrichsdorf in fact

 The first reinforcements appear, a mix of poles and chasseurs
 The hussars charge towards the horse artillery
 The great battery is deployed in the right
 Ney's corps arrives, its dragoons charging the hussars
 While massed cavalry smashes against the russian battery
 The hussars were soundly defeated
 But the guns evaded behind infantry squares
 The dragoons assaulted the infantry, which formed a square
 Repelled by the infantry, the dragoons were charged in the flank and routed
 The artilley had deployed again, recieveing the charge of the chasseurs while the russian guard came under attack by the cuirassiers

 The guard formed cooly into square
 While the gunners shot down most of the enemy, finishing the rest with the ramrods
 The russian central guns didn't do much during the game, save guard passage along the stream 
 Ney's infantry was charged in the flank
 And destroyed
 In the last turns the central guns retreat from the threat of french cavalry
The time is up and the imperials retreat soundly defeated, winning the allies thus the war of the fourth coalition, and ensuring the survival of a strong independent Prussia. 

Saturday, 2 December 2017


 Jumping on the Necromunda bandwagon I decided to kickstart an ash wastes campaign. Without further ado I present you Klovis the Redeemer's personal batmobile transport: the Pulpitek.
 Puplitek is equipped with a flurry of devotional icons, a forward transport compartment and a pair of autocannons (a single stubber in the campaign since you begin with few credits)
 The vehicle is heavily weathered: driving around the ash wastes won't keep your car in pristine condition you know, with all the acid rain and scavy ambushes...

 Klovis & Malakev patrolling the wasteland