Sunday, December 21, 2025

Miscellanea, and a Treat

Work has been <bleeping> tiring this week. Hopefully that will turn around tomorrow, as we have a couple new staff joining us. In the meantime, I've only got bits and pieces done, but they are usefully inspiring nonetheless:

  • Basecoated my Citadel hills in white. Will finish them in speedpaint green, brown and grey.
  • Received and read much of Talking Miniatures:

A remarkably good oral history of Games Workshop.

I'm serious. It's worth the money.

  • Started on my bit of the Hastings960 project:
Three sheets of Saxon Fyrd (300 figures).

Trimmed.

Frames separated...

... and folded.
Next is gluing them all - then cutting with my new Beaditive and Fiskars scissors.
This is a test strip on 80gsm paper rather than the
requested 120gsm. If you see a green tinge, it's because
I experimented with a speedpaint marker on the edges.
  • Tested a speedpaint marker on a couple Reaper Bones orcs (no good pics).
  • Finally, a treat - my talented brother has made some progress on the LDV I sent him. Here's the first Scottish militia!
A how-to, mostly Speedpaints:
Undercoat: Slap-chop
Cap: Caribbean Ocean
Skin: Pallid Bone
and Crusader Skin
Straps: Pallid Bone
Hair: Dark Wood
Uniform: Noble Skin
and Tyrian Navy
Boots: Grim Black
Weapons: Broadsword Silver
Base: AK Muddy Ground
Base highlight: Pro Acryl Pale Yellow
Base detail: Vallejo Scorpy Green
Ready recruits.
My intent was to have only the guys in tam-o-shanters be in Scottish Republican grey, with the other twenty being more generic, but my brief confused my brother who has never painted historicals before. Part of the problem may have been a picture that scanned fuzzy.

He was a bit disappointed, but hey, I'm not going to look a (beautiful) gift horse in the mouth here. I'll take what he gives me and work with it. The guys in caps could be Scottish BUF, or Republican militia who couldn't find tams. VBCW offers plenty of explanations!

All in all, a productive week for him, not so much for me, but still - making progress!

Happy Solstice, Merry Yule, or whatever you celebrate. Life gets brighter from today (in the northern hemisphere, anyway). See you around.

Saturday, December 13, 2025

The Action of La Florida, December 13, 1562

Today, in a bit of a change for the annual club Regatta, we played Mark Ritchie's Fighting Instructions instead of the usual Limeys and Slimeys. To be fair, this is because it's part of Mark's 1562 campaign set in our home state of Florida and using his rules - and Limeys and Slimeys can be swingy, especially in boarding combat wherein either you win big or lose big.

That said, we had some of our own amazing incidents...

7.5x12 foot table - a bit smaller and more cramped than
at Das Krieg Haus 1, but there is stuff still to unpack, and 
either move or sell, that will free it up.
Closeup of a brig, though all ships were assumed to have three masts.
The scenario.

The French are Huguenot while the pirates are Dutch, so it seemed fair for me (the pirates) to ally with their fellow Protestants and share any treasure won.

A typical ship card. Note that
"hits" are fewer than in L&S,
so this ship has only six crew,
five hull points and seven sail points.

At bottom left are the sailing points - with wind on a given quarter, you get that many moves in a turn, each of three inches. so a small ship with six move points and the wind on its aft quarter could move 18". One of these moves can be spent to "back," or not move, while 60-degree turns can be taken with increasing point expenditure. Minimal turns are free. So, for example, the above craft could move 15" and make a 60-degree turn, or 9" and a 120-degree turn, but could not turn 180 degrees because it does not have seven points to spend.

The game is semi-simultaneous, with each move "segment" taken at the same time and then firing altogether. Wind is highly variable, and can put you in irons unexpectedly, in which case you can make a single 60 degree move that turn in order to continue moving next turn. Otherwise, you drift 3". Ships without steerage way also drift, though with the gulf stream rather than the wind.

One of my pirate brigs, with a carronade two centuries ahead of its time!
Figures in our sea games are always cosmetic.

My ships did not come onto the board until about turn four, which set the stage for my participation - mostly on the edges and out of the way. While I could come on in any corner of the board I liked, one was too far away, one would have gotten in the way of the French, and one occupied by the Spanish.

A couple turns in. The Spanish (upper right) must shepherd
their treasure ship to the other short edge of the board. The
French (left) set out to block them. My pirates are not yet
on the board, just out of the way of the moves. (incidentally,
gun range is 60".)
Two of my ships, with the Pirate Queen (perhaps a
young Grainne O'Malley?) in the larger.
Huguenot flagship. 
Spanish about to take the long way round.
Opening fire - my bowchasers
vs. John's broadside.
The squadrons close.

I get a couple reinforcements.
I had one bit of luck - rolled a 12 for damage on a hull hit to the enemy's next-largest ship. This is a critical, and I ended up doing 2d6 hull point damage. You'll have noticed that few ships have more than a dozen HP, and after a few turns of fire have lost some. I rolled boxcars.

The ship didn't sink outright or explode, but its crew were now too busy pumping to fight. They struck, giving us half their victory points (full if we ever got around to boarding, which didn't seem likely).

I attempt to grapple and board.
It should be noted that at this point, the pirate ship to center left has one hull point remaining. My intent was to abandon it, board and seize the white ship it is hitting here.

One - I fail the grapple roll.

Two, a shot into my hull sinks my command ship outright.

"But the quarter that we gave them,
We sank them in the sea..."
The oncoming Don flagship. Behind it can be seen a
merchantman proxying for the ship I knocked out earlier.
Crossing of the ways. We didn't have period French flags...
Anyone know what the Huguenots' looked like?


So by this point I'd lost two ships, but they were back on the board
as reinforcements - behind the Spanish at this point.
The Spanish and French were heavily engaged in a messy
melee in the center of the board while two of my small ships
(upper right) were basically running away while the ones at
the bottom right are trying to catch up with the battle.


While both sides had equal honours in terms of damage, the Spaniards were cut off from their objective and increasingly too badly damaged to escape. So we halted early and agreed the French had won. I had not actually seen much action other than losing two ships by fairly bad luck, but my lucky shot early in the game had stopped up the Spanish strategy by a) getting in the way and b) losing a shield for their treasure galleon, which we hadn't actually taken yet but sure as hell wasn't getting away.

I spent much of the game in irons and just firing pot shots, but the Regatta is more about socializing than winning. We had a couple new members, Mike and Milton. Milton has just retired from California and edited a couple old colonial-wargaming journals, so that is an extra vote in addition to mine and Jeff's. The catch is that he plays The Men Who Would Be Kings rather than The Sword and the Flame, but I have long wanted to try the former and, as I mentioned in the previous post, am thinking about its relative The Pikeman's Lament. So I look forward to the opportunity.

Will not be gaming next week as I'm at work, but might get in some Battlefleet Gothic after Christmas. I also dropped by the game store to supply some hill-painting. Picked up green and brown speedpaint, and a nice broad scenery brush. May try that tomorrow.

Last but not least, part one of Oriskany Jim's Christmas Carnage:

Friday, December 12, 2025

On an ECW Kick

Not sure how I got onto this. Might have been when I idly googled Warhammer Historical, and turned up 1644 and its derivation Warhammer Historical English Civil War. I always preferred the turn-of-century style of GW games - not just the rules but the style of writing and illustration. So I read both of these. And then...

  • Pike and Shotte
  • To Kill a King (Pike and Shotte supplement)
  • The Pikeman's Lament
  • From Pike to Shot 1685-1720 (by Charles S. Grant)
  • Ironsides (by Howard Whitehouse)
  • Regiment of Foote (by Peter Pig)
  • Dominion of Pike and Shot
  • Wargaming Pike and Shot (by Donald Featherstone)

Not all of these are yet received or read, but ... yeah. I have half a mind to order the Pike and Shotte starter box and try Pikeman's Lament with it. (It would provide an opportunity to use the 28mm Warhammer walls I just got.) 

Curiously, I can't find out exactly what's in the box! There are 58 pike and shot figures in addition to cavalry and "forlorn hope"/commanded shot, but the regiment shown in the pictures has 36 figures (12 pike, 24 shot). Two of those would be a lot more than 58 - and if it is a two-player starter, there ought to be two full regiments at the very least, which would mean each might number twenty-four plus some sort of command... All the reviews I can find focus on the rules rather than the minis, which seems unusual for starter sets.

Anyway, whatever there is ought to be enough for two small Pikeman's Lament forces. A lot of people (including my local gaming group) dislike the activation system of this series of rulesets, since there is a very good chance that some or even all of your units will just skip their turn, repeatedly. However, I think I have a way around that - specifically, the way Bob Cordery does it in Bundok and Bayonet. This is to allow the order to go through when failed, but any movement must be away from the enemy.

Partly it's just because it's the last one I've read, but the Dominion ruleset is my current focus. There is a lot of buzz on the Facebook Portable Wargame group about the series, and the fact that it is solo, quick and can be played with my small Wofun ECW collection is appealing. I printed it out and in the process discovered that material can be sent to the printer in "booklet" form - even more useful as I have been asked to make club copies of the 1981 Charge! too.

Speaking of the club, the annual "regatta" is tomorrow at the new location, and I hope to be there and provide a battle report and pics afterward. Hope your holidays and gaming gifts are as good as mine are shaping up to be. Til next time!