Gentlemen - if you please, a small request for some guidance....?
Most of the French siege guns in the Peninsula, for example, were pre-Gribeauval - old Vallière pattern guns. My test casting would pass for one of these, but it came with 30mm, 12-spoke wheels - far too big, man.
According to the information I have to hand, the diameter of the wheels on the French 24pdr should be either 58" or 60", and the discrepancy may be due to the confusion caused by the pesky "Paris foot" measurement used by the French - 1 Paris foot is/was equal to 325mm. I reckon that at 1/72 scale I am looking for wheels of 22 or 23mm diameter, 12-spoke, pretty chunky build. Thoughts of Lamming come to mind, but I'm not sure of the size of Lamming wheels.
I still have some more research to do, obviously - does anyone know of a firm who sell suitable artillery wheels in white metal? If I could get my hands on an odd wheel of the right size (out of copyright, of course), I could probably commission a small supply for my French siege guns. It does seem to me, though, that a wheel casting is an obvious spare part for someone, somewhere to have in production as a stock item. Haven't found anyone yet, but I'd be delighted to get some ideas.
Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that
Showing posts with label Sieges. Show all posts
Showing posts with label Sieges. Show all posts
Friday, 13 May 2016
Thursday, 28 April 2016
Siege Testing - (5) Afterthoughts
The Siege Test was a success – there were a few things I
now understand better, a few things I won’t bother with again, and a few things
I didn’t get to try out properly – specifically mining and the little matter of
provisions. These last bits I’ll look at again; for the moment, the chief
success is that I played through a siege and it worked. It would have been
awful if I had collected all these houses and fortress parts and trenches and
gone to all this trouble and then the game had been a complete washout. So I’m
very pleased with that.
Another valuable lesson was that it reminded me, once
again, why I play wargames in the way I do, and what does or does not work for
me. What (in short) I get out of it.
Well, I mostly play solo, for a number of reasons, and one
reason that this is good for me is that I regard myself to some extent as a
privileged witness to a bit of fake history. I’ve written this here before,
and, yes, I am the presenter and the facilitator, and the fake history is more
or less compromised by my own understanding and preferences (and bias, however
unconscious), but the reason I still get a buzz from it, after all these years,
is because I want to see what happens. It’s fun, it’s kind of educational, and
in a solo setting I can attempt things which would not necessarily make an
attractively balanced social game. So I can have campaigns which have heavily
one-sided fights, I can even attempt a siege, for goodness sake. The concepts
of victory and defeat – even the idea of the points value of an army – I
understand what these are, but they are not things I normally consider as a
priority.
One thing that I have learned in the past is that, in this
kind of solo setting, a re-enactment, or any kind of walkthrough, doesn’t work.
If I know what is going to happen then grinding through it is not worthwhile –
no point – only passing moments of interest – no surprises. Nothing to learn,
except about myself. Just a little fiddling around before it’s time to tidy the
toys away. On the face of it, a siege might just be a perfect example of a
procedural activity which doesn’t entertain for exactly that reason. Well, it
was OK. In fact, I think I have demonstrated that a solo attempt at a siege has
certain advantages.
I have read a lot of the better-known sources on how to
make a siege into a game. The most useful, I think, is the famous Sandhurst
game described very concisely in Chris Duffy’s Fire & Stone (David & Charles, 1975) – this sets out the
important concept of accelerated time for the boring bits and the spadework,
and dovetails this with a (Charge-based)
tactical game to handle the exciting bits. It also sets out the pitfalls to be
avoided and the need for a simple approach – I can’t recommend this too highly
as a starting point. The snags are that the Sandhurst game uses simultaneous
moves (and thus written orders) and – that’s right – an umpire. Ah. You can do
anything with an umpire, I think.
The Duffy game is expanded a bit in Part XII of Henry
Hyde’s The Wars of the Faltenian
Succession, which appeared in Battlegames
magazine a few years ago. This applies an alternate-move structure, and gets
into more details about orders, event cards and Old School ideas like
shell-burst templates and all that. It is a more detailed game, but it is still
fundamentally the Duffy/Charge concept.
I also have the Perfect Captain’s Siege component of their Spanish
Fury game (which is a free download from their excellent website). Like all
the Perfect Captain games (and I’m sure they are very good), this relies on
data cards for units, and some of the concepts are getting towards
role-playing. That excellent fellow Nundanket
kindly loaned me the König Krieg
documentation, which includes the famed (but rarely seen) siege game Festung Krieg – again, a source of good
ideas, but to me it lacks the simple appeal of Duffy’s game.
One thing to avoid, I think, is stuffing as many tactical
sequences as possible into a siege – for the leaguer of a fortified house that
might be just the thing, but in a large siege it is also a means of avoiding
the fact that it is a siege as far as possible. I tried to meet this head-on,
rather than fudge the game into something more familiar.
Gary asked a very good question in response to my previous
post – why, he asked, was there no attempt to put a secondary barrier inside
the breach at Middlehampton?
I gave this some thought at the time, though, to be
honest, in the absence of a sensible reason to fight on, my own Resolve was
beginning to droop! In Chester, in the ECW siege, they marshalled gangs of
civilians to pile earth (and dung, apparently) in all the gates and behind the
stone walls. In my test, Lord Bloat was handicapped in this, since the
townspeople's Loyalty had slipped further to zero, at which point they are not
a valid workforce, and his two remaining infantry units were all he had
available to do any kind of work of this type (cavalry, dear boy, never dig).
On average, at 2-hex range in my rules, a siege gun has a 5/12 chance of
damaging the wall during a strategic (1 day) turn, so I reckon (and Lord Bloat
may have reckoned) that two cannons might take best part of a week to generate
5 gravelsworth of damage and effect a viable breach - so there was maybe time
to do something - one possibility was demolishing the buildings near the wall
and piling up the rubble, but maybe he felt (? - we'll never know) that
surrender to the Scots would be the less disastrous of the options - certainly
their reputation at Newcastle and York was not too awful - they were ravenous
and tended to nick stuff, but slaughter, rape and ransacking were off-limits to
the Presbyterians. I think the 5-chips collapse rating is maybe too high
(though this might have been an exceptionally strong wall) - from memory, I
think the breach at Chester (the one above the Roman Garden!) came down within
a day, once the Parlies got a few big guns inside the earthwork defences and
set about it, and I think that particular bit of wall had a bank erected inside
it, but it was soft, Bunter sandstone (never accept the job of Governor of a
red stone fort). Methinks 5 chips is too high...
Big lesson for me from these few days is that it is very
important to put more effort into a thorough context and scenario narrative.
There should have been better reasons for doing things, there should have been
clearer time constraints, the supply issue should have been more central and
there should have been some threat of Mad Prince Rupert appearing from
somewhere to give the Jocks a jolly good bashing.
I enjoyed my few days at Middlehampton very much - it had
the rather academic resonance which is common to many solo games, but it looked
and felt like a game. I need to re-examine some of these numbers in the rules -
the old walls were too tough, the digging was very straightforward (especially
since the garrison did very little to interfere) and mostly procedural. The
Sconce didn't last long, but was a threat while it lasted - the Sconce, by the
way, could have been used as two half-sconces, and placed against the walls as
hornworks, but that would have brought the siege closer to the town more
quickly (which, in the absence of a sensible storyline, maybe doesn't make a
lot of difference).
If I had been Bloat, I think I might have agreed with the
townspeople's guild that the best strategy would be to meet that nice Lord
Leven and his pals on the lawn with a tray of drinks, and discuss terms right
at the start. Mind you, my mindset, my library of books and (importantly) my
religious views are not likely to coincide with theirs.
An interesting few evenings - time to tidy up now! I’ll
set out my thoughts on mining and supply in a week or two. As ever, my humble
thanks to anyone who took the time to read about the test game – I am still
delighted but rather surprised to hear from readers.
Next test siege I run will be a Napoleonic one, with the
Vauban fortress bits.
Monday, 25 April 2016
Siege Testing – (3) Scales, Artillery Ranges, Saps
Things are getting a little busier, as you see. The game is hex-based – I am confident it
could be played without hexes, if you really like measuring things.
My hexes are 7” across the flats, and the
game scale equates one hex to 200 paces across (or 100 toises, if you prefer the classic terminology). That fits with the
size and theory of the (15mm scale) fortress pieces. A lot of the logic of the
game is related to artillery ranges, so let’s get to that now. Since this is a
little section on artillery, I’ll go into a little more detail than this
discussion really needs – if the mechanisms strike you as reminiscent of Charge!, or the closely-related
Sandhurst siege game rules in Chris Duffy’s Fire
& Stone book, then I can only plead that this is not a bad source. I
propose to use Commands & Colors style rules for melées and movement (though not the Command Cards), but
I’ll stick with Chris Duffy for the artillery.
In the Tactical
game, the maximum effective ranges for roundshot are:
Light guns - 4 hexes
Medium guns - 5 hexes
Heavy guns - 6 hexes
Subject to the range limitations of a
particular piece, the effect of a shot is calculated by throwing two dice; one
of these is the Accuracy Die (which is a black D6) – this has to turn up a
number greater than or equal to the range in hexes for a hit. If it is a hit, a
second (red) die gives the Effect; this die is a D6 if the target is
close-order foot in the open, a D4 for horse, artillery, engineers or
open-order foot in the open, or for close-order foot in soft cover (hedges,
trees, temporary gabions), and it’s a D3 for anyone in hard cover (earthworks,
stone walls). This score gives the number of figures lost. If, like me, you
prefer your casualties to occur in whole sub-unit bases or not at all, then you
have one more step – the owner of the target unit makes a Saving Throw (you may
now groan). It works like this – we need to round odd hits up or down to a
number of whole bases – if the unit suffering loss is organised with n figures
per base, roll a Dn – an n-sided die; if the roll exceeds the number of odd
hits, forget the odd hits; if it doesn’t, you lose a complete base.
Example:
a medium cannon fires at a range of 5 hexes (its maximum) at an enemy unit of
horse (and my horse is organised in bases of 3 figures). The horse are in the
open.
(1)
Roll the black D6 for Accuracy – at range 5 we need 5+ for a hit. Comes up 5 –
good enough – a hit.
(2)
Horse in the open are a middling sort of target, as discussed above – roll a D4
for casualties – comes up 2 – OK – 2 figures lost.
(3)
Additional step because I want my losses to be counted in bases. At 3
figs/base, 2 figures is zero bases plus 2 odd figures. The Saving Throw has to
be a D3, to match the base organisation – must roll a 3 (“beat the 2”) to save
them. Throw is a 2 – tough – the horse lose a complete base.
Siege cannons (i.e. nominated
wall-battering guns) and siege mortars have no tactical function at all, since
they are too ponderous to move and too slow to load and fire in a tactical
context (though they may be overrun during such a phase, of course).
The Strategic
artillery system is basically the same, though there are additional rules for siege
cannons and mortars in the Strategic game. If it seems odd that a 24-hour
Strategic turn should produce similar casualty levels to a 30-minute Tactical
turn then I can’t disagree – however, the arguments in favour of this oddity
are thus:
(1) During a Strategic turn, rates of fire
are deliberately slow (to avoid overheating the guns) and the troops would stay
in cover and keep their heads down. A Tactical turn is a much more intense
period of action.
(2) It is very convenient to make this
assumption.
(3) Chris Duffy recommends it – if it was
good enough for Sandhurst...
In the Strategic game, I had thought of
giving siege cannons some extra range – maybe 8 hexes – but on the grounds that
6 hexes is already 1200 paces, the guns were pretty inaccurate and you can only
fire at what you can see, I kept it at 6 hexes, like the other heavy guns –
siege cannons, however, can break down walls. Fire on a section of wall is like
other fire – the black Accuracy die tells you whether you hit the right place,
and a D6 Effect die needs to score 4+ to do damage to an old-fashioned stone
curtain wall, 5+ for a low Vauban wall with earth backing, and whatever else
you fancy. A single, damaging hit to a wall is denoted by a piece of gravel
placed below the target area (classy, eh?) – in my game, I have been working
with the assumption that 5 such gravel-generating hits on the same section will
produce a breach in the medieval walls of Middlehampton.
Mortars also feature in the Strategic game –
the range is up to 6 hexes, like heavy cannons, but the target need not be in
direct sight and the effect of cover is negated. There are strict limits on the
number of mortars (just one in my present game!).
Right – that was a fairly lengthy
introduction to the idea that “artillery range”, broadly speaking, is 6 hexes,
and this is relevant to the necessary task of Sapping Forward. In the last
instalment, I mentioned that the digging of parallels and other general-purpose
trenches requires infantry bases to match or better the day’s Digging Number.
The procedures for such trenches mean that the position is first of all
protected with gabions, to offer “soft” cover to the shovellers while work goes
ahead, and then the main challenge is to score enough decent dice rolls to
complete the work. Digging toward the fortress is a different deal altogether –
in this situation, specialist sappers work towards the front (well, obliquely
toward the front, to avoid the sap being enfiladed), and the particular
challenge is staying protected from the enemy’s fire while working. In this,
the challenge has less to do with the state of the ground, and more with the
proximity to the enemy. Accordingly, digging a forward sap requires an
engineering presence of some sort (I have sappers for my Napoleonic armies, but
for the time being for the ECW I have to attach a designated “engineer” figure and imagine
there are sappers present), and some infantry to follow up to widen the sap
into a trench in the normal “Digging Number” way.
The actual head of the sap is traced out,
one hex at a time, using gabions, and the infantry follow up with the trench
work. To advance the head of the sap is automatic until the sap gets within the
6-hex artillery range zone, and therafter success requires a roll of 2D6 – and
at least one of these dice must come up equal to or less than the distance in hexes from the walls (or the covered
way, if it is that kind of fortress). It gets slower and more fiddly the nearer
you get.
Once the sap has reached the correct
distance, digging a parallel and new gun positions is simply a question of
doing the spadework with dice against the Digging Number. Since the Strategic
game allows the besiegers to move troops to anywhere which is not forward of the
heads of sap, some good dice can enable a complete parallel to be dug in a
single day.
Enough nuts and bolts for the moment. In
the Test Siege of Middlehampton, the attackers (Leven’s Covenanter army) were
forced by the existence of the Duke’s Sconce (a modern outwork) to build their
First Parallel further from the walls than they might have chosen. Once they
had taken the outwork, they sapped forward without incident and constructed the
Second Parallel just outside artillery range of the walls. Leven opted not to advance
this first sap any further, for fear of some form of sally on the part of the
defenders.
Now within range of the town’s heavier
guns, further sapping was rather slower, and an engineer was among the (few) casualties,
but it brought the Third Parallel within 4 hexes (800 paces) of the walls, and
a position was constructed for the giant mortar (Auld Aggie). This mortar,
along with the two heavy guns captured in the Sconce, now produced a steady
fire on the town which mostly served to frighten the inhabitants. There were a
few casualties on both sides, but the Loyalty of the townspeople had now slid
to 1 (“indifferent to the garrison, but not yet a threat to them”), as a result
of the Governor’s unpopular demolition of the northern suburbs and the
harrowing effects of night bombardment by the Scots.
Still the forward saps continued – still
there was no action on the part of Lord Bloat to disrupt the approach work with
any kind of sally. By the end of the 13th day of the siege, a Fourth
Parallel was ready, and the mighty siege cannons were in place opposite the
section of the curtain wall which had no earthwork protection.
| Not looking good for the Royalist town of Middlehampton? |
| Siege cannons in place to start bombarding the old North Wall |
| The Scots' works, with the Second Parallel in the foreground |
That’s as far as I’ve got – thus far I have
to say that the sapping is slow and would not necessarily be a lot of fun in a
competitive game, though it is fine for a solo effort. The artillery is not as
effective as I expected, which is probably historically correct – I could have
done more with sallies if the garrison had been stronger.
Next steps will be the start of the bombardment
of the curtain wall, and I might say a bit about food supply – let’s see how it
goes!
Saturday, 23 April 2016
Siege Testing – (2) Getting Started
Just baby steps to start off.
Today’s main priority for me was scarifying
the South Lawn before the rain came, so the siege was delayed until late on.
There was a lot of trying things which didn’t work too well, and then trying
them again. My developing siege game is played in two modes – strategic and
tactical. A strategic siege turn represents a complete day elapsed. At any
point in a strategic turn, either side can declare a switch to tactical – a
tactical turn represents about half an hour of more detailed action, and the
game becomes simplified, up-and-down-the-table Commands & Colors until the tactical spell is over.
| Middlehampton, ready for the siege |
Thus a sally, or a storm, or anything
outside the scope of the normal day of bombardment, digging and attrition
requires a tactical switch.
Each army has a number (range 1-3) for each
of the following indicators: Resolve, Vigour and Leadership. These affect the
troops’ fighting effectiveness, and also their ability to carry out digging and
other labouring tasks. I have a sketchy mechanism for controlling rations, and
reduced rations can have an effect on Resolve and Vigour. There should be some
system for Plague, but I haven’t worked that in yet. The fortress defenders
also have the mixed blessing of a civilian population – these have a number of
interesting attributes, but in particular they have a Loyalty Number, which can
range from +3 (fiercely supportive of the garrison, will fight alongside them, if required) to -3 (hostile, require constant policing, prepared to revolt or
collaborate with the enemy). Thus the townspeople can be a valuable source of
labour, or they can be a major nuisance and distraction, and this has a
knock-on to the Resolve and the effectiveness of the garrison.
At the start of each day, the Digging
Number for the day is set. Initially, this is set by rolling 2D6 and taking the
lower; in subsequent turns, roll a die at the start of the day – if it is
higher than the Digging Number, increase the Digging Number by 1; if it is
lower, reduce the DN by 1. The DN must be in the range 1 to 6, and is the score
which must be achieved by diggers to complete a section of work on that day –
it is, if you like, a simple, rather bovine abstraction of weather and other
imponderables which make shovelling earth more or less difficult. It is possible, for example, for the DN to get so high that it becomes almost impossible for the besieger to make any progress.
| Never had a use for the Giant Die before - here's today's Digging Number - seems clear enough... |
In the Test Siege of Middlehampton (for such
this is), the initial Digging No came up as a 3. The population is between 4
and 5 thousand, the soldiers placed there for defence include 3 companies of
musketeers from the county trained bands, plus 2 full regiments of foot, 2
regts of horse and a total of 7 guns, of which only 3 are heavy. The
townspeople – strong supporters of the King – have a Loyalty Number of 2 – they
will gladly work to help the garrison, but will not fight. The initial scenario
tests also revealed that there were 6 days available before the attacker (those
Covenanters again) would appear.
| Very neat job - no trace of the old suburb, and a nice new earthwork - these boys are good - they will give you a competitive quotation for raised flower beds |
The Military Governor of the Town, Sir
Edward Bloat, took advantage of the available time, the easy Digging Number and
the sunny disposition of the citizens to demolish the suburb of ramshackle
sheds and farm buildings outside the town’s Stockgate, and – under the
direction of his German chief engineer, Captain Von Schuwel – to erect an earthwork embankment in front of the section of
the curtain wall west of the Stockgate, complete with a “mount” – an entrenched
artillery position. This would give valuable protection for the old masonry
wall footings, eliminate the risk of the suburb buildings providing shelter for
the enemy, and add to his available firepower. The walkways and most of the
towers of the old walls were unsuitable for artillery.
| Man the Sconce |
He had also considered the alternative of
building earthwork walls right around the suburb, and leaving it in place, but
there was insufficient time to complete the work. He installed 2 of his heavy
guns, plus Bertram’s company of the musketeers, in the Duke’s Sconce, a modern
addition to the town’s defences, and waited for the visitors.
Lord Leven’s boys duly arrived, and got
busy setting up a first parallel, placing the two heaviest cannon and an
enormous mortar in emplacements to bombard the Sconce, which was seen as a
major obstacle to an otherwise systematic operation to approach the walls of
the town.
A regiment of foot (of 3 bases, in full
Vigour) gets to throw 3D6 – that becomes 4D6 if they have an engineer attached.
To build a section of trench, one of the dice must be equal to or greater than
the Digging No. To build a gun emplacement, 2 dice must meet the number. If the
work is not completed, the position of what is planned is denoted by gabions,
and until such time as the earthwork is finished the diggers get reduced cover.
I haven’t done any forward sapping yet – the plan is that the engineers will be
more important in this.
| One of the gun emplacements isn't finished - just a few gabions, which will give the diggers very little protection in the meantime |
| Good view here of the new earthworks pieces from Fat Frank - I rather like them |
It became obvious very quickly that the Scots’
heavy guns were going to make little impression on Von Schuvel’s fine Sconce, so, concerned about the time in which the town was to be taken, Leven ordered an
assault on the Sconce, to attempt to take it by escalade. So the call went up - "Tactical"! The advancing foot
were hit by a storm of iron from the artillery, and two regiments were stopped
with heavy losses, but the remaining 3 units in the assault pressed on, and
captured the outwork very easily, in the end. The cannon were taken, and turned on
the town, and the musketeer company, though it is said they asked for quarter,
were cut down to a man.
| The besiegers' two Full Cannons are the main wall crushers, but they have to be at close range to score consistent hits |
That’s as far as I’ve got. I haven’t even
started working with food supplies, and there’s a pile of stuff (not least the
dreaded mining, for which I have a cunning scheme) which I shall get to. It is
very easy to come up with draft rules which make it impossible to cause any
casualties in certain situations. Tweakle, tweakle. Fix it and move on.
With the Sconce in Parliament’s hands, the
spadework should proceed in a more standard manner. I say this, kind of hoping
that it implies that I know what that should be – in fact I am learning a lot
as I go along. Keep Chris Duffy's book open at the right page.
Good fun – chaotic, but good.
More soon.
More soon.
Friday, 22 April 2016
Siege Testing - (1) Town Planning
I have a little spare time available, and today I received a shipment of what originally was intended to be an interim solution for the matter of trenches, but the interim solution seems so good that it may become a more permanent solution - I'll say more about this in a later episode...
Since all my reading and scribbling notes have only gone a little way toward developing a working ECW siege game, I think the time is right to set something up on the tabletop and try some ideas out. This is not really going to be a proper game, I hasten to add - merely an extended test of ideas - but I have a few days to work on it.
It is not a real town - it has a couple of features I borrowed from Chester and Carlisle - it may develop a proper identity later on.
More soon...
Since all my reading and scribbling notes have only gone a little way toward developing a working ECW siege game, I think the time is right to set something up on the tabletop and try some ideas out. This is not really going to be a proper game, I hasten to add - merely an extended test of ideas - but I have a few days to work on it.
It is not a real town - it has a couple of features I borrowed from Chester and Carlisle - it may develop a proper identity later on.
| View across the Market Cross, inside the Stockgate, with St Thomas' church in the distance and the Old Barbican back left. A prosperous town? - I think it will declare for the King... |
Thursday, 17 March 2016
ECW - More Siege Artillery
| Big ones, small ones - from siege cannons to a 2-man peashooter |
My ECW armies are already probably over-provided with field artillery, and I have a fine big mortar, but the approach of the siege project has highlighted a shortage of odd guns on small bases, to fit on tops of towers and in "mounts", not to mention actual wall-crushers.
Only ECW artillery job still in my queue is to paint up a few more frame guns for the Scots - I have the gun castings, but am trying to think of how to provide suitable gunner figures in 20mm. Conversions coming up, methinks.
Next job is to slap some paint on some new hills (hexagonal, of course - MDF, of course) and start some tests to get a colour scheme for my forthcoming river system. These aren't siege jobs, but it would surely tidy things up a bit around here if I could store some of this MDF away in the scenery boxes.
Latest thought on a colour for rivers is - rather to my surprise - darkish blue-green. I was going to go for mud brown again, but somehow this doesn't seem right if the new river pieces may also form lakes and coastline. I'll get some sample pots from the hardware store and see how it looks.
Sunday, 6 March 2016
Cue the Spares Box, plus a World of MDF
| All a matter of balance - and special equipment... |
I have received the first prototype Thing (not sure what it is – a buttress,
a pedestal, a support…?) to enable garrison units to stand on a walkway on the
walls that is narrower than the subunit bases. My ECW Foote are on 60mm x 60mm
squares, but the walkways are about 20mm wide – you can see the problem. The
prototype seems to work OK – Michael has produced a build-it yourself kit in
2mm MDF which glues together to give a block 50mm wide, 48mm high and 23mm
deep, and I attach a piece of steel paper to the top. Since my unit bases are
all finished with magnetic compound, this should be a big help. I have glued-up
and painted the prototype in a delicate stone shade, as you see, so that it
blends in a bit (i.e. looks less stupid than you would expect). It should even
be possible to mount artillery on the walls if I use the Things two-deep. Now I
need a supply of about 20, plus I need a good name for a Thing.
| The Thing |
| Troops on The Thing |
Call out the trusty Spares Box. It also
occurred to me that it would be useful to have some musketeers mounted in single
rank, on half-depth bases, specially for siege and fortress work. It seems a
bit of a grunt to paint some up just for this role (and I’d begrudge the use of
figures which could be made up into proper battlefield units), but the Spares
Box came into its own. A while ago I bought some old painted ECW figures from
Harry Pearson, and some of them are from the very earliest “Subscription”
series which Les Higgins made before his more famous centrifugally-cast 20mm range
(of which I use a great many). The early figures are interesting because they
are seldom seen, but for me they are a bit puny in stature to mix comfortably
with the later ones. However, for isolated special-purpose siege stands they
could be just the thing, so I did some (minimal) touching-up and revarnishing,
and mounted them up on 30mm-deep stands. They could never be accused of
possessing actual beauty, but I expect they will do as they are told. In any
case, given their age and history, it would be sad for them to live in the
Spares Box forever.
| Surprised to find themselves on special duties - "Subscription" Les Higgins ECW |
| They can do it without The Thing |
While I was looking in the Spares Box, I
was also reminded that the ex-Harry figures also include some of the later
Higginses which are in good nick and – with a few supplementary figures painted
to match, should provide me with 3 new units of foote – there are some
red-coated fellows who will give me a decent double-sized unit for Francis
Gamul’s City of Chester regiment – there’s that siege theme again…
I also have prototypes for some of the new
MDF structures which will form the basis of my trench sections, but more of
that on another occasion. I also have some MDF pieces which will provide a
pretty radical solution to the placement of rivers on my hex-grid table. I’ll
get some painted up – this week, I hope – and there will be some pictures
(unless they are terrible, in which case I shall just change the subject – good
heavens, is that an elephant in the garden…?).
The river system is that I paint up some
2mm-thick hexes to be water – good gloss varnish finish and all that – I’m still
pondering the best colour for water, by the way – I tend towards mud rather
than sky-blue, but I am open to ideas. Then I have a series of bags of extra
parts laser-cut from 2mm MDF, painted in baseboard green, which sit on top of
the water hexes, and are painted on both sides to give maximum flexibility. The
bags are labelled “cheeks – straight”, “cheeks – inners” and “cheeks – outers”
and that sort of describes the system – there are two different profiles for a
straight (a bit wiggly, these are not canals) and two profiles for a curve.
Each river piece connects at the edge, with a 2-inch wide river in the middle
of a (4-inch) hex edge. Using the cheek-pieces in different combinations, it is
possible to produce a wide range of river shapes, and you can even make
estuaries, lakes or a coastline. Until I get more to fiddle about with, I do
not know the full extent of what is possible, but it seems very promising. When
I have a decent number of pieces painted up, I’ll try to put together a post to
demonstrate this.
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