Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label Spain. Show all posts
Showing posts with label Spain. Show all posts

Tuesday, 21 February 2012

Last Word on Fonts - for a Bit - maybe...

Well, I'm back using Firefox this morning, because Blogger and Internet Explorer aren't playing nicely together again - ho hum.

I had a couple of emails about the bastardised font I produced for the Spanish flag in the previous post (my email contact address is back in my Blogger profile - if you can get that to display properly...) - so here it is - just in graphic form - to download if it's any use to you.


The original font is TrueType JSL Antique, and I have mucked about with it (to use a technical term) in PaintShop to make the characters more like those in the flag. Individual pieces of text can be produced for a flag just by copying and pasting, and resizing as necessary, and any slight unevenness in the layout is all to the good.

I am quite pleased with the result, though probably more pleased with demonstrating that this is a good, flexible approach - if crude - which will work with any suitable donor font I can find. The alphabet here includes a few letters which may not have been in use in 18th-19th Century Spanish, and I have not amended any letters I did not find in the flag.

I have squashed the O, P and R a bit, given the S the odd slant required, shortened the middle horizontal stroke in the E and F, shortened the riser in the G, produced a nice quirky(!) Q by reversing the P, added the dot over the I, substituted the Latin V for U, and maybe one or two other tweaks I can't remember. Bear in mind this character set is intended for a rather rough battle flag for an irregular Spanish nationalist (i.e. anti-Bonaparte) unit around 1809, and may or may not be suitable for anything else! The reversed version of the N appears on the flag - maybe a bit of artistic licence?

I'll be working on flags for more of my 20mm guerrilleros, so some images may well appear here before too long. I think that is probably more than enough about that for the time being!

Saturday, 21 January 2012

Falcata - a Package from Madrid

Gregorio at La Flecha Negra has sent me some samples of the new 1/72 Falcata white metal Napoleonics, which look very good. He also included a couple of samples of the new Carlist Wars, which are also excellent.


Top, left to right are Spanish infantry in campaign dress, a couple of Grenadiers and a line infrantryman in full dress, while below are the Carlist samples. Figures are nicely sculpted and animated, as you would expect, and stand about 24mm from soles of feet to scalp.

Gregorio also got hold of a couple of boxes of set FE-1808-07 for me, the guerrilleros from the old boxed Falcata series. I was very keen to get these, partly because I wants them (my precious...), but also because as far as I knew these never made it into production, and I had never even seen pictures of them. Here are some samples from these boxes - you get 34 castings in a box, with a wide variety of poses (especially suitable for irregulars). 1 box has 3 commanders, 3 standard bearers, 2 musicians (a drummer and a bagpipe player), a couple of dead guys and a whole bunch of fighting figures, including a female partisan.


Gregorio hopes that he may have a supply of the old boxed Falcatas in a month or two - whether that means that they are being reissued or if it is old stock I do not know. In the meantime, if you are interested in the new ranges (12 infantry or 3 cavalry or a gun + crew in a bag), please contact Gregorio at LFN - they have stock available now, and they are very nice, helpful people to deal with - they do not take PayPal, but international money transfers are very easy now - even from Britain!

I am a happy bunny today - nice job, Postie.

Wednesday, 23 November 2011

Trouble at t'Mill - Solo CCN with miniatures


The Battle of Fuentelolmo

Last night I played a Commands & Colors (CCN) battle, using my home-brewed tweak to allow solo play. I took the Spanish side, and played the French (no cheating), using a blind hand of Command Cards. Not only did the game go well, it was actually very exciting, which is unusual for my solo wargames - they are often interesting, but seldom gripping. It was finished in about 2 hours, which is good, considering the time taken for photos and talking to myself...

The OOB

French force (Abbé)

Flying column (reserve):
2 bns of (dismounted) 1er Dragons Provisoire, plus 1 Bataillon d'Elite (Line Grenadiers)
French foot battery

Neuenstein's Confederation Brigade
4 Bns

Leberknödel's Vorpommern Brigade
4 Bns
Vorpommern foot battery

Kleinwinkel's Vorpommern Lt Cavalry Bde
1 & 2 Chevauxlegers

[Neuenstein's and Leberknödel's brigades are classed as line infantry, though each also has a small light infantry "battalion" formed of the combined voltigeur companies]

Spanish force (De España)

Spanish regulars
3 bns line infantry, 2 of light infantry
Foot battery

Voluntarios (Pardo)
2 bns light troops, 2 of militia
Volunteer Foot battery

Cavalry (Sanchez)
2 units of Lanceros de Castilla
Perseguidores del General (who are irregulars)

Partidas (Perez - "El Barbero")
4 small "bns" of guerilleros

Portuguese (Otway)
2 regts Portuguese dragoons
Thomar militia bn
Foot battery

The Scenario

Background is that local partisan irregulars under the command of the noted Don Alonso Perez (known as "El Barbero" because of his skill with a razor) have had considerable success in and around the little town of Fuentelolmo, driving out the French garrison. In response, General Jean Abbe has been sent to recover the situation with a couple of German brigades (including the previously untried Pommeranians, the contingent of the Duchy of Stralsund-Rügen), and a token force of Pommeranian light cavalry. His best troops are French, intended as reinforcements for the Armée du Centre, but borrowed to provide Abbé with some grenadier-quality infantry. Abbé is disappointed to discover that his column has been well publicised, and the Spanish forces are greatly stiffened by a line Division under Carlos de España, a good volunteer brigade and even some Portuguese troops under Col Otway.

The French have a numerical disadvantage in cavalry and artillery. The Spanish have some disadvantages in the unpredictability of their troops - the line troops will fight well, but suffer double retreats, the militia/volunteers suffer triple retreats, and any retreat at all by any of the guerilleros will eliminate them. They will come back and fight again, but not today.

The terrain is fairly open, with some small hills, a couple of them very rocky, and some small areas of woodland. The Spanish have taken a position with their right on the town of Fuentelolmo, held by the Volunteer brigade, with support from Sanchez' cavalry. The line troops and the Portuguese hold the more hilly area on the left, and El Barbero's more volatile irregulars are held in the rear of the centre. The intention is to defend the position, and allow the French to attack. Abbé has his Pommeranians on the right, the rest of the Germans on the left, and holds the "flying column" as a reserve behind his centre.

The French move first, 5 Command Cards each, and victory requires 7 "banners".

The Narrative (brief)

The day began tentatively, both sides deploying carefully and weighing up the opposition in each area.

Not for long. On his first move De España played a "Grande Manoeuvre" card, which allows a turn of very rapid movement - there is only one of these in the game, I think. Pardo's volunteer brigade rushed to its right, occupied the farm buildings at San Baudelio and deployed the volunteer artillery company of Avila to very good effect. The initiative on this side was suddenly with the Spanish - their defence had become an attack so quickly that I had some difficulty keeping track of what I was doing!

More lucky card drawing resulted in the French playing a "Counter Attack" card - again a rarity; this card allowed the French commander to repeat the Spanish "Grande Manoeuvre" - so once again troops were running across the table. Now the French reserve rushed to seize the mill at Demonio and its surrounding buildings - they were now opposed only by the guerrilleros, and also offered a threat to the left flank of the advanced brigade of volunteers.

The action was bloody and very evenly balanced. Both sides suffered from having left their artillery out of position as a result of the rapid advances - especially the French - and both commanders must have regretted the lack of horse artillery. Early on, the French suffered very heavy losses as they advanced across open ground in support of the position at the mill, which was gallantly held by the foot dragoons.

The Spanish line troops fought bravely but unsuccessfully to take the mill, and lost heavily - including a serious wound to their commander. De España was rushed from the field, and is expected to recover.

Now the cards turned things around again - the foot dragoons would not be dislodged, but eventually lack of ammunition forced them to retire - the dreaded "Short Supply" card sent them to the rear, and the battered remnants of the Cazadores de Castilla captured the position. Now - belatedly - the Pommeranians came into their own. One spectacular turn of firing from young Major Nyudrev's battery wrecked a Spanish line battery which had been causing considerable damage, and finally Graf Leberknödel led his two fusilier battalions out of the woods to excellent effect - they routed the remains of España's light troops, destroyed an unfortunate Portuguese militia battalion which got in the way, and - taking advantage of a valuable "Leadership" card - captured the Portuguese howitzer battery. Game over - that was the 7th victory banner. The French edged it, 7-5, though they were 5-3 down at one point. It could, in truth, have gone either way very easily.

I don't know why I am so elated - I lost. Losing a solo game is quite an achievement, I guess. Anyway - it was excellent fun. The solo tweak works well and without difficulty - you just have to remember to ditch the "First Strike" card if it appears, since it cannot be used in a solo game.

The Pictures

The Vorpommern brigade on the French right

General view at the start - the town is in the top right corner, the mill in the dead centre of the table. The Spanish forces are set out down the right hand side, with Portuguese cavalry in the foreground

The French "reserve" (ha ha) in the centre
Pommeranians - the Chevauxleger regiment "Herzogin Katrin" - they had a bad day on the left flank

Confederation troops on the French left

Spanish right and centre, on the outskirts of the town

Voluntarios

Otway's Portuguese cavalry - on loan for the day

The ill-fated Portuguese howitzers

Guerrilleros - were successfully kept out of harms way for the most part. Father Francisco working on Divine intervention

The trouble starts here

Spanish central defence suddenly becomes the right flank...

The boys done good - Graf Leberknoedel brings up the Pommeranian fusilier battalions

Now things get really silly - the French are rushing about too

The critical fighting around Molino Del Demonio

Foolhardy - the "Herzogin Katrin" cavalry fancy their chance against the volunteer artillery - Julian Sanchez' lancers are about to make short work of them

Nyudrev Pulls It Off - Pommeranian artillery puts paid to those pesky Spanish 8pdr boys - and not before time

The Joy of Command Cards - you can fight as bravely as you like, but you'll need ammo

"Tulips" - the Pommeranian grenadier battalion "Zum Alten Greif" puffing their way up a hill - they never got into action

The Thomar militia in the wrong place at the wrong time - eliminated (streaky dice)

And that is that. Leberknoedel with the remnants of the IR "Graf von Grimmen" just about hung on to capture the howitzers, and that was the 7th victory banner

Saturday, 22 October 2011

My Peninsular War Spanish Armies (3) - Voluntarios & Guerrilleros

Another hefty parcel arrived from David the Painter. This time, Royal Mail had done it some violence, and a little salvage work was required to repair the damage - no problem in the end.

The shipment included my Lanceros de Castilla and some more guerrilla infantry. As a result, the "irregular" parts of the Spanish Nationalist army are now pretty much complete - which doesn't mean they will not get reinforcements later, of course...


The term "irregular" is a difficult one to apply to the Spanish army, since a lot of volunteer and militia units were included in the regular army in 1810, but here they all are, for a start - Volunteers on the left, Guerrilla troops on the right. Some of these units have appeared in this blog before, as they arrived back from the painter.

Voluntarios - light troops to the front

Don Julian Sanchez and both regiments of his Lanceros de Castilla - still to be fitted with red lance pennons (a job for a quiet evening)

Volunteer artillery

Guerrilleros - four small infantry units, with cavalry at the rear

My next proposed CCN battle should bring all these chaps into confrontation with, amongst others, the untried Pommeranians...

Tuesday, 13 September 2011

Proposed Solo Campaign Rules - First Bunch of Thoughts


My notebook is now full of jottings, crossings-out, re-writes, circles connected by arrows, and doodles - all evidence of my thinking about campaign rules during spare moments while I was away on holiday. The rules are nothing like complete yet, but I thought it might be interesting to describe some of the ideas that I'm working with.

I have a fair amount of experience of campaigns - all of it a good many years ago, and most of it pretty successful (in the sense of "the campaign worked well" rather than "I won"). Usually I was the umpire and co-ordinator, which was a lot of fun anyway, but the generals involved enjoyed it too. These games were postal, though the other players all lived in the same town as me, and could easily get together for a tabletop wargame. They were also, now I come to think about it, all played using normal maps with set movement rates (which weather and the umpire could alter most unfairly). Not a square or hex grid in sight. I can remember a Roman campaign and at least six Peninsular War campaigns which went well. I can also remember one which ended rather awkwardly when one of the generals, having arrived to fight a battle, took one look at his position and announced a retreat into his Winter quarters, which left us with the problem of what to do with the evening apart from eat supper. I think we managed to improvise some other sort of game to keep ourselves amused.

I kept all the campaign records and correspondence in a big file for years but - infuriatingly - lost them when I moved house 12 years ago. Not to worry

I need a very simple, boardgame type operation which will enable me to fight an extended solo campaign over a period of months. Battles will, for the most part, be fought using Commands & Colors: Napoleonics (CCN) with miniatures. Battles which have more than (say) 25 units on one side will be fought out using my Grand Tactical extension to CCN (I half-jokingly call it GTCCN), in which the “units” are redefined as brigades. Otherwise, battles will be fought using normal CCN, with whatever national or scenario-based extensions are necessary. For actions which are too trivial (or inconvenient) to merit tabletop action, I intend to use the NapNuts algorithmic system to produce results. Similarly for sieges - it would be wonderful to use my fortress models and fight actual sieges, but the timescale sits awkwardly with the continuing campaign (unless it were possible to have a siege set up in a separate room - hmmm - no - what if a second siege started at the same time?). The NapNuts site is a good source of campaign ideas, many of which originate from a couple of articles by A Duckenfield in Practical Wargamer from March/April 1992.

Which brings me on to my sources. There is some wonderful stuff out there - Bruce Quarrie's famous book gives you more numbers than you could shake a quartermaster's pencil at, though very little idea how to make use of them, and is a bit short in the old sense-of-proportion department. I have the standard wargamer's books on campaigns by Featherstone, Charles S Grant, Tony Bath, I have a number of boardgames to pinch ideas from - notably War to the Death by Omega Games (which is mind-blowing) and the Empire campaign system (which is rather less mind blowing, but a huge amount of work), and I also have a copy of the unpublished campaign system created to support Battle Cry. Since I intend to conduct the campaign solo, I will not have any collaborators to gee me up - this will be a completely synergy-free exercise - so it is important to get the pitch and scale of operations correct, or I will just get fed up and pack in. The classic Old School campaign books are all interesting but a little vague - they are a pool of ideas, but a bit short on instructions and glue (as it were). The boardgames, and Quarrie's book, are more like a real campaign than a game so that, for me, they are inspirational but over-the-top.

I need sufficient abstraction in the rules for the events to be reasonable without being oppressively complicated. I want simple mechanisms and phase sequences (or I will forget something), but I do not wish to overlook anything important - for example, assuming that armies can roam freely, living comfortably off the land, would give a very free-flowing version of the Peninsular War, but would be wildly unrealistic. Might as well give them aeroplanes.

Starting topics for today, then, are the map, army organisation, movement rules and a sketchy look at a simple supply system.

First off, dice. Throughout these rules, I use dice numbered 1-1-2-2-3-3, which I call D3s. These are easily obtainable from educational suppliers. I like them. When you see reference to D3s below, that's what I mean.


Now - the map. I have experience of playing on maps with hexes superimposed - it is a commonly used set-up, so obviously it does work, but it is not ideal for my purposes at present. An even spread of hexagons looks as though you can march all over it - in fact, you are restricted to roads. I am impressed by the War to the Death style zones-&-corridors board, because of the simplicity and lack of ambiguity, and because of the disappearance of the knotty issue of cross-country marches. There aren't any. I am even more impressed by the work Rafa has done with Gamebox boards based on the WttD board. Gamebox is intended to support online computer versions of board games, but the map looks good in this form, and can be edited with a normal graphics tool. Rafa corrected Omega's original map in some respects (factual knowledge of Spain being an important element of this!), and I've made a couple of further tweaks. I emphasise that I am simply using this map as my campaign board for my own game - I won't be using Gamebox (other than the picture) and I will not be playing War to the Death. Thanks again, Rafa, for your work - I have amended it again only to rationalise the approaches to Lisbon, and to bring the border forts more into line with my understanding of them.

The map consists of geographical districts, which, provisionally, I am referring to as "Areas". Yes - I know it's a pathetic term, but it'll do for now. These Areas come in two colours - brown and green. I have made a huge, bovine assumption here: the brown Areas are assumed to have more rugged terrain, have inferior resources (for forage) and - in addition - to be more susceptible to the activities of guerrilleros and other irregular forces. I confess that this is an ambitious assumption - the correlation between these factors, not to mention the accuracy with which I have assessed the Areas, is at best arguable, but I'm ignoring all that in the interests of convenience.

A brown Area:

(1) will require more rugged terrain for battlefields

(2) will support a maximum of 1 Division without other means of supply, but not during defined Winter months (Oct-Mar?). (Green Areas will support 2 unsupplied Divisions, or 1 Division in Winter)

(3) for purposes of the French line of communication (and supply), is regarded as hostile and therefore a break in the LOC unless the French have at least 1 regiment stationed there. Green areas do not cause this problem, and this whole issue does not affect the Allies anyway.

Areas are linked to one another by roads, which also may be green or brown. Brown roads are roads of inferior quality or roads which are difficult for some reason of geography. The movement rules will explain how this works (maybe). Unlike the colour-coding of areas, the brown roads are a problem for everyone, not just the French. No land movement may take place other than along the marked roads (though guerrillas can sometimes disappear and appear again somewhere else!), but the Allies also have the possibility of moving by sea, using ports which are not held by the French.

Army organisation: this begs some definitions, to keep things sensible.

Each army will have a full OOB, but for campaign purposes the army acts as a series of “combat groups”, which will move and fight together, normally under an identified commander at the appropriate level. The composition of these groups can change from time to time as the army is reorganised, or as the result of detachments and the arrival of reinforcements or new units. Groups can be:

Army (or Divisional) HQ: this has no fighting strength, and is primarily required to show the position of the CinC. It moves as cavalry, and can be stacked with any other group if the CinC is with them.

Brigade: a collection of individual units (infantry battalions, cavalry regiments, artillery batteries) under a brigade commander. A brigade may include attached artillery, and it must contain no more than 9 units in total (this total does not include staff officers). A grand battery or siege train is treated as a brigade.

Division: a higher level grouping, under the command of a division commander. The Division is the grouping used to work out supply requirements. A division may contain no more than 3 brigades, with an overall maximum of 20 units (unless scenario rules say otherwise).

Corps or Army: in principle, higher groupings are possible, and are treated the same way, but the number of Divisions will always be required for purposes of checking supply.

Individual units may be detached (“dropped off”) from a larger group for purposes of garrisoning Areas. These units subsequently may only move independently if they are marching to rejoin their parent group. Units (usually cavalry, though irregular infantry may also be used) may also be detached as a separate reconnaissance force. Detaching and picking up units from a group, and the strength of the units, are the most important bits of record-keeping required.

Although units may be reduced by losses and wastage, no organisational unit smaller than a battalion, cavalry regiment or battery can be given orders.

Supply: The intention is to include an element of supply (since ignoring the matter is unrealistic) without getting the game bogged down in the problem. The supply rules are thus kept very simple. Guerrilla forces may ignore supply, since they are assumed to be able to obtain (or extort) what they need from the area they are in. They may not, however, move or operate outside their home province (Castilla, Navarra etc). Guerrillas apart, the principles are the same for both sides, though the definitions and the details are a little different for each. A combat group which can show an unobstructed road back to a supply Base is considered to be adequately provisioned by wagon/mule trains. If the line of supply is broken, a group becomes Unsupplied, and will be required to fend for itself. Armies of any size may pass through any Area, but if they end their move there then supply limits apply. Note that garrisons in fortresses are considered to have unlimited supplies as long as they are not under siege.

Bases: Initially, for the Allies this means Lisbon and Porto. For the French, this means any area in France, plus Madrid, Salamanca and Seville. A supply base is lost if the Area is captured, but may be restored once it is won back. I have to work on some means of shifting bases - especially seaports (for the Allies). Ship-borne movement of a base and its garrison (available only to the Allies) can be anywhere to a friendly port. An army which finds itself without bases is in big trouble!

Lines of Supply: The Allied LOC can be broken only by a French group (or garrison) occupying an Area on it. The French LOC may, in the same way, be broken by an Allied group (or garrison), but may also be broken by an unoccupied brown area, which is assumed to be held by guerrilla forces if no other group or unit is visible there.

Unsupplied Groups, and Demoralisation: A group which is Unsupplied – i.e. does not have an unbroken road back to a supply Base – is required to fend for itself. For the French, this means foraging and “living off the land”; for the Allies it means purchasing or requisitioning supplies as necessary. The effect is the same – a green-coloured Area can support a stationary force of 2 Divisions maximum size during the months of April to September, or 1 Division during the remainder of the year; a Brown area can supply 1 Division in April-September, and will not support troops at all the rest of the year. Large forces will have to spread themselves if they are not to be weakened or Demoralised by lack of provisions and materials. A group which is Unsupplied and is too big to subsist is Demoralised - during the organisation/reinforcement phase of each turn, it will dice to determine losses due to desertion and sickness.

Scorched Earth: For the expenditure of additional order(s), a force may carry out measures to “scorch” an area. A scorched area will have its capacity to support troops reduced by 1 level – thus a green area becomes a brown area until the following Spring, and a brown area, when scorched, cannot sustain troops at all until the following Spring. A Division can scorch an area as it leaves it, at a cost of one additional order (this needs a lot more work).

Movement: All land travel must be by means of the defined roads. The map is not specifically drawn to any numeric scale, but the intention is that the distance from one Area to the next represents a week's march for troops on foot. Activation rules (still being worked on) will generate a number of available Orders for each CinC each turn. These Orders may be expended on a number of activities, of which marching is one. A single Order will move a single group one step - this is to an adjacent Area, but in the case of a group which is all mounted (including horse artillery) it is 2 Areas. Addition of an extra Order can make the march into a Forced March, which - in theory - allows a further move of 1 Area. This is where the bad news starts:

The Bad News

I'll (temporarily?) adopt the term Step to mean the distance between one Area and the next one along a road. Movement along a green road is automatic, but a movement step requires a test (only 1 test) if any of these apply:

* Group is Tired
* Group is Demoralised
* the road is brown
* the move is the extra one for a Forced March

Test is:

* Add the general's leadership rating (motivational; 3 = good to 1 = poor) to 2D3. If no general is with the group, count zero for the leadership rating. Be honest here, if Genl de Bde Crapeau is rated 1, that's what you use if he is the man on the spot. It doesn't matter if he is in Davout's Corps if Davout is not present.
* Add a further 1 if the group is mostly veterans or elites
* Deduct 1 for each of the following that applies:
    - Group is Tired
    - Group is Demoralised
    - the road is brown
    - this Step is the extra one for a Forced March
    - it is Winter (Oct-Mar)

Outcome: depends on total score
5+    successful
4      Step completed, but group is Tired
3      Step completed, group is Tired and Demoralised
2-     move fails - group is Demoralised

Tiredness and Demoralisation may well become additive scores, so that a group may have a Tired score of 2, for example. At present I am thinking only of them as binary states - a group is or is not Tired etc. A group which remains stationary for a week will lose one Tired point, provided it has supplies. Demoralisation is the subject of a test each turn for desertion etc, and thus clears itself. I am trying to avoid the need for explicit bookkeeping for hospitals, a heavy extra workload which I remember with a shudder from campaigns of old.

That's probably more than enough of all that. I have made no attempt to set this out in an organised manner - this is just a first-cut cloud of bits, for interest (or not). Activation, ports, forts, sieges & off-table battles, reinforcements, how we get from the Area blocks to an actual battlefield and the esoteric subject of scouting can all wait for another day, when I've thought about them some more. The map shown is a scaled-down version - if anyone wants the big version, email me through the Blogger profile.

Sunday, 17 July 2011

More Guerrilleros

Another parcel from David the Painter came yesterday - a fair amount of finishing touches and basing to do, but I have a few quiet days coming up so I can enjoy getting on with that.



First off the assembly line, here's some more of the excellent Qualiticast guerrilla infantry - yes, they include women and slingers - faintly reminiscent of my days with my Iceni/Trinovantes army (long departed).


And here's something you don't see very much - the first of my irregular Spanish cavalry units. These are cobbled from the leftovers of the garrocheros in the Falcata boxes after I had cherry-picked the best for my Lanceros de Castilla, which will be in the next shipment for painting. A pile of spare weapons from Musket Miniatures, a lot of hacking and filing and much Superglue, and here they are. Pleased with them, in fact - they turned out better than I expected.

Friday, 27 May 2011

More of the Same

The rest of the new shipment of painted figures have now been touched and revarnished as necessary and based. They too are now waiting for flags.


Very pleased to get back the first two of my proposed 4 groups of Spanish guerrilla infantry. These are a mixture of Qualiticast and Kennington figures.


More Spanish volunteers - these are the Defensores de Fernando VII, an unusually smart looking unit from Castile, who started life as Kennington 1812 American militia (good idea, Mr Kinch - thanks for that). The flag I had intended to do for them is a horror to draw, so I may go for something simpler.


And some volunteer artillery to support them - here we have the Artilleros Distinguedos de Avila. Since I am very keen on the weirder units in JM Bueno's lovely book, these guys could have been wearing almost anything, but it occurs to me that if I dress them more conservatively as slightly out-of-date artillery of the line I get more options for their use. Figures and guns are NapoleoN apart from the midget Kennington officer, who may not actually be visible in the picture.


Lastly, the combined voltigeurs of the fictitious Vorpommern brigade - Scruby and Higgins.

Saturday, 2 April 2011

My Peninsular War Spanish Armies (2) - Afrancesados

These are my forces to fight on the side of King Joseph. I have a brigade of the King's Guard (uniformed very like the French Imperial Guard), plus a brigade of Line troops.

Here's the Guard.


Two battalions of Grenadiers (Les Higgins figures, with the odd Hinton Hunt and mounted colonels by Art Miniaturen)...


...two battalions of Fusiliers (same mix of figures)...


...a single battalion of Voltigeurs (same again)...


...a horse artillery battery (PMD)...


...and skirmishers (Les Higgins).


Now the Line brigade.


A single battalion of the 1st Light regiment (Castilla) (Higgins figures with some Kennington command)...


...two battalions of the 2nd Line (Toledo) (Higgins with Kennington command and NapoleoN drummers)...


...a single battalion of the Regiment Royal-Etranger (Falcata figures, with a Scruby OPC mounted colonel)...


...and skirmishers from the 1st Light (Kennington).


In an ideal world, I'd like to add a hussar unit, but that is in the pending folder. I also have plans to add a standing figure (probably) of King Joseph himself, with a carriage, all ready to get captured at Vitoria. I wonder if Musket Miniatures do a 20mm chamber pot?