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


Friday, 15 August 2014

Tweakle Tweakle Little Star (2) – The Free-for-All


Having established that there are scenarios and battlefield configurations which are perhaps not ideally suited to the Command Cards activation system in Commands & Colors: Napoleonics, what else might fit the bill?

On the small number of occasions when necessity has obliged me to come up with something suitable (typically because the battle was the wrong size or shape for left/centre/right demarcation), I’ve successfully used a dice-based system, whereby the number of units which may be ordered is the total of nD6 (or, more usually, nD3), where n is given by an algorithm involving the current number of units and generals in each army, and might make some allowance for the historical abilities of the commanders involved. This system (and it has evolved a bit) is derived from assorted sources: Portable ™ wargames of various types and shapes, an OOP edition of Hearts of Tin, articles in Bicycle News and elsewhere, and even some stuff of my own. Personally, I prefer something simple, preferably linked to the structure of the army, which does not involve counting the distance between each leader and his units – not every turn, anyway. The ability to carry forward a small “float” for later use is nice, too. All good – the only potential weakness is that the algorithm has, thus far, been based on guesswork, the only check being that the resultant numbers of ordered units are not dissimilar to those in a straight game of CCN.

What I have actually done, though, is less important than the fact that the world is full of alternative ways of activating an army, and probably a fair number of them would have been suitable. It’s mostly a question of effecting a smooth join at the edges.


I had a lengthy exchange with Prof De Vries about what else I could have done. He is invariably amusing, but he also has a refreshing tendency to produce crazy extrapolations, which sometimes are more useful than he intended. How would it be, he said, if we dropped activation completely, and fell back on what we might consider a streamlined Old School game, where you can move or fight with anything you like, yet still keep the neat, quick, simple moving and combat systems from CCN? As far as I know, Peter Gilder and Charles Grant Sr didn’t bother about limiting the number of units under your command on any given turn (apart from the ones who were stopped or routed by the copious morale tests, of course), so you would expect a deep-throated murmur of approval from the traditionalists. In truth, such a game sounds like it might be a blast, and I am very keen to try one. Being of an analytical (not to say pessimistic) bent, however, the Prof and I also came up with a few potential problems.

1. One of the reasons why CCN works so well is that the games move quickly – your turn usually doesn’t give you a great amount of scope for moving stuff about, but it will be your turn again very soon. In direct contrast, if I could get back all the accumulated time that I’ve spent over 40 years wargaming, watching people scratching themselves while they decide what they should do with their other 33 units this turn, I would have more than enough left over to build an Austrian army. I might even have enough to read all the way through the Empire rules. If we’re going to allow a free-for-all, then it will be necessary to impose some time limit on a turn – if your time runs out before you’ve fired then perhaps you will learn something for next turn.

2. If all units can be ordered every turn then there is no opportunity cost, there is no need to prioritise, or to choose the best use of a limited resource. In normal CCN, if you wish to order a unit to come out of square then that will be one less order that you could have used to do something else. With no limits, you can have your cake and eat it as well, every single turn. This would not have occurred to me 10 years ago, but it seems quite uncomfortable now.

3. The Prof also made the point (and it may be a very good one – this is not the bit of game design where I have a very strong intuitive feel for things) that if everyone can move and fight then the balance of the game may alter. Attacking will become easier, because you can just throw everyone in, and deploy the artillery nicely in support, but on the other hand everyone in range will be able to fight back. He saw a number of potential distortions which could arise, the chief of these being that it would be much easier to move units to gang up on an isolated enemy unit – especially on the end of a defensive line. One suggestion was that the traditional SPI/Avalon Hill Zone of Control idea should be applied – it should become necessary to engage every adjacent enemy unit, you can’t simply ignore some of them to concentrate on getting a local superiority over others. Also, since the normal CCN game is expected to involve action from only a few units each turn, the kill rates might need to be reduced a little if the game were to become a free-for-all in this way.

As ever, we have no convincing answers, but we have at least identified a number of questions. I am determined to try a no-activation-limits game of CCN (without cards), just to see what happens. Solo, I think…

In the next post I’ll talk a bit about another possible approach I discussed with the Prof, which probably will not work either, but is not without interest, I think. After that, if I’m still up and running, I’ll have a look at possible tweaks for Leaders in CCN, which might offer some more useful results.

Wednesday, 13 August 2014

Tweakle Tweakle Little Star (1) - here we go again


Not a lot of wargaming going on here at present, what with one thing and another. There are still a number of related activities I can involve myself in at odd moments – fettling figures, a bit of painting, redrafting (yet again) my plans for progressing the Artillery Project, background reading – all that – but only a few actual battles of late. One thing I still enjoy very much is sitting down at the kitchen table with a cup of coffee, a pencil and an A4 jotter, and scribbling down ideas. Recently I’ve been (yet again) doing a bit of going-back-to-basic-principles, partly because it’s fun, partly because it often helps reaffirm the faith, and partly because it sometimes generates new ideas, or at least turns a faint light on some old ones. Partly, I guess, it is also because it has become such a familiar activity that it is comforting to get back to the same old thought processes. Maybe it's a time-of-life thing - if I catch myself always wearing the same old sweater when I do it I'll get some more clues.

For a few years now I have been using Commands & Colors: Napoleonics as my main rules for miniatures, as people who read this blog will have noted ad nauseam, and this has produced a few changes for me – none of them bad, I hasten to add, but all worth understanding for what they are, and worth bearing in mind.


First and most important change for me has simply been the use of a published rule set, with the package of advantages this brings, and with the consequent behavioural discipline it imposes (unaccustomed as one is to discipline).

Big advantages have been, quite simply, that the system is widely used and extensively tested, it works, and it gives games that are fast and mobile and more enjoyable than most of my wargaming has been for years. It’s hard to argue against that, really.

The discipline, and this is more serious than it may sound, is that I have had to get used to keeping my hands off the rules. Leave them alone. They work. I’ve never had a set of rules, ever, which I have not eventually ruined by attempting to improve them; once the supposed improvements used to be in the direction of greater realism (the Great Blind Alley of Realism, especially given my own feeble grasp of what realism would look like); later they were in the direction of simplifying or speeding up the game (to overcome the tedium introduced by the earlier attempts at realism), but they almost all failed because I did not understand the fundamental fact that game design is a real skill (or science, if you will), and a simple tweak will usually have an unforeseen downside where you hadn’t expected one. So for C&CN, thus far, I have managed to avoid tweaking a working system, and my new belief set includes this as one of the doctrines. The game works, and – broadly speaking – leaving it untweaked also works.

Good. So what is the pencil and paper for, then?

Well, in the last 12 months or so I have hosted a number of games with visiting players who were completely new to wargaming (Lord help them, coming here) or else were experienced, sometimes very much so, but had not played C&CN before. Their reactions were interesting, and served to highlight, and sometimes confirm, some of my own.

The complete novices all found the game straightforward enough, after some initial coaching, to be able to follow the narrative of the battle, rather than struggle with the rules themselves. That is a terrific strength. No-one, as far as I know, was frightened away. The experienced guys all found it interesting – sometimes not quite to their preferred taste - and understood the game readily, including its differences from and similarities to other games. I think there have been four such visitors in the 12 months, and they all – to a man – produced some well thought out suggestions for tweaks to the rules afterwards.

Which is, of course, exactly what my own reaction would be. Some of these suggestions would make the game more like other games with which they were more comfortable – that’s absolutely fine; in some cases I had considered some of this stuff already – some of them were decent ideas but, in the interests of preserving the untweaked rules (which work, let us remember), I disregarded them. Some of them, though, hit the odd nerve…

If I am to be absolutely honest – and this does not compromise my faith – there are a couple of aspects of C&CN which still don’t feel quite right for me, and my requirements are evolving a bit. This is going to be an unfair, unbalanced presentation of some ideas, and I hasten to emphasise that my first choice and my intention is to continue to use the game as published, so please don’t anybody feel moved to leap to Mr Borg’s defence.

1. The Command Cards which handle activation and provide occasional tactical opportunities are central to the game; they are a very large part of the “short, fast turns” philosophy which keeps the game moving, which makes it work so well, so it would be real heresy to take a dislike to them. However, there are occasions when the challenge, the main thrust of the game, becomes a struggle with the damned cards rather than a tabletop battle involving miniature soldiers. Also, if I’m going to be really picky, it’s very hard to justify some of the cards in terms of what they represent in a real battle. It’s nice when the artillery can suddenly advance quickly, or fire a lot more effectively for one turn, for example, as the result of the right card turning up, but why did it happen? What on earth does the Short Supply card represent? (This card is usually removed from my pack – regard it as a Scenario Variant if you prefer). I occasionally wonder what other activation approaches would work, in the absence of the  Chance Cards, which sometimes can seem to be faintly reminiscent of some kind of Waddington's game [shrieking noises offstage…]

2. To me, there is too much obsession with the published scenarios which come with the game. If I were spiteful I might suggest this shows a lack of imagination among the players, but my own view is coloured by the fact that I play solo much of the time (Maximilien No-Mates Foy). A two player game must give both sides a worthwhile chance of achieving something; the scenarios appear to concentrate on providing this balance as a priority, sometimes at the cost of a slight distortion of the historical context. Fair enough. Another advantage of the published scenarios is that they start with the armies present, set up (and looking good) and just out of artillery range, ready to go. They avoid types of action where C&CN, untweaked, does not work so well: bringing up reserves – including off-table reserves – or making large strategic moves on the table.

3. I have become more interested in using a wider board, with bigger armies. This appears to justify some changes in the Command and activation rules, if only to cope with the changes of scale.

4. I have recently developed a C&CN-based game to fight battles in the ECW. It still needs a little polishing, but works well enough to trot it out for visitors without fear of embarrassment (hopefully). One side effect, though, is that I have got into a habit of trying tweaks, refining or undoing them, then trying something else. I suppose the whole idea of an ECW variant is just an excuse for a mighty tweakfest, but this mindset is old and familiar and habit forming, just at a time when I thought I’d grown out of that stuff.


5. Leaders. Mustn’t be rude about Leaders in C&CN, because the game was fine-tuned by people who know what they are doing, but the Leaders are a bit limp, aren’t they? They feature in a couple of the activation and combat bonus Tactical Command Cards, but otherwise they are all the same as each other (no unseemly star or ranking system), they do not relate to any army structure (real or imagined), and they provide no combat or rallying advantages to troops they are attached to. Their main real functions are to help stop people running away and to avoid getting killed (since they count as Victory Banners in their own right). I know that there are some mooted changes for Leaders coming in a future C&CN expansion, but this is the one area where I might well have a go at some gentle tweaking before long.

6. Sieges. I am keen to get back to developing my incomplete (beta-test? dormant? stillborn?) Napoleonic siege game, and it makes sense now to use C&CN for the tactical-level actions within the sieges, and thus it makes sense to develop the one-day-per-turn part of the game in a manner which is consistent with (or is an extension of) C&CN. I feel tweaks a-plenty coming on.

OK – Leaders aside, I am not proposing to make any dramatic changes, but I have been amusing myself thinking what other approaches to activation might fit with the C&CN combat and movement systems. I have had to address this on a couple of occasions already – during my solo Peninsular campaign, for example, there was a battle which was fought end-to-end of the table, which doesn’t fit well with C&CN’s arrangement of Centre and Flanks on the Section cards; I improvised (borrowed) a dice-based system which worked well enough. The world carried on afterwards without lasting damage, and I didn’t feel particularly dirty, though I may not have rushed out to tell anyone at the time.


I’ll write a further post (maybe two) on some of the alternative ideas on activation I’ve been scratching at – for possible occasional use with the other, standard C&CN mechanisms. These are not working solutions, by the way, just more navel gazing. The value, as ever, if there is any, is intended to be in the scenery along the way rather than the destination.

Some of these ideas have already been distilled (or at least warmed up a little) in email exchanges, which I always find worthwhile – if you have contributed to these, and if you have offered some original idea which I claim as my own in what follows, then you have my undying gratitude and humble apologies. Prof De Vries - this means you.



Saturday, 9 August 2014

Hooptedoodle #145 - Fever


Had an active musical week - on Tuesday night I was privileged to see the Eric Bibb band at the Fringe by the Sea festival - unbelievable - best concert I've seen in maybe 20 years. Lots of stuff going on all week.


A propos of nothing, really, apart from the fact that it is good music for a warm evening and makes a change from Peggy Lee, here's Maria Muldaur's pleasantly quirky version of Fever:


Cool or what?

Tuesday, 5 August 2014

Hooptedoodle #144 - Mike Trebilcock's Big Day


This follows on from a conversation I had recently with another ageing football (soccer) fan, about the strange tale of Mike Trebilcock. It is a story which, if written for a schoolboy comic, would be dismissed as stupidly fanciful - preposterous.

A bit of personal background first: I was born in Liverpool, a city whose passion for the game is not unconnected to having had long periods of its history when there was little else to be cheerful about. Just as I began to take an interest in my team of choice, Liverpool FC, they had a disastrous season and slid into the old English Second Division, but their local neighbours, Everton FC, were promoted out of the Second Division that same year, and moved up into the First (which was equivalent to the current Premiership) – thus the two local rival teams managed to miss each other, and the absence of league matches between them was to continue for a further 9 years, until Liverpool finally gained promotion again.

The rest is, in a football sense, history, but I well remember the dark years of the interim when my school pals and I used to go to Anfield for Liverpool’s home matches in the Second Divn, yet happily visit Everton when LFC were playing away (my mum wouldn’t let me go to away games at that age). There was less venom attached to local rivalries in those days – I was (and remain) a devoted Liverpool fan, but Everton, because of the local connection, were my second favourite team, and I still retain a soft spot for them. They were also, indisputably, playing in a more glamorous league, against more fashionable competition and – since the club was largely financed by the Moores Family, owners of Littlewood’s football pools – there were some expensive, high profile players on show. Despite being a Liverpool disciple, I was always a secret admirer of Alex Young, the legendary Golden Vision, and of a number of other stars Everton bought in.


Back to Mr Trebilcock: After the two big Merseyside teams were both back in the top flight (as it used to be called), Everton had a particularly good run in the 1965-66 FA Cup, and reached the final at Wembley, where their opponents were another great Northern team of the day, Sheffield Wednesday.

Mike Trebilcock was a Cornishman, a forward, who made a considerable name for himself at Plymouth Argyle (in the 2nd Division), before being purchased (for £23,000) by Everton for the start of the 1965-66 season, when he was 20. He was injured during his debut game in the big time, and played very little football for the rest of the season – if I recall correctly, he played a few games for the reserves to get himself back to fitness. For the Cup Final, for reasons no-one has ever understood, Everton’s regular chief goalscorer, Fred Pickering, who was an England international and had, in fact, scored in every round of the Cup leading to the final, was dropped, and Everton fans were dumfounded, not to mention fretful, to learn that Trebilcock was playing in his place.

The game was a classic thriller – Wednesday went 2-0 up, then Trebilcock scored twice in 5 minutes (good goals, too) and eventually Temple scored a breakaway goal to win the game for Everton, 3-2.

Trebilcock remained at Everton for a further 2 years, but never managed to establish himself as a first team player – he played less than a dozen games in total, and eventually he moved on to Portsmouth, then Torquay, and he had a good, solid career as a pro at these lower levels. He played for a while in Australia before retirement – his big day at Wembley in 1966 was very much a one-off. He is still alive, and he is mostly famed now as the first black player to score in an FA Cup Final, but I always felt that if he was asked, “what is your outstanding memory of your footballing career?”, he would probably not have to think very long about it.


The teams, for anyone interested, were:

Everton: Gordon West; Tommy Wright, Ray Wilson; Jimmy Gabriel, Brian Labone (capt), Brian Harris; Alex Scott, Mike Trebilcock, Alex Young, Colin Harvey, Derek Temple

Sheffield Wed: Ron Springett; Wilf Smith, Don Megson; Peter Eustace, Sam Ellis, Gerry Young; Graham Pugh, John Fantham, Jim McCalliog, David Ford, John Quinn

Sunday, 3 August 2014

Further down Lilliput Lane – more eBay adventures


The inflow of collectable cottages is stopping – there are still a couple of items in the mail, but I am running out of enthusiasm and storage space at about the same rate. Interestingly, this week a couple of the “Sue” ladies (see previous post) were named Amanda and Carol, which I suppose is acceptable, but two of the sellers turned out to be blokes, which was more of a surprise, and (even more interestingly) I had my first eBay Lilliput Lane-related problems with these same male sellers.

Picture at the top is of a pleasant group made up of four David Winter Tudor cottages and a Lilliput Lane church, complete with passing cavalry unit to give the scale comparison. Nothing earth-shaking, but the most expensive building on display here is the church, which was, I think, £3-something. I am contemplating a forthcoming ECW campaign in a hitherto-undiscovered part of Lancashire, which involves a couple of decent-sized towns and a possible siege or two, so buildings of this type are most welcome.

My eBay adventures were instructive, and not particularly tedious, so I shall relate something of my dealings with the male sellers.

Case Study No.1 – Adam

Adam listed a single lot of two David Winter cottages, starting bid £0.99p, with a pretty hefty shipping charge of £9.50. Blinking at the P&P, I put a maximum bid of £1.25, and got them for 99p, with no other watchers, as far as I could see. Did the PayPal thing straight away (before I forget!) and looked forward to seeing what sort of velvet-cushion-accompanied-by-dancing-girls delivery service I got for my £9.50.

It was perfectly standard customer drop-off by Hermes, which for a parcel of this weight costs £3.98. Adam is obviously one of those eBayers who likes to load the shipping charges and put in a cheap starting price. I’m not sure that eBay actually disapprove, but I do – I’m not keen on this practice at all.

Just for the hell of it, I sent Adam a polite note (and at this point I had fulsome feedback from him, but I had not yet done the feedback for him, so I had a tactical edge), emphasizing that I had no grounds for complaint, since I had agreed to the purchase, but could he please explain the shipping cost.

I got a rant by return. Adam went on at considerable length about the unfairness of the fees charged by eBay and PayPal, the cost to him of doing the packing and travelling to the courier, and how I could hardly complain getting two such fine cottages for this amount of money. He also explained that if I wanted a postage discount I should have asked for the shipping on the two cottages to be combined, and he would have considered whether he could afford it, which is, basically, straight bollocks, since the two items were a single listing, and were combined already.

Tiring of Adam, who was less fun than I had hoped, I withdrew from the debate and left sort of sketchy feedback for him. If the cottages had been £5 for the two plus £5 shipping I would have been perfectly happy – as I am, in fact – so he’s correct, in a daft sort of way. It is a shame that he seems to get so little fun from his eBay involvement – the Sues do much better in this respect. One of them, bless her, sent me a lollipop with her business card – now that is classy.



Case Study No.2 – Colin

Colin is not a lucky man. I purchased another David Winter house for very little from Colin, paid for it, and got a notification that the item was mailed 1st Class on 21st July. By the 28th there was no sign of it, so I sent Colin a friendly note to say that I wasn’t unduly worried, but thought I should let him know.

I got a lengthy reply from him, to the effect that he had, unfortunately, been involved in an accident the previous week, and had been hospitalized, had had an adverse reaction to the painkillers he was prescribed, and was in very poor shape indeed. He had arranged with his father (who is elderly, an army veteran, and suffers occasional lapses of memory) for the week’s parcels, which were all packed and ready to go, to be posted, but it had all gone wrong for various further reasons.

I sympathized with his misfortune, told him I’d be delighted to get the package whenever he could manage it, and not to worry about it. There was a faint whiff of Foy’s Seventh Law about the explanations, but no matter.

True to his word, Colin emailed me the following day to say that he had battled his way to the post office, and the parcel should reach me the next day. And so it did, and I was very pleased with it, though I was surprised when I found a note offering his repeated apologies for the delay and the “mix-up” – the note was inside the packing, next to the miniature house. No problem at all – pleased with the item, very cheap purchase, but – would you undo and then re-wrap an already-complete package to put in an apology? No? – neither would I.

You don’t suppose he had just forgotten, surely? No – of course not. To be on the safe side, in future I deal only with eBay sellers named Sue...


I am still looking forward to receiving a very attractive, period town hall of suitable proportions, which I obtained for very little, though it is No.68 of a limited edition of - I can't remember how many, in fact. You get an idea of what kind of an outsider I am in this field of collecting when I tell you that I am thinking of how best to prise said town hall off its handsome wooden plinth. Proper collectors the world over would wring their hands and weep at such an act of desecration.

Sunday, 27 July 2014

Heavy on the Cute – the World of Sue

More Confessions of a Closet Lilliput Lane Fancier

English windmill, Sir?
My recent coming-out as a browser of Lilliput Lane listings on eBay has landed me a number of excellent items of ECW scenery, and has been quite an education. I am, I sincerely hope, a fringe player here, but I have seen enough to be intrigued and sometimes horrified by the real deal.

Here’s the technique – enter “Lilliput Lane” and some other promising key word like “manor house” or “smithy” or “church” in the eBay search field, and have a look at what’s on offer. Don’t look at the prices at this point or you will run for cover, screaming. Find something you like the look of, and skip through ads for this item until you find one that gives physical size, so you can check it’s OK for scale (usually the serious retailers will give a full spec and lots of photos, but their prices will be off-putting).

Or a very serviceable manor house for ECW, for £2.25? 
I use 20mm wargames figures (Les Higgins, Hinton Hunt, SHQ, Tumbling Dice), and I deliberately use underscale buildings – the most suitable of the Lilliput Lane items work out at a slightly smallish 15mm scale, which is good for me. Having identified a suitable candidate item (and I like “retired” items best – current catalogue stuff and recent releases are dominated by heavyweight pro dealers, and therefore are too dear), I do a specific search on that, and then list the items by price, cheapest first, and the unknown, perfumed, faintly purple world of ladies’ eBay opens before me.

There are some astonishing bargains, and some of them still have boxes and certificates (which are wasted on me) and many of them are pretty much perfect. There is a whole alternative reality out there of ladies who deal in secondhand party frocks (size 14) and shoes (silver, stiletto heels, worn once only) and assorted gifty tat and shelf clutter, especially LL cottages and chromium plated photo frames. These ladies live in Basildon, or Bournemouth, or Slough, and they are – almost all of them – named Sue, and they are all lovely.


The Sue thing is quite amazing – almost an essential qualification; I did buy a nice little half-timbered cottage, perfect, for 99 pence from a lady whose eBay ID was molly*moppet or similar, but I was relieved to find that her real name was actually Sue, so that was all right. She was brilliant – postage fees were exactly correct, the care of packing and the amount of bubblewrap were well in excess of what I would have done for 99 miserable pence, she posted it the same day and left me nice, gushy feedback which was so extreme that for a brief moment I glowed with my supreme status as an eBay customer, until I checked and found that all her buyers get the same message of love and appreciation.

Preston Mill - the real building is at East Linton, in East Lothian, about 6 miles
from where I'm sitting; Montrose could well pass this way...
Why Sue? The Contesse and I discussed this briefly, and we reckon that Sue was a very popular name in Britain for baby girls maybe 50-something years ago, and that this is the typical age at which ladies achieve their lifelong wish to sell used party frocks and ornaments and gush at total strangers. And God bless them all – I have no complaints.

The price spread is astonishing – I bought a flawless (though unboxed) Claypotts Castle for £2 or something the same week that a dealer was selling it, used and "rare", as Buy-It-Now for £32.99.

Convincing Lonsdale-area farm; watch out - some of them have hidden Land Rovers 
I’ve had a couple of disappointments – paid £1.25 for a David Winter mansion house which turned out to be just over an inch tall, but that can go into the local charity shop – some nice lady will be delighted to buy it, I’m sure, and stick it on eBay. Mostly everything has been very pleasing. You have to be selective – this is a huge, bewildering topic area when you start looking around – and you have to watch the sizes and the close-up pics, but the number of items and the choice is staggering.

Storage is an issue – the buildings are quite heavy and will chip easily, and are maybe not just what you wish to have lying about your bookshelves, but careful use of bubblewrap and old shoe boxes should take care of that (I can send the shoes to Sue for auction). I’m going to stop browsing the listings now – I’ve got some very decent items so far, and there are a couple more in the post.

Cornish tin mine - could just as easily be a Scottish lead mine
One word of warning – stay away from the collector forums, for that is a twilight world and you may become frightened. That is where you get into the debates about why the original version of Lupin Cottage (retired in 1987) is worth so much more than the later version (though I cannot tell the two photos apart) and why we all have to put our names down for this year’s special Members-only Limited Edition Piece, Windsor Castle in the Snow, which will (of course) be a magnificent investment to leave to your grandchildren (who, as I am beginning to understand, will get Sue to sell it on eBay for 99 pence).   

Saturday, 26 July 2014

Background Artillery Project - More Siege Guns

Just the thing to rattle the roof-tiles - the brown bases are my house standard for
siege equipment and engineers. I can't remember why, but it's a standard, isn't it?
A little more progress - the British 10-inch howitzers mentioned here back in February have now been painted and have met up with some gunners. The howitzers themselves are from the old Hinchliffe 20mm range, the gunners are mostly by NapoleoN, with a couple of Falcata castings thrown in (including the officer in the bicorn, who might be Captain William "Beefy" Tonkiss of the Royal Artillery).

This little lot represents 2 x 6-gun batteries, which is rather more 10-inch howitzers than the British had available in the Peninsula, but they look nice. The real things were given up as a bad job after the gunners ignored a "maximum elevation" instruction and wrecked the gun carriages at the First Siege of Badajoz - as far as we know, they went into storage until the Crimean War…

A small, sadly routine tale of dommage from the preparation of these: the howitzers are on hybrid carriages, which have little garrison wheels at the rear. One of these little wheels escaped while I was gluing things together, fell on the carpet and disappeared without trace. Remarkable. After the necessary amount of swearing, I cut my losses and assembled the batteries with a gunner standing right in front of the missing wheel, so you can't see that it is not present. I know it's not there, and the gunners probably know, but we won't tell anyone else, will we?

Another step towards getting the fortress out for another siege game; still need a better set of trench sections and a revamp of the rules. I've been sort of hoping that the Picquet-related "Vauban's War" would have appeared by now, but no sign of it yet. I shall hash on with my own ex-Chris Duffy efforts.