FK&P AAR: Ramshackle Road

Time for the next installment in the Siege of Norchester English Civil War campaign that I am playing through with friend Rob.

The Royalists are currently well alead after a disastrous Laundry Day battle last time. Today, however, I was sure that I could make up that ground as we headed down Ramshackle Road for scenario ten of the twelve.

View from the Royalist side of the table

The game begins with the Royalist raiding party that had been so successful last time, trapped against a river, with large numbers of Parliamentarians coming at them hard.

I knew ( as I had written the scenario!) that it was only a matter of time before the Royalists received reinforcements from Norchester itself, so had determined to overwhelm the small force they started with as soon as I could. My men therefore marched forward smartly, especially the Dutch-style horse on my right who had a clear path to loop around the enemy flank.

The arrival of the Royalist reinforcements would be determined by me pulling as certain number of Aces from the pack during my turn. Those who have played either TTS or FK&P against me will know that I currently seem to be unable to pull anything else, so it was no surprise when hoardes of Cavaliers suddenly appeared on my left, right on top of me, before I’d had a chance to get very far down the table!

wHAT? aLREADY?

There was nothing for it but to turn my left hand units to face the threat, and to try and win the game on the right.

turning my left to face the royalist horse

Cannily, however, Rob advanced his right forwards as well, trapping my cavalry into the corner of the hedgerows, attacked from front and flank. At the same time, some of his cavalry slid sideways in an attempt to get around behind my line

Back on the right flank, my infantry marched forward and engaged, seeking to pin the Royalists in place while my cavalry attacked their flank. Unfortunately, it took ages for the cavalry to get into position, giving Rob time to not only break one of my infantry battalia, but also to bring in reinforcements from his right.

My cavalry did, however, eventually manage to charge, looking to roll up the Royalist right flank…but although the Forlorn Hope was easily swept from the field, the pursuit that resulted temporarily blocked the rest of my horse charging home. Worse, when they did manage to eventually get in, the Royalist infantry proved to be tough hombres and shrugged off not one but two flank charges undamaged!

Things were going equally badly on my left: the Royalist cavalry seeking to get behind my line had done just that, riding over the two Roundhead infantry battalia sent to stop them.

Although in the centre, one squadron of Dutch horse was gradually wearing down (and would eventually rout) one battalia of Royalist infantry, the rest of my troops were now in danger of being overwhelmed!

The Parliamentarians had by now lost too many units to have much of a chance of winning and, before long, the loss of a battalia of Borders Sappers proved to be the final straw and the entire army broke and fled! Another huge defeat.

Here’s a pic (on the right) of the final moment with (on the left) pic of my cavalry from a bit before, surely about to charge down some Royalist infantry and go on to single-handedly win the game: this last just to console me and remind me of what might have been!

So another big loss for the Roundheads, which leaves me with quite a mountain to climb in the last two scenarios of the campaign!

FK&P AAR: Laundry Day

My play-through of the Siege of Norchester campaign for For King & Parliament is really hotting up. After the encounter at Happy Valley, where Rob’s Royalists were thoroughly trounced by my Parliamentarians, it was time for Scenario 9: Laundry Day.

As background, despite their defeat in the Valley, the Royalist relief force has managed to get through the Parliamentarian cordon and sneak (if you can sneak a multi-battalia army!) through to the rear of the Roundhead lines where, as luck would have it, it’s laundry day. The scenario pits a force of Cavaliers on the offensive against a line of Parliamentarian camps, the loss of each of which would cost the Roundheads valuable victory medals.

The Royalists had the initiative and, after a bit of manouevring to get over the hedge in front of their initial positions, started forward, rapidly followed by a similar advance from the Roundheads.

After an exchange of infantry fire on the central hill that left several men dead on each side, the first main clashes occured between the cavalry forces on the wings.

Honours were even on the left wing; but on the right wing the only veteran Parliamentarian squadron of Dutch horse charged, was counter-charged, and then dashed from the field by a squadron of Royalist Swedish horse. This was a very unpleasant start to the action for the Roundheads!

Meanwhile, the two infantry lines had closed in the centre, and an inconclusive firefight broke out followed by a couple of equally inconclusive melees: the Roundheads (a) notably failing to break a mob of Royalist followers, (b) failing to have any impact at all with a supposedly-devastating first charge by some Border Reivers (the Highlanders in the pictures below), and (c) being pushed back from the hill in the centre of the field.

Worse for the Rpundheads, they had now decisively lost the cavalry battle on the right wing, leaving the Royalists free to advance and capture one of their camps. This cost three vital victory medals that I could only replace if I could re-take the camp: something that was, and excuse the TTS in-joke, not on the cards!

My cavalry on the left wing weren’t, however, doing too badly, but my problem was getting them back into a position from where they could affect the rest of the field. Some of them were pursuing fleeing enemy off the table, others had only just rallied up from disorder.

But my time was almost up. With the medals I had lost so far, the Parliamentarian force was close to breaking. Okay, so the Royalists were a bit battered too, but they hadn’t lost a camp!

I attempted a counter-attack in the centre, and came close to breaking through…and managed to get my pursuing cavalry on the left turned around and heading back to the action…but just didn’t now have the staying power of the Royalists.

Rob and I swapped unit for unit losses, but the simple factof the matter was that I ran out of coins before he did.

Metaphorical taila between their equally metaphorical legs, the Roundheads snuck from the battlefield, leaving the victorious Royalists to reinforce beleaguered Norchester.

So from being several coins ahead over the campaign as a whole I was now down seven coins overall: proving that you can’t afford to lose your laundry if you want to take a city!

Three games to go, with an encounter at Ramshackle Road being next…

Happy Valley...if you're a Roundhead!

Friend Rob and I continued on our playthrough of the The Siege of Norchester campaign book for For King & Parliament with the Happy Valley scenario.

G0ing into the game, the Parliamentarians were way behind the Royalists in terms of overall victory medals to date, so this was a great chance to not only stop the Cavalier relief force from getting through to Norchester, but also to gain back some of the deficit.

The photo above shows the table at the start of the game. Although not very obvious, the road runs through the middle of the valley, with the terrain gradually rising up each side.

The Parliamentarians, with home field advantage, are drawn up in the traditional manner, but the Royalists have a problem: they start the game with their horse in the centre on the road (well, they insisted, and being the officers…) and their infantry (a lot of mobs raised from local supporters) largely on the wings.

Bpth sides began the game advancing their cavalry forward, with the Royalist horse heading sideways on their right to counter the threat of the Roundhead Dutch-style squadrons.

On the Parliamentarian left, two squadrons of horse thundered towards the lone enemy infantry unit blocking the way through to the Royalist rear.

That infantry unit would hold the enemy force off for the whole game, even sending one squadron reeling backwards to reform.

On the other wing, three squadrons of Roundhead horse faced three squadrons of Royalist horse: the Parliamentarians being more numerous but still operating in the somewhat obsolete Dutch style versus the more modern Swedish style of their opponents.

Despite their old-fashioned ways, the Parliamentarians smashed their way through the Royalist horse, crashing in to the unfortunate mobs behind, most of whom were soon regretting their decision to join the Norchester crusade!

Back to the centre, where the Parliamentarian infantry was rushing forward to catch up with the cavalry:

A general engagement soon broke out across the line:

Miraculously, one unit of Borders Horse, on their flea-bitten nags, survived a colossal charge by some Royalist horse, drawing four consecutive save cards when one more failure would have meant they fled the table.

Elsewhere in the centre, the opposing infantry were locked into a firefight, each side firing off huge amounts of ammunition hoping to break their foe.

Sheer weight of numbers now came into play, with the Parliamentarians able to deploy more regular soldiers into the fight in the centre: the Royalist mobs there effectively neutralised by the Roundhead horse.

Luck had also deserted the King’s men: if the Cavalier cavalry had broken through on the right, they could have rampaged in the Parliamentarian rear, but they just couldn’t get the final charge needed to clear their path.

With their left and centre lost, the Royalist relief force had no choice but to withdraw before the Parliamentarians combined to overwhelm the survivors. Norchester would not now be relieved!

This turned out to be a big victory for Ollie Cromwell’s men: putting me now two victory medals in front in the campaign overall.

Here are some more panoramic shots of the game:

FK&P AAR: Mundaydean Lane

Friend Rob and I are working our way through the Siege of Norchester campaign pack for For King & Parliament. This was the seventh scenario of the twelve presented in the pack, and I went into it a mere two Victory Coins behind Rob.

Mundaydean Lane is a “catch the pigeon” scenario where the Royalists have to escort a coach carrying a VIP passenger off their opposite table’s edge.

Note the ROyalist coach half up the right hand edge of the table

The left-to-right hedges on the table neatly divided the field into three separate areas, each of which ended up being fought as almost a separate battle.

Cavalry Clash on the Left

On the left hand side of the battlefield, the Parliamentarian Borders Horse, mounted on their flea-ridden nags, clashed with a brigade of Royalist Swedish horse.

Unbelievably, rather than being ridden right over, the Borders Horse held their own, and the two sides just about cancelled each other out.

In the end, one unit of Borders Horse pursued a broken Royalist unit almost into a position where they might turn and threaten the Cavalier rear - where the target coach was lurking - but the Royalists had a small unit of horse held back just for this eventuality.

Here’s a chronological gallery of the action on the left:

Cavalry Clash on the Right

The geography also sectioned off a cavalry clash on tghe right hand side of the field. Here a brigade of Parliamentarian Dutch horse squared off against a brigade of Royalist Swedish horse: this would be the brute force of the Roundheads versus the more agile Cavaliers.

The Parliamentarians took the initiative and headed straight for the enemy: their aim being to dash them from the field before curving to the left to chase down the “pigeon”.

Unfortunately, the initial clash did not go well for the Parliamentarian “Puritan Horse”, and they soon found themselves well on the back foot (hoof?) in a brutal, close-quarters melee.

Nothing went right for them…even including an attempt to pull back from the central fight resulting in an Ace being drawn.

The Royalists duly punched through the middle of the Parliamentarian line and soon it became obvious that the Cavaliers had won that wing. Things were not looking good!

The Centre

In the centre of the field, the Royalist infantry proved initially reluctant to move forward: particularly the brigade to the (Royalist) left.

This allowed the Parliamentarians to get forward and form a firm battle line well up towards the enemy lines. The Roundheads even had time to get their Border Reivers into a position where they could use the wooded terrain to their advantage.

In theory, on the left hand side of the infantry fight, I should have been able to get an advantage: my troops overlapping the enemy. Unfortunately, however, the veteran Royalist foot were having none of that, and I soon found myself under some pressure there.

Likewise, when the two lines did clash, despite a wild Highland Charge from the Reivers, I just couldn’t seem to tip the balance in my favour: things just weren’t working for me today!

My infantry began to give way and soon my last victory medal departed and the day was to the Royalists.

Conclusion

Well that had been a thumping defeat for the Roundheads. Having started the day only two medals behind in the campaign as a whole, I was now twelve behind overall!

Lots of work to do in the last five games of Norchester, something to reflect on as my troops sat watching the “pigeon” sail through their lines!

More Epic Scots - the Cavalry and Small Guns

Having used all the musket-bearing men from the handful of ECW Warlord Epic Scots Covenanter sprues that I had acquired, it was time to see what I could do with the rest of them.

I didn’t want any more pike-only units, so that left some Scots cavalry, Scots lancers, and a few pieces of what I’d call small artillery: frame guns and falconets.

As there weren’t enough cavalry to make up a single decent sized unit of either pistoliers or lancers, I decided to build a small unit of each: the new For King & Parliament Celtic Fringe books have plenty of small cavalry units in them, so these would be ideal.

Now I like the Warlord Epic Scots infantry: the right size (or near as damn it!) to match my 15mm collection, nicely sculpted with plenty of detail, and I found the “strips” approach ideal for massed ranks of musketeers.

The Scots cavalry however are unfortunately another matter: the cavalry on these sprues are badly sculpted to the point where I almost just discarded them and bought replacements from another manufacturer.

Or let me be more specific: the horses are fine, in fact are nicely done, but their riders are terrible.

Both lancers and pistoliers have very poor detail to the body and faces (much less detail than on the infantry) and, worse, each has this blob area of plastic with no detail at all where the front of the figure meets the horse…a poorly detailed coat can be compensated for with a cunning paint job, a blob area of plastic has either to be carved into shape or just ignored.

On top of the above, the lancers carry not lances but (presumably in keeping with the Scottish theme) cabers: enormous logs that have to be painted to show a useable lance or risk being seen as objects of derision.

I forgot to take any pictures of the figures before painting them (well, I didn’t think I would need to) but my fellow blogger from the Keep Your Powder Dry website (excellent site, highly recommended) has posted this one, above, that shows what I mean.

He does, however, go on to say that the figures look good from the side (which I agree with) and that these are an improvement on other Warlord Epic cavalry…which makes me glad I haven’t got any!

Being tight as the proverbial badger’s backside, however, and not wanting to spend any money on alternatives, I persevered, and produced one small unit each of lancers and pistoliers. They’ll “do” at the three foot range, but won’t be featuring in any close-ups!

To end on a positive note, the artillerymen, on the other hand, are great.

They have all the detail of the pike or musketeers strips, but as individuals. They were very easy to paint up, and their falconets (the one on the left in the picture above) and frame guns (the other two) are great.

So a mixed bag from the Warlord Epic Scots Covenanter range. Loving the infantry and artillery, not loving the cavalry.

FK&P AAR: Dick's Tower

Regular visitors will know that friend Rob and I are working our way through my The Siege of Norchester campaign book for For King & Parliament. We have completed five of the twelve scenarios so far, with a run of poor results leaving my Parliamentarians six victory medals behind overall.

Game six involves a Roundhead assualt on a section of the walls of Norchester that have been breached by Titan and the other siege guns: a section of the walls incorporating the so-called Dick’s Tower, a ruined tower where one of the King Richard’s was once supposed to have stayed.

As you’ll see in the picture, below, the Royalists are both defending the breach and have troops outside the walls…

View from behind the Parliamentarian lines after their initial move

My cunning plan was to use a couple of units to bottle up the enemy behind the walls whilst using the majority of my force to overwhelm, if only by sheer weight of numbers, his men outside, then turn back to the walls and use my again presumably superior numbers to defeat his troops there too. Think Napoleon at Austerlitz!

To his credit, however, Rob told me what he thought my plan was almost as soon as I started moving, so perhaps I should have said “obvious” instead of “cunning” when describing my plan!

Here’s a shot from behind the Royalist lines:

The Graveyard bottom left is just where we stored the casualty markers!

First action was on my left, where Rob rapidly advanced his cavalry in an attempt to keep my troops there from heading right to execute the first phase of my plan.

Two squadrons of Royalist Swedish horse hit the standard pike block on my far left, and although one squadron was destroyed, the other still threatened and my pikemen were on their last legs, meaning that my commander in chief had to move my reserve Dutch horse into a position where they could intervene if necessary.

My damaged battalia fell back and began to rally as the two cavalry squadrons met. Although Rob’s Swedish horse had the advantage of the counter-charge, the sheer weight of my Dutch horse coming down off the hill was eneough to eventually break them, and that side of the field was mine…but it had delayed the execution of my plan even if doing so cost Rob two squadrons of horse.

Roundhead commander staying out of the action: you can’t afford to lose your Commanding General in FK&P!

Meanwhile Rob had also moved his troops out from behind the breeched section of the walls surrounding the tower and started a rolling firefight with my three battalia of infantry there.

This firefight would continue for a couple of turns with neither side getting an advantage, although as Rob’s shot-heavy battalia would in due course be able to “double-shot” my men for longer than my standard battalia, I knew I needed to get stuck in on the right as soon as possible.

And so on to the right hand side of the field, where both sides advanced towards the muddy stream bed as quickly as they could: Rob’s men to block me from getting across, my men to get over the stream bed in order to deploy my superior numbers.

Although I did get over the stream bed first, a quick march from Rob’s infantry left two of my battalia isolated on the wrong side of the obstacle, but that situation was soon remedied, somewhat helped by the fall of the cards (FK&P has a playing card-based activation system).

Then it was just a matter of using my greater numbers to chew through the enemy facing me on the right flank. This I eventually achieved, then curling round to head back into the centre towards the rest of the Royalist foot.

By now I had won enough victory medals off the Royalists to win a standard game, but for this encounter there were actually three more victory medals in Dick’s Tower itself, so whilst the Royalists held the tower, they could keep on fighting…and did!

Things had been fairly even in the centre so far, with each side losing a battalia. A foolish charge by the blue-coated battalia against troops behind un-breached walls cost me the Colonel of the unit, but things were about to change dramatically as my infantry poured in from the right flank. My Dutch horse were also now threatening from the left.

Assailed from three sides at once the last remaining Royalists eventually gave way, leaving the tower and the last three victory medals in my hands.

A victory for the Parliamentarians which, once we’d totted up the points, brought me to within two victory medals of the Royalist running total. It’s now on to Mundaydean Lane to see if I can narrow the gap even further!

Painting Epic Scots

Friend John kindly gave me a couple of those Warlord Epic Scots Covenantor free sprues that came with Wargames Illustrated a few months ago, so it was time to get them painted and onto the table.

First up was a large unit of Commanded Shot. I decided to give them a natty pair of red trousers: not very dour but I fancied a change from Hodden Grey. The command figures came from Eureka: a bit taller than the Epic’s, but then you want some big men in charge!

As before, the epic slugs painted up very easily and were actually quite fun to do. In fact, it took me so little time to finish this lot that I went straight into painting a second batch, this time with more traditionally coloured trews!

The flags, by the way, come from Maverick Models. They are a simple Cross of St Andrew custom printed for me by Steve, the proprietor. The cloth effect makes them very simple to use (much easier than paper flags) and they end up looking very good indeed.

With two large units of Commanded Shot completed in record time, I could spare the effort to use some of the single figures on the sprues to produce three bases of Attached Shot: something to give my artillery a little better chance of survival on the battlefield.

These were obviously just like painting standard 15mm figures…they are nicely posed and I particularly like the chap priming his pan (front left on the right hand base).

Finally, although not Scots, or Epic 15mm scale, I also had a chance to paint up another Spear unit for my 28mm Venetians. These are Perry plastics and, as usual, a slight pain to build compensated for by the variety and realism of the poses that can be generated, and the ease with which they paint up.

FK&P AAR: Plumleigh Common

Those of you who have been following Rob and I’s play through of the Siege of Norchester campaign will know that so far my Parliamentarian have not been doing very well: I’m currently ten victory medals behind overall, so really needed a decent win at Plumleigh Common to put me back on track.

In this scenario, the Cavaliers are trying another assault on the Roundhead siege lines, but this time the Parliamentarians are ready for them, resulting in an all out battle.

The picture above shows the view from behind the Parliamentarian lines, with Norchester itself being top left. My plan was to advance my Borders Horse on the far right around the flank of the enclosed fields, block any advance of enemy infantry out of the enclosures, and strongly advance in the centre and win the battle there.

The Battle of the Enclosures

The first part of my plan was to drive the enemy horse back on the far right flank. Although our forces numbered the same, my troops were mounted on nags rather than the sleek chargers of the oppositiom, so I knew I needed to win quickly or have my cavalry blown for the rest of the game.

The Royalists helped my cause by attacking piecemeal, and soon I had the advantage:

Unfortunately that didn’t last, and the situation devolved into a back and forwards encounter that neither side seemed likely to win until Rob sent some infantry in to reinforce his cavalry.

This gave him a temporary advantage and, for the moment it looked as if that flank would be lost to me.

Back in the Centre

Meanwhile, back in the centre, I had advanced quickly forward. On the right side, I had no wish to advance against the Royalist infantry safe behind the hedges of the enclosure, so was happy just to block their exit. In the centre centre, I advanced forward quickly in order to gain the initiative. Both sides avoided moving troops into the ground between Norchester and my works: too swept by artillery to be safe!

Battle was soon joined, and a general melee broke out:

All was going well until a squadron of Royalist cavalry threatened the left flank of my line. Fortunately I had a unit of the Puritan Horse there against just such a move, so charged the enemy horse downhill, confident of victory.

Unbelievably, Rob’s cavalry made four saves against the attacks on them, meaning my men swept downhill and literally bounced off the enemy. To add insult to injury, the Royalist cavalry then counter-charged and sent my men fleeing from the field!

Luckily I had reinforcements I could move to protect the flank…well, to be honest, it was a battalia of infantry that had got stuck, unused, behind the main battleline, so it was good to actually have something useful for them to do!

The fighting in the centre was now intense, and I had already had to recyle one of my Scots Battalia: it was all going to be down to whose troops could last the longest.

My left flank was also looking problematic, and even moving some of the pioneers out of the siege works to help didn’t make a huge difference. In the scenario, pioneers are represented by Highlanders: very much a one-shot weapon and useless against the cavalry they were facing!

Endgame

The main line finally shattered in both directions at once: with one of my Puritan Horse units fleeing the field whilst another broke through. At the same time, the Pioneers distracted a squadron of enemy cavalry so much that they were pinned in place, unable to take advantage of their position.

It was still neck and neck but, suddenly, gloriously, my cavalry on the right wing, long forgotten about, decided to intervene and win the day.

Freed from the cavalry melee by the intervention of one of my Borders infantry battalia, who head soundly beaten the enemy infantry that had kept my horse pinned in place, the Scottish lancers crashed into the flank of an already disordered enemy infantry battlaia and smashed them from the field.

This, combined with all the losses taken by each side so far, and the fact that two of the Royalist cavalry squadrons left the field in pursuit, reduced Rob’s pile of victory medals to zero, giving me the victory.

It had been carnage on both sides: checking my pile of coins I saw that I had gained a four-medal victory, so combined we had lost 28 victory medals between us: the equivalent of around nine units or a third of the units depoloyed at the start of the game.

So, after five games, the Parliamentarians now trail by only six victory medals overall, and it’s on to Dick’s Tower for the next encounter!

FK&P AAR: The Battle of Stour Road

Friend Rob came up from Andover-area for the fourth game in our play-through of the Siege of Norchester scenario book for For King and Parliament. So far, my Parliamentarians have won one game and lost two, so I’m a few medals behind overall.

Today’s game features a Royalist attack on nascent Parliamentarian siege lines. The Royalists have got around the flank of the Roundheads with their cavalry and now prepare to sweep all before them…

The outskirts of Norchester can just be seen top left, parliamentarian siegeworks are top right

Royalist outflanking force

Parliamentarian mobs work the siege lines

As the Royalist infantry and cavalry moved in, the Roundhead Mobs moved into the siegeworks, and the ‘corner’ battalia of Border foot went into hedgehog:

moving in for the kill

moving in for the safety!

The first action involved two of the Royalist cavalry units combining to drive a Parliamentarian battalia from the field.

Unfortunately for the Royalists, as one of their cavalry units followed the fleeing infantry in pursuit, the event triggered the arrival of the Roundhead’s cavalry reserves, who promptly charged them in return, driving them from the table as welll.

roundhead reinforcements arrive: it’s the puritan cavalry brigade

The action then switched to the ‘corner’of the Parliamentarian line, where the battalia of foot were holding their own, unlike the pike-only battalia behind them, who were crumbling fast:

the corner of the parliamentarian line

in hedgehog

The Puritan cavalry had effectivly dealt with one Royalist regiment of Swedish-style horse, but didn’t seem to be able to polish off the other.

Meanehile, the action was hotting up at the ‘corner’ and, in the distance, you can see that Royalist infantry have now engaged and are beating up the Roundhead mobs (armed only with picks and shovels).

Puritan cavalry engaged…

…and in pursuit

The action at the ‘corner’ hots up

As my infantry was now under so much pressure, I really needed the cavalry to intervene.

Unfortunately, although one unit of Puritan horse continued their pursuit and swept the Royalist commander’s small unit of cuirassiers bodyguard from the field, it then disappeared off into the distance, never to be seen again.

Almost worse than that, my other unit of Dutch horse was still trying to deal with almost the last remaining Cavalier Swedish horse regiment: no matter what I did, the enemy horse just woudn’t break, leaving my men pinned in place!

With my cavalry thus neutralised, finally the pressure on my infantry became too much and they began to break.

A last ditch attempt by the chaps who had been digging the siege works failed to achieve anything either - their shovels and picks being no match for pike and musket - and the Parliamentarians were forced to retreat, leaving the Royalists in possession of the field.

A great game but another defeat for Parliament. Rob is now ten coins ahead overall: just about a whole battle in hand!

Onto to Plumleigh common: where we’ll see if these Royalists can stand up to the might of siege gun Titan!

Epic Scots Painted Up

I stopped buying Wargames Illustrated shortly after it turned into the Battlefront catalogue (a pity, as I have every issue of the old style magazine and still dip in and dip out of them on a regular basis) but, when I saw they had a free Warlord Epic ECW Scots sprue as part of the package, thought I’d take the opportunity to (a) give the new-look WI another chance and (b) try out the Warlord Epic Scots.

I hadn’t really interacted with any Warlord Epic figures up to this point: my collection is nearly all 15mm and thought of buying Napoleonics that were slightly but significantly smaller that what I have (the admittedly larger, more like 18mm AB range) didn’t appeal.

In fact, I’d always wondered what on earth Warlord were thinking when they introduced another unique scale into the wargaming world. Why not go 10mm or 15mm rather than something in between? Or were they trying to create a Hobby like GW?

Anyway, reading around, the Epic ECW ranges were supposed to be larger than the Epic Napoleonics, more like 13.5mm, so I was happy to give them a go. I duly bought my copy of WI and settled down to have a read and a look at the free sprue.

First impressions were good. A nice lot of detail on the figures and they certainly seemed a good size. They also looked like they would be quick to paint: no picking up lolly sticks with 3-4 figures on them, just bases of 10 figures a time…plus the fact that a percentage of each figure wouldn’t need to be painted as it was hidden by their neighbour next door.

The 10-figure blocks were a pain in one way, in that they don’t fit with my existing basing system, but I don’t have any Commanded Shot bases for my Scots yet (in fact, the army is positively short of muskets having several Pike Only battalia) so I thought I’d give four “shooter” blocks a go as an oversize Commanded Shot unit.

So, what do I think?

Yes, very nice really.

They were easy to paint: really detailed relief takes Contrast Paint beautifully, and they were as quick to paint as I thought they would be.

I added a command figure from Blue Moon’s 18mm range that towers over them a bit, and a standard bearer from Alternative’s Furiosa range who fits nicely. And a dog just for laughs.

The $64m question, of course, is how they would fit in with my other figures: mostly Peter Pig and Hallmark 15’s.

Well, the photo below shows the Scots and a battalia of English pike and shot side by side for comparison:

The height difference isn’t noticeable at all. In fact I think the Epic figures are 15mm from top of bonnet to foot and that the 13.5mm measurement is to their eyes.

They are obviously a little more densely packed than my usual basing system, but that won’t be a problem providing I’m consistent with deploying any Scottish Commanded Shot like this.

One thing: they are a bit slimmer front-to-back then their metal equivalents, almost on their way to being flats, but I’m going to put this down to a diet of good Scots’ porridge rather than anything else!

The price is also good. The sprue also contains four pike 10-man blocks and a smattering of singles, horsemen, artillerymen etc. Would certainly work out much cheaper than buying everything in metal.

Will I buy more?

Probably not…but only because I have loads of Scots already.

I do need some more Commanded Shot, however, so if anyone would like to donate a sprue they received with WI but don’t want, Comment or PM me at the usual address and I’ll quite happily take it off your hands!

Would I buy Epic if I didn’t have any ECW figures and wanted to get into the period?

Yes, I would.

I’d have a basing system that suited the 10-man blocks (FK&P is a very forgiving rule system basing-wise) and would quite happily have built a large collection of Royalist, Parliamentarian and Scots figures up.

So a big recommended from me, and I will certainly look at the other Epic ranges provided they are also 15mm equivalents.

They look even better from behind: the only direction I will ever see them from of course!

FK&P AAR: Munce's Wood

Friend Rob and I are playing through the Siege of Norchester scenario pack. After narrowly losing the first game, Tounton Bridge, my Parliamentarians would face the Royalists at Munce’s Wood.

A pack of Royalist-sympathising Clubmen have been caught by a much larger Roundhead force. Fortunately for the Clubmen, there’s also a Cavalier army in the vicinity. The scene is set for a clash at Munce’s Wood.

Royalists on the left, Parliamentarians on the right (Clubmen in the middle!)

With the opposition a bit fragmented, and with superior quality cavalry on my left, my plan was to advance strongly on my left and centre, holding back my weaker right flank. Hopefully the Roundhead cavalry would quickly beat the fewer Cavaliers in front of them and then be able to surl around to take the enemy centre, by then presumably locked in place by my central advance, in the flank.

That was the plan, but unfortunately my cavalry just couldn’t beat their Royalist foes back. The enemy was defending a hedge line, and a particularly sticky unit of Swedish horse just plain refused to give way despite overwhelming pressure from my Dutch troopers.

Not only that, but my troops in the centre fought so badly that I was forced to pull some cavalry from the left to reinforce my centre. Things were not going well!

Meanwhile, much to my surprise, my commanded shot and artillery on the right flank were holding their own against the Royalist horse.

My three weak units held up Rob’s stronger three units for the whole of the battle and, although I would eventually lose all three, that sacrifice was worth it to keep his horse off my right flank.

On the left, my Dutch horse were still trying to get over the hedge, but just couldn’t do so in the face of continued opposition from the Royalists.

With that flank stalled as well, the game would be decided in the centre.

Things were beginning to thin out now as various units on both sides had broken and fled the field. In the end it came down to who could keep fighting for longer, and unfortunately it wasn’t my troops!

The final act was for one of my few surviving battalia of Border Foot to smash through the enmy opposite them, but then be hit from all sides by other Parliamentarians. As a final act of humiliation, it was actually a unit of Clubemn - the very people we were trying to surpress - that dealt the coup de grace, and my command generally collapsed and routed.

So a second defeat for the Parliamentarians in the campaign to take Norchester. Let’s hope I have more success at Cadmore Hill, the site of the third clash!

FK&P AAR: Tounton Bridge

Friend Rob came over for a game of For King & Parliament yesterday and we ended up playing through the first scenario from the Siege of Norchester campaign pack.

For this battle, the Royalists need to keep possession of a bridge near the hamlet of Tounton, with the Parliamentarians obviously needing to wrest it from them.

Tounton Bridge is to the left

The Royalists, under Sir Edmund Dexter, were in four brigades. There was a small brigade of Swedish Horse on each wing; and two brigades of foot in the centre, one of which had not seen battle before. Out front was Rankin’s Forlorn Hope, at back were Miller’s Guns.

Facing them were the Roundheads under General Thomas Dread-Naught. Core to his force was a large brigade of Puritan Horse under Colonel Kill-Sin Rhapsody: you can see God’s light shining on them as they enter the field in the picture above! The rest of his men were trawled from the border regions: a brigade of foot, one of horse mounted on steeds really only fit for the knacker’s yard, and a small brigade of tartan-clad men from further north. A rag-tag force maybe, but plenty powerful too.

The action opened with a general Parliamentarian advance against the largely static Royalists.

In the centre, the Royalist Forlorn Hope was dealt with fairly easily, but on the Roundhead right wing, one squadron of Royalist horse dispersed the Border Lancers without difficulty. This left them facing a wood full of Highlanders, but their blood was up and they charged in regardless of the terrain. The Highlanders, supported by some Mounted Pistoliers resisted the charge and that left a stalemate around the wood that lasted for the rest of the game!

Behind this action, however, another unit of Pistoliers had flank charged and dealt with the other squadron of Royalist horse, leaving the Scots to head north towards the rear of the rest of the Cavalier lines and the bridge, albeit on blown horses.

Meanwhile, on the other side of the field. Colonel Rhapsody was leading his Puritan Horse to disaster. Two of his squadrons tried an outflanking manoeuvre on the far left wing, but the Cavalier horse near them proved too fleet of foot: one unit neatly hopping the hedge, turning to face, and then charging furiously into the Puritan’s rear. Two squadrons of God-fearing cavalry got to meet their Lord sooner than they expected!

Onto the centre, where the Parliamentarians had moved forward and thrown their line into a general engagement. The Royalists moved to meet them, then retreated, then moved forward again, musket fire and the shouts of charging pikemen drowning out the cries of the wounded, and this indecision allowed the Roundheads to open a gap in the Cavalier line.

Ideally they would have had cavalry ready to exploit the hole, but the rest of the Puritan Horse was stuck on the left so it was up to some commanded shot to move forward and begin to outflank the Royalist line.

Meanwhile the Roundhead Borders/Scots horse that had broken through on their right had slowly (blown horses puffing and panting their way forward) managed to get around the rear of the Royalist position. Trotting past some enemy Commanded Shot who were happy to keep hiding in Tounton (the unit just wouldn’t activate despite the fact that the Roundheads were a sitting duck!) the Scots, much to their surprise found that they had taken the bridge. Surely the battle was now decided?

It was not, however, as simple as that. Yes, the Royalists were reduced to one coin, and the Parliamentarians technically had the bridge, but the Roundheads had lost an awful lot of cavalry and were also down to one coin. It was sudden death time!

Earlier in the game: the roundheads advance to contact

The Roundheads were pretty convinced that they could destroy the Royalist unit on the right - it was already disordered and surrounded on three sides - they just had to survive the next turn in order to do so. This was when the Royalist Commanded Shot that had been skulking in Tounton finally got their act together, moved out of the houses they had been sheltering in to a position from which they could fire onto the flank of the Scots horse, who had moved off the bridge to cut down the Royalist gunners from behind.

The double-shotted volley rang out and the Scots horse disintegrated! This was too much for the rest of the Roundheads, and rather than push forward to victory, they began to retreat. Moving back onto the bridge, the Royalists had won the day!

Enemy horse? What enemy horse?

The bridge taken.

Enemy horse? What enemy horse? All we can see is two lone scotsmen officer-types!

Totting up the points, the Royalists had won a narrow victory 16:14: snatching victory from the jaws of defeat! It had been a cracking game, with the advantage swinging backwards and forwards throughout. On to Munce’s Wood for the second game in the campaign!

Untried Royalists (the yellow meeple) await the Parliamentarian onslaught!

FK&P AAR: Muscovites and Scots

John and I fancied a game of For King & Parliament, but I didn’t fancy using straight ECW armies. Eastern front was a possibility, but I didn’t fancy using the Cossacks, which meant my only complete army was the Muscovites, but who to fight against them? Step forward the Scots and we were good to go, albeit for a rather odd if contemporary mash up!

I would play the Muscovites and, incredibly considering the amount of horse I had, immediately lost the initiative and had to start deploying first. My plan was to put most of my cavalry on the right and win there whilst my infantry held the centre and left, then swing my victorious cavalry into the rear of his infantry once they were fully engaged with mine.

Only potential problem was that I didn’t have much infantry, so had to use a brigade of Reiters (heavy horsemen) in the middle to fill a gap.

The Scots read my cavalry deployment superbly, and placed their large cavalry brigade opposite them, meaning that not only were my Tatar light cavalry immediately wrongfooted (I wanted to sneak them round the flank but their way there now led through some Scots Pistoliers) but my National Cavalry were squashed up behind a windmill! C- could do better for deployment!

Lots of lovely Muscovite horse, but they’re not quite in the right place

As battle commenced, the Scots hung back: advancing only their Highlanders on my left and their cavalry on my right. I quickly led my entire army forward except for the Servant Cossacks and Border Dragoons on my far left: I didn’t fancy mixing it with some mad Clansmen!

I also attempted to sort out the mess on my right flank by getting one of the brigades of National Cavalry to swap places with the Tatars: what a mess!

The aforementioned mad clansmen

Swapping two brigades of cavalry over is not easy

Fortunately John’s Scots had a fit of the slows, and I was able to get my horse sorted out and push forward to start the engagement that should sweep the Scots cavalry from the field and thus fulfil stage one of my cunning plan.

Meanwhile in the centre, the main body of Scots infantry had finally started moving forward. My Reiters headed out to meet them, but as I didn’t fancy charging well-ordered pike blocks, my cavalry turned around and retreated before any significant action took place.

The enemy were now effectively advancing in echelon towards me, which suited me fine as it gave my National cavalry more time to win on the right. The only trouble was that the Scots horse were proving hardier than expected!

The cavalry melee on the right went on and on, and I just couldn’t seem to break the Scots donkey-wallopers!

This meant that the Scots infantry were able to advance on my line and a series of sporadic firefights and melees broke out. My Reiters were still able to outpace the advancing Scots, but my Soldats and Border Dragoons were not so fortunate. A good thing, however, was that my Tatars had now managed to slip through the enemy line, going over the crest of the hill through the grounds of the windmill.

Finally, however, the Scots horse broke, and my cavalry were able to turn and head to the left. The Tatars led the way, forcing the nearest Scots pikemen into hedgehog. My heavier horse cantered past the spikey beasts and then curled round and slammed into the rear of the units next to them. At the same time my Reiters now charged forward meaning the Scots were caught front and rear.

Once the surviving Muscovite heavy horse got into a position on the flanks and rear of the enemy line, the battle was really all over for the Scots. I won’t describe every moment of the roll up: suffice to say that it got very bloody very quickly, and once one or two of their pike blocks had broken, the domino effect soon had all their troops fleeing for the safety of the Glens!

It hadn’t quite been a text book victory: too much had gone wrong with my initial deployment, meaning that my left and centre had only just held out for long enough to let my right wing do what they did. Had the Scots been even a little quicker off the mark on their left and centre, then I would have lost the battle there before my National Cavalry had even dealt with the Scottish horse.

ECW Scots Lancers

Another lot of figures rescued from the depths of the lead mountain: a unit of Scots Lancers for the English Civil War period.

What I usually find is that I get into a new period or army and fanatically paint enough figures to enable me to get it onto the tabletop as soon as possible.

As I’m doing that, however, I add more units to my core, initial purchase as I think about all the different variants I could play. These, new, purchases generally go to the back of the queue and, as my initial surge wears off, get relegated to the lead mountain as I switch from painting the army to playing with the army. Painting-the-same-uniform-a-million-times fatigue also sets in!

So here is a unit of Covenantor lancers that were initially bought a couple of years ago when I first started putting my ECW Scots together. It was actually a pleasure to paint them. The lancers are 15mm figures from Khurasan, with a Peter Pig command figure. Paints were from the Contrast range, with the horses actually painted in Fyreslayer Flesh!

Time for another game of For King and Parliament

FK&P AAR: Tounton Bridge

Friend Bevan wanted to play some more ECW battles, and as we had exhausted all the scenarios I had written for the Marlowe to Maidenhythe scenario pack, it was time to get the quill out and write a new one.

The background is simple: the Royalists are withdrawing into a walled town but need to cross a bridge to do so. Sir Henry Carlyle therefore volunteers to hold the Roundheads off from the bridge whilst his comrades make their retreat. His opponent is Sir Edward Dexter, leading a force of men from the Borders supported by a brigade of Puritan horse (commanded by Colonel Kill-Sin Rhapsody) and some rather uncouth Reivers.

View from behind the Parliamentarian column. The bridge is just behind the village.

This turned out to be one of the best games of For King & Parliament we have ever played, with the luck being evenly split all game and the result in the balance right to the last moment.

The Royalist Forlorn Hope opened the game by deciding that their position was not just forlorn but actually untenable. They were also blocking the fire of the Royalist artillery. They therefore retreated behind a nearby hedgerow to await developments.

The Roundheads took their time to shake out from column into line, with the Puritan Horse performing various convoluted evolutions to end up heading across the battlefield on the far left Roundhead flank. The Royalists watched all these developments with interest from behind their hedgerows, but eventually decided that something needed to be done about the Puritans, so dispatched Col Shaw’s Swedish horse to deal with them.

Parliamentarians shake out their line

There are an awful lot of Puritans!

As the Parliamentarian pike in the centre of the field approached the Untried Royalist “Just-Raised” brigade, the Cavaliers opened fire at long range and promptly disordered themselves due, presumably, with their surprise at how loud their guns were! This was a right pain, and would dog me for the rest of the game as I never had a spare moment in which to try and rally them.

Meanwhile, however, one of Shaw’s horse units had sprung forward and smashed a squadron of Puritans straight off the field: the first time we could remember a 3-hit Dutch horse unit succumbing to a 5-card attack in one go. The other unit didn’t do quite so well though, ending up even-stevens on one disorder apiece.

The Royalist centre-right scares itself silly!

Some initial success for Shaw’s horse

As all this was going on, some nag-mounted Parliamentary Pistoliers from the Border regions rode forward, survived the long-range fire from some of my Commanded Shot, and then promptly charged them and dashed them from the field. Not good, especially as this left a big hole in my line right in front of my guns. Worse, those very same Pistoliers survived flank fire from one of my veteran Battalia. Surely my guns were now toast!

Gulp!

Most unusually, however, the guns actually worked for a change, and blew the Pistoliers away. Crisis averted.

Meanwhile, the main melees rolled on:

Here’s a look at the whole battlefield. Note how I’m desperately trying to get a horse unit over from my left hand side to help shore up my centre and right!

Things now started happening in rapid succession (too fast for many pictures).

My two units of Swedish horse on the right finally succumbed to the four units of Dutch horse they faced, but they had down a good job in holding them off for so long. One unit of enemy horse came forward and threatened to turn and hit my infantry line from behind, but those reinforcements I’d moved across blocked them.

Then, in the main melee, one of my Untried units gave way, but this allowed me to turn the Battalia directly under command of Sir Edward onto their flank and destroy them. That gave me access to the flank of the main Parliamentarian line, and I took full advantage and destroyed another enemy Battalia.

The battle reached its climax

This left both Bevan and I on three coins each i.e. the first person to lose another unit would lose the game. There were also two combats underway: my reinforcements versus the enemy horse, my triumphant Battalia against some enemy Commanded Shot.

I chickened out of sending my Swedish horse in against his Dutch boys (the photo above left is actually from slightly earlier so my horse had become blown by now, which meant two cards versus two cards with death to whoever lost) thinking that I would charge his Commanded Shot from the field but, as you will see from the photo above right, I drew an Ace which meant my lads wouldn’t charge home.

Bevan then turned his Commanded Shot towards me and opened fire: two Nines, no Saves from me, Battalia and game lost!

Aftermath

An absolutely terrific game of FK&P: tactical challenges, extreme but even luck on both sides, and a succession of notable events: Swedish horse bashing Dutch horse from the field; three Untried Battalia disordering themselves; the guns surviving a frontal charge by blowing their enemy away; a succession of flank charges; reinforcements rushed from one side of the field to the other just in time to charge an outflanking enemy units; and, of course, everything coming down to the last combat.

Epic stuff, and I’m now inspired to write Scenario #02!

Robert Avery

More Bits and Pieces

Whilst I’m still waiting to find inspiration for my next major project, I thought I’d finish up a few bits and pieces from the lead mountain.

First up are a couple of Gallant Gentlemen for my Scots Covenantor ECW army:

Wallace-sized. The real one, not the shorty Gibson effort.

These are 18mm figures from Blue Moon’s new Scottish ECW range, and lovely figures they are too.

I bought these as a test to see how well they fitted in with my existing collection as I still can’t get the hang of whether 18mm figures are actually large 15’s, small 20’s or a scale all of their own!

With these, however, there is no doubt: they are too big to fit in with the Hallmark (via Magister Militum), Peter Pig and Khurasan models that form the main part of my 15mm ECW forces.

That said, a couple of comparative giants as Gallant Gentlemen fit right in with the concept of the GG, so I am very happy to have these two fearsome warriors on board!

As I said: lovely figures, but 18mm, so highly recommended if you want to field an 18mm ECW Covenantor army, but not if you want to field one in 15mm.

Next up was another general for my Classical Indians:

May the Fourth be with you!

These are more figures from Museum Miniatures excellent CAD-designed “Z” range of Classical Indians.

I’m always being told that I should field four generals when playing To The Strongest at 130 points. Now, with these, I can…and I actually needed a more cavalry-orientated commander for the later Indian armies anyway: by the time you get into the ADs, chariot-mounted generals are so yesterday!

Finally, I’ve had these undercoated on my painting table for, like, forever (as Daughter #2 would say).

Thundercats are go!

These are more of Khurasan’s excellent Felids mounted on jetbikes. I already have a couple of squads worth, so can now field a platoon.

These new versions are painted with GW Contrast Paints, and it’s interesting to contrast them (did you see what I did there?) with how I painted their predecessors:

Both look really good, but the old-platoon were painted with the base coat/wash/highlight method (i.e. each figures was picked up three times per colour) whereas the new ones, with the Contrast Paints, are only one coat per colour i.e. each figures was picked up only once per colour.

You can decide which is better!

FK&P AAR: McCleod's Odyssey

With my Rabble bases now painted, it was time to have go at scenario #10 from the Marlowe to Maidenhythe scenario pack: McCleod’s Odyssey.

In summary, the Scots who have featured as mercenaries in previous scenarios in the campaign are making their way home, but run into a force of Militia backed up by locals who want a word, shall we say, about the Scots’ behaviour as they went south.

It’s a standard encounter battle, with both sides directed to get stuck in as soon as possible.

The Scots, to the right, approach the village of the Gappe, held by the Militia and local folk

Deployment

The Scots placed their Highlanders on the left, opposite the rough and more enclosed terrain, their artillery and pike only units in the centre, and their standard battalia on the right. In reserve were their horse: a unit of poorly mounted pistoliers and a unit of poorly mounted lancers.

The Militia occupied the Gappe: infantry battalia in the centre, Swedish horse on the left and Dutch horse on the right. The three units of Rabble were on the far right, facing the Highlanders.

The Battle Begins

My plan was for my Highlanders to deal with the Rabble then sweep in to the Gappe from the flank. Bevan, my opponent, however, was up to all my tricks, and moved his Dutch horse to the right of the village, threatening the Highlanders’ flanks.

At the same time, the enemy Swedish horse moved out to their left. Not wanting my day ruined by the sudden arrival of cavalry on my right flank, I moved the Scots horse to counter: you can see them top left in the picture below.

Finally, my main infantry units moved forward…but my pike-armed battalia decided that they had walked far enough and just about refused to move.

Everything then seemed to happen at once.

On the left, two of my Highlander units were charged, as predicted, by the enemy Dutch horse, with both surviving the charge but becoming disordered in the process. I struck back and, incredibly, one unit of Dutch horse was double-disordered and had their Colonel wounded.


This was a great opportunity for a game-winning opening clash but, try as I might, I just couldn’t find a way to break the enemy horse and would now have to suffer the fate of all loose infantry attacked by large numbers of close formation horse!

Meanwhile, on the other flank, my horse and the enemy Swedish horse now faced each across one of the fields outside the village.

A victory for the Scottish horse, despite their manky mounts, but now they would Pursue their fleeing enemies from the field unless they stopped and rallied.

As these actions were happening on the flanks, my centre moved forward, me seeking an advantage by overlapping his left wing.

Mid Game

After the initial clash, I had won the right flank but was about to lose my left flank: the Highlanders were outnumbered 5:3 and could do nothing except take the charges from the Dutch horse.

One unit of Highlanders crumbled and fled, leaving a gap through which one unit of Dutch horse could pour. The enemy horse pursued for a bit, then rallied and headed into the big open space behind my centre. All that was in front of them was my guns, and although I managed to disorder the horse and wound the General with them with some startlingly accurate artillery fire, I was soon overrun.

Meanwhile, another of my Highlander units had gone, leaving the third in a dire situation.

Meanwhile, the two centres were fighting it out but, despite having superior numbers, a bit of bad luck meant I was losing.

If my cavalry didn’t return soon, I was going to be out of victory medals!

End Game

The left side of my centre was now beginning to crumble as well as his successful right wing started to curl in on me.

We were both down to a handful of victory medals, with enough units at double-disorder to settle the matter one way or the other if they broke.

My pistolier horse quite their pursuit and crashed into the left side of the enemy battalia in the right hand building. That pike unit broke, and the advantage was momentarily mine, but then my pike-only unit in the centre of the field (bottom left in the pic above) went, and we were evens again.

It was down to whoever lost the next unit and, finally, my last unit of Highlanders could take no more: they had been fighting front and flank for three turns now, somehow hanging on…and that was the last of my coins gone!

The day was lost: but it had been an epic battle that, once again, had come down to a could-go-either-way climax.

Afterword

My big mistake was to let my Highlanders get into combat with Dutch horse: I should have retreated to cover if I could. That would have meant I went into the more successful clashes on the right and centre without having haemorrhaged victory coins on the left.

A great game, however, whatever the result.

ECW: The Mob!

Finally managed to actually finish some painting: four bases of Rabble for my ECW armies and a coach & horses model to provide an objective or battlefield colour.

Let’s start with the coach:

This an Essex Miniatures model, with outriders from Peter Pig. It is a lovely, chunky bit of kit, and not too complicated to build.

That’s not to say it was easy (it wasn’t, and there was a lot of Superglue involved, most of which ended up on my fingers) but it was easier than the Magister Militum version that I bought at the same time. That arrived with no wheels, and had so many teeny-tiny fiddly bits that I eventually gave up trying to build it at all!

The problem for both is the way that the coach part is supposed to “float” above the carriage bit, hanging from the suspension springs that attach to uprights from the carriage. If you look at the picture above, that odd bit of blue above the rear wheels (don’t understand how that ended up there: there’s no blue on the model!) is where the suspension spring attaches to the upright. On this model, the suspension springs are very cleverly part of the main coach body, bending out from it at whatever angle you need them to. On the MM version, you had to build each part bit by bit i.e. tiny bit attached to tiny bit attached to tiny bit. I’m sure a better modeler than I would have coped, but it was too much for me.

As you’ll see, I based the model to fit with how I’m going to use it when playing the grid-based For King & Parliament rules. The team is separate from the coach, so when the coach is in a square on its own or with nothing in front of it, I shall put the team on the table; and if there’s no room, I won’t. It seems a bit odd, but works without having to use one of my double-deep bases to fit the coach and team on in one, which would then prevent me putting another unit into the same square.

The Mob

You need some Rabble bases for three of the scenarios in my newly published Marlowe to Maidenhead ECW scenario book, so I thought that I’d better finish the ones that I’ve had part-finished for some time.

The figures are a real mixture. There are all the civilian figures I could find from Magister Militum’s Hallmark range; there are the Peter Pig clubmen and peasants; there are the Peter Pig plague doctors (I had to find a use for them somehow!) and then there are a few carefully chosen “specials” from Minifigs’ ECW range. All in all, a wide variety of poses that look properly mob-like.

I always think that it’s difficult to get a good looking Rabble base, and I’m still sure of that now. These are okay, and will do, but they don’t look at good as, say, the equally-mob-like Highlanders that I painted for my Scottish ECW army. On reflection, rather than going for a wide variety of colours, I should have decided on a very simple colour scheme and used that for all the figures, making allowances only for what they are wearing.

Well, looking at them again in the picture above, maybe they don’t look as bad as I thought. Let me know what you think via the comments.

Oh, and that is a single Minifigs Highlander out front: a Gallant Gentleman for the Scots.

More Scottish Pike/Warbases Deliver!

Here’s another unit for my 15mm ECW Scots Covenanter army: a second pike-only battalia.

The fine-looking pikemen are from the Hallmark range via Magister Militum; and the command figures are Peter Pig. These are painted mainly with GW Contrast Paints, with just the metalwork being normal acrylics.

As regards everything else, the flag is a custom order from Maverick, the pikes are from Northstar, the heather is from Boontown (see yesterday’s post for more) , the base is from Warbases (see below for more), and the flock is from Hobby Round.

Warbases Deliver!

The story so far: a load of lockdown loot ordered from eight different manufacturers/suppliers last Sunday. On Wednesday, Boontown won the race to be the first to deliver, and yesterday the ever-reliable Warbases came in second with my order of vehicle bases (which I use for 15mm elements such as the pike, above) and a packet of command bases.

So far, therefore, we have:

  1. Boontown (3 days)

  2. Warbases (4 days)

Pretty impressive stuff!