Sep 102012
 
Map for "Win more wargames episode 2: Coinville"

The 8′ x 6′ table layout. You can of course adapt this somewhat to suit your own playing surface and available troops, but the ratio should be kept at 2:1.
CLICK ON IMAGES TO SEE ENLARGEMENTS IN NEW WINDOWS

Regular visitors and Battlegames readers will be familiar with my fondness not only for the eighteenth century, but also for what are nowadays known as ‘imagi-nations’ in particular. Elsewhere on this site you will find that I was writing about this kind of wargaming, inspired by Charles Grant’s The War Game, back in the early and mid 1980s, when most wargamers regarded such excursions outside the mainstream as very peripheral indeed.

However, in these new and, pardon the pun, Enlightened times, when dozens, perhaps even hundreds of wargamers discuss their own fictitious creations on forums and run their own blogs, it seemed entirely logical to me to use such a setting for the lectures delivered by Brigadier Heinrich von Westfelsen, loyal servant to His Most Imperial Majesty King Ludwig of Prunkland, hero of my very own Wars of the Faltenian Succession that featured in issues 1-12 of Battlegames.

There’s a serious side to this decision. By removing tactical and strategic scenarios from a strictly historical context, it prevents bias and potentially controversial interpretations of the role, importance and efficacy of certain real historical armies, highly charged as they can be in political and historical terms. It comes as no surprise that modern armies learn to fight as ‘Blue’, ‘Red’ or ‘Orange’, focusing entirely on the practical problem at hand – as, indeed, did H G Wells in Little Wars.

And so, I decided that I would present a series of tactical, grand tactical and strategic tutorials, if you will, as a series of lectures delivered at the entirely spurious Biebersfurt Staff College in Schloß Löwenkopf. Biebersfurt is, as those who paid attention will know, the capital of Prunkland, and is playing host to the top brass of several of the imagi-nations that I first invented over 30 years ago, plus a few visitors besides.

Another important aspect for me was to present the scenarios as a logical and expanding narrative: in other words, to have each scenario linked to the previous and following ones, forming a natural progression that can be read as a campaign. Not only, I hope, will this make the series more coherent, but also more entertaining, as the fate of particular commanders and units can be followed as each act progresses to the next.

Troops of the Gateway Alliance parade beside Coinville on Henry Hyde's wargames table

Troops of Iain Burt’s Gateway Alliance, under the command of General E Plastered (pronounced Pl’stard) parade beside Coinville whilst awaiting the arrival of their Granprixian paymasters.

Finally, my hope was that a series of articles written in this way would give me an excuse to get my own toys out onto my sorely under-used wargames table, in the company of a variety of visiting generals – or occasionally even solo – to playtest the scenarios!

Hence, last weekend, I played host to Iain Burt, known to the denizens of the WD3 forum as Essex Boy. He brought with him his beautifully-painted troops of The Gateway Alliance, all 30mm metal Spencer Smiths from their War of the Austrian Succession range. Their numbers, for the purposes of this game, would be fleshed out with Granprixian bluecoats from my own collection of vintage Spencer Smith plastics. Facing them across the field would be more Spencer Smith plastics, some Grenouissian and some Prunkländisch, and a clutch of vintage 25mm Minifigs forming the famous von Kleidermacher Jäger, armed with rifles and ‘Schweinsfeder’.

Part of the conceit of the series is that the scenarios are ‘re-enacted’ by various imagi-nation armies, so this hotch-potch of miniatures suited this aspect just fine.

So, let’s set the scene and see how the game went. We used, by the way, my own Shot, Steel and Stone rules that will be included in my forthcoming book and, if there’s enough interest, also as a stand-alone ruleset in due course.

You will find a full explanation of the salient points on the map in issue 31 of Battlegames.

 

Coinville: the Game

Iain arrived at lunchtime on Saturday and we proceeded to complete the layout at a leisurely pace. The banter and conviviality that accompany a wargame are very much an aspect of the hobby that Iain and I both enjoy, which is why choosing your opponents carefully is so important. This build-up included an exclusive photoshoot of Iain’s delightful miniatures for the Spencer Smith website (the images have been forwarded to Peter Johnstone).

Iain hadn’t seen the details of the scenario before he arrived, nor had he had the benefit of Brigadier von Westfelsen’s (ahem) wisdom, espoused, as you will see, in the article accompanying the map in the magazine. What was remarkable was how closely Iain followed the advice the article contains! I’d like to think of that as vindication of my theories, though you may disagree – and that is, of course, the point of the exercise.

The initial dispositions, looking north

The initial dispostions, seen from behind the Petite Colline on the Grenouissian left (western) flank.

With the two armies arrayed, we began by rolling dice to see which side had the initiative. In my rules, the players can choose whether to make this roll just once at the beginning of the game (which we did), resulting in simple IGO-UGO, or every move (which might, of course, lead to a player having two consecutive turns). I should add that SS&S allows the non-active player to respond ‘out of turn’, such as being able to countercharge, evade and/or shoot at an enemy charging at them. I won the die roll, and we were off.

The simplest way to recount events is to look at the action in the three sectors: the west, around the Petite Colline; the centre, around Felix’s Farm; and the east, in the broken ground to the south of the town of Coinville. Refer to the map to see the troops garrisoning these areas. Where I refer to left or right, these refer to my own viewpoint, meaning west and east respectively.

Grenouissian hussars clash with the Dengie Dragoons

Grenouissian hussars of Monsieur le Carriere’s Regiment clash with the Dengie Dragoons, hurling themselves into the fray despite being heavily outnumbered.

Iain opened his attack on my right with chasseurs à cheval (his Dengie Dragoons downgraded to light cavalry on this occasion), followed by a battalion of Granprixian infantry in column in support. His cavalry sounded the charge and crashed into my squadron of Monsieur le Carriere’s Hussars stationed on my far right flank beyond the hills. The hussars put up a stiff fight despite being outnumbered 2:1, but were eventually forced back by weight of numbers and on turn 4, fell to below 50% and were forced to retire. Iain decided to advance his chasseurs to the far south east corner, where they turned to face westwards, thus threatening a move to my rear. Things did not turn out quite as he planned, however, as we shall see.

The Gateway Alliance's Game Keepers tackle von Kleidemacher Jaeger

The Gateway Alliance’s Game Keepers, armed with rifles, tackle the similarly-armed von Kleidemacher Jäger ensconced in the woods.

Meanwhile, Iain also advanced his nearby light infantry (The Game Keepers, resplendent with feathers in their hats), one company assaulting my von Kleidermacher Jäger in the woods atop the hill. My Prunklanders held, much to Iain’s annoyance (the melee dice roll gods were certainly with me this day), but were eventually overwhelmed on move 3. Iain’s light infantry then turned to assault the Bois de l’Est, where the pattern was repeated – his initial assault bounced off (an event greeted with some choice epithets from General E Plastered), but by game end on move 6, my Jäger were forced to retire, at which point his exhausted light infantry were able to emerge from the woods and join the assault on the redoubt.

Staying with my right flank for the moment, let me remind you that a battalion of Granprixian infantry had been following Iain’s Dengie Dragoons on the eastern flank but, by dint of a couple of poor command rolls, were struggling to keep up. Nevertheless, I reckoned that their advance, coupled with seeing my squadron of hussars outnumbered in melee and the elimination of the two companies of my Jäger on the hill, was sufficiently ominous for me to deploy my lone reserve battalion of line infantry – Regiment von Schmidt, as it happens, playing the part of a Grenouissian unit – to face the threat. Wheeling to the right, they headed for the southernmost hill, intending to deploy into line.

Their progress was impeded not only by the difficult terrain, but also by a poor command roll (which had the effect of slowing their advance – above average command rolls increase move distances). By the time they reached the hilltop, not only had my hussars been forced to retire, but the Dengie Dragoons were also in the south-east corner, threatening my flank. I therefore deployed the rightmost company facing them, creating a ‘crocheted’ flank, which met with generous applause from my opponent. The remaining companies, however, facing north-east, found themselves observing a gloriously dense target from the heights, in the form of the Granprixian column.

Regiment von Schmidt opens fire

Regiment von Schmidt opens fire with a first volley which swept away an entire company of Granprix’s 1st Mosqueteros advancing in column towards them.

Well, it would have been rude not to, wouldn’t it?

A first volley crashed out. It was long range, but with so many men packed together, almost every bullet found a mark, and Iain’s saving throws were as ignominious as mine had been magnificent all day. Down went seven figures, making more than one unsaved hit per base, which triggers a reaction test in my rules. Needless to say, the ill-fated battalion turned and fled!

von Fernschuss Artillerie defend the redoubt

Von Fernschuss Artillerie defend the redoubt at Felix’s Farm, taking a heavy toll on the Argent Street Fencibles.

Let us turn our attention now to the centre, where the gunners of von Fernschuß Artillerie in the redoubt, here playing the part of Grenouissian gunners, blazed away bravely, causing significant casualties to the  Angel Street Fencibles advancing towards them in line; but Iain sensibly concentrated all his artillery fire on the redoubt, whittling away at my gunners and, by the end of his move 4, the last of Grenouisse’s guns fell silent, saving his infantry from a close-range canister ordeal. (I should point out at this juncture that I granted Iain a revision to the scenario as it appears in the magazine, to wit, his 6-pounder and 8-pounder batteries were permitted to switch position, because we discovered that under my rules, the 6-pounders would not quite have been able to reach the redoubt!)

In the centre, the Gateway and Granprixian infantry advanced in line, complying pretty much exactly to what I’d anticipated in my article. The companies of battle-hardened veterans from Das Erste Regiment zu Fuß (Von Eintopf), garrisoning the farm, did brilliant work, blazing away at oncoming lines. As pressure mounted, the reserve companies behind the farm were redeployed, one to reinforce their comrades within the beleaguered farm, the other two hastening to save the guns in the now vacant redoubt and thereafter to defend the earthworks against the oncoming enemy tide.

Regiment von Eintopf defend Felix's Farm against a massive assault

Regiment von Eintopf bravely defend Felix’s Farm against a massive assault by combined Gateway Alliance and Granprixian forces, throwing back attack after attack.

The tension was palpable as volley after volley was exchanged and men rushed the walls, only to be thrown back. Conversation was clipped as dice rolled across the sward, coming to rest with results good, bad and indifferent. “That’s five hits on Von Eintopf!” “No worries, I’ll save those…” [Dice clatter.] “Hah! Four saves!” “Aaargh! You swine!” The tide of combat ebbed and flowed, with my favourite unit hanging on for dear life as the enemy’s infantry aimed to smash their way through by brute force; their forward momentum was thrown into chaos when the assault of the Granprixian 2nd Mosqueteros was hurled back with heavy losses, their flight disrupting the combined grenadier battalion following them in the process and thereby preventing them from reaching the walls. A thin smile could be seen crossing the lips of His Royal Highness, Prince de Lyonesse.

On the far left flank, the second squadron of Monsieur le Carriere’s hussars forced Iain to think hard as he advanced his own large regiment of Mardyke hussars towards the Petite Colline, followed by massed heavy cavalry (Theobald’s Cuirassiers, fighting without their breastplates today). On move 3, I pitched my light horsemen downhill into the enemy and an almighty series of cavalry melees began, in which M. le Carriere’s dashing horsemen held their own initially, but were eventually overwhelmed by sheer numbers. Whilst the remnants of my hussars retired, Iain decided to form column of twos with his light horsemen and move round the west of Petite Colline along the riverbank.

Meanwhile, Iain intended to wheel Theobald’s Cuirassiers over and to the east of the hill, but on move 5, his dice luck reached its nadir as he rolled a complete blunder (a double 6 followed by a 6) with his general and his plans ran aground. (In such circumstances, not only is movement reduced, but the fighting ability of the troops under his command is also affected.) Taking advantage of this, one of my dragoon squadrons managed to charge in against the befuddled Gateway heavies, and fought bravely against overwhelming odds, stymying Iain’s plans.

The Grenouissian dragoons charge into Theobald's Cuirassiers, stopping them in their tracks.

The lead squadron of Grenouissian dragoons charge into Theobald’s Cuirassiers, stopping them in their tracks, whilst their comrades turn to guard the left flank, unwittingly exposing themselves to incoming artillery.

My other squadron of dragoons had a much worse fate, however. They had swung round to face my left flank, waiting for his outflanking hussars. But, once my artillery in the redoubt had been silenced, Iain cleverly turned his battery on Hergèste Arête on this squadron, catching them in enfilade, and they suffered terribly, roundshot ploughing through their ranks. I was very annoyed that I had allowed this to happen – a salutary lesson in the unfortunate consequences of allowing your focus to become fixed on what’s going on right in front of you, rather than standing back and looking at the whole picture. It was my only major error of the whole game, and it could have proved costly, so I count myself lucky that Iain wasn’t able to exploit the situation. While this was happening, the Gateway 6pdr battery (Ellis’) limbered up and began to move south east.

The Grenouissian battalion stationed at the southwest corner of the farm – none other than the Brionne Fusiliers who had played such a vital role in the previous scenario – blazed away at the approaching infantry, getting in a couple of respectable volleys before they started to take casualties in return. They began to wheel backwards, their rightmost company anchored on the farm wall, to face the increasing threat from the flank. The movement imposed a penalty when shooting, but I reckoned this a worthwhile trade-off.

Overhead shot of the fighting around Felix's Farm

An overhead shot of the titanic struggle around Felix’s Farm, with Regiment von Eintopf, assailed on three sides, defying all-comers.

The final end was nail-biting. Two companies of von Eintopf had thrown themselves into the redoubt to save the guns, and ended up heroically engaged with more than twice their number of Argent Street Fencibles, defiantly throwing back their repeated assaults at bayonet-point. The men in Felix’s Farm faced massed volleys of musketry from two sides and finally, a shaky volley from the combined grenadier battalion just tipped the balance, forcing a reaction test. The result was that von Eintopf would have had to retire on move 7. In the redoubt, the arrival of The Game Keepers from the woods brought a smile to Iain’s face as he rolled to see if they would tip the balance, but the smile disappeared quickly enough as his riflemen proved themselves no match for the doughty men of Von Eintopf. Again, much muttering could be heard from the northern table edge.

I had decided that from move 6 onwards, there was the potential for Grenouissian reinforcements. Their arrival and number would be decided by simple die rolls: on move 6, a 6 was needed, on move 7 a 5 or 6 and so on. If anything arrived, I would then have allocated 6 potential entry points – the bridge, the ford, and each of the 2′ sections on my baseline. Then I would have thrown again for the number and type of units until the Grenouissian force had potentially trebled in size, thus outnumbering the Granprixians (which is what I’m going to arrange for the third article in the series).

The western flank at game end

The Gateway/Granprix right wing swings round to threaten the Grenouissian left flank — but too late to exploit their advantage as their enemy is expecting reinforcements at any moment.

Sadly, we had to leave the game there, as Iain had a train to catch, but in fact the battle had reached a ‘natural pause’, with my brave infantry finally being forced to relinquish the farm, but the Gateway/Granprixian alliance too knocked about to pursue with any vigour as evening approached. Moreover, with Grenouissian reinforcements imminent, Iain would have been forced to consider all the potential entry points, including the possibility of fending off a flank attack, and thus redeploy his forces to face this eventuality.

So, final outcome a sort of draw at the end, at best a slight Phyrric victory for Iain. Technically, I was still in possession of the main objectives at game end and with his left wing in disarray, von Schmidt was also now free to bring his battalion into action in the centre.

Frankly, it was a bloody good game – without exaggeration, one of the most enjoyable I have ever played, and I was delighted that Iain felt the same. I was really pleased with the way the scenario worked; the game looked good; the rules worked well; and above all, it was tremendous, nail-biting fun. My thanks to Iain for his cameraderie and my congratulations to him for commanding his forces with skill and honour.

Until next time!

Iain Burt moves his troops

General E Plastered revealed: Iain Burt, aka “Essex Boy”, advances his troops on the western flank as a cavalry melee swirls near the Petite Colline.

First volley

Be still my beating heart; ranks of Spencer Smiths open fire as the climax approaches.

May 102012
 

During the weekend in Yorkshire, I managed to use the video facility on my iPad to record about half an hour of gaming, giving an overview of events. There’s still a bit of final editing to do, but I couldn’t resist the temptation of releasing a short ‘trailer’ for the movie.

Let me make it absolutely clear that I am a comparative novice at this, and therefore if you like the results, thanks must be given to Apple and their amazing iMovie software, which provides some very clever template styles that you can modify to suit your particular project. So, select the link below for:

B-Day in Byzarbia: the trailer

May 092012
 

Issue 29 of Battlegames has  just arrived on my doorstep, following the digital version last night, so I hope you’re also enjoying a good read.

After a tremendous long weekend running the B-Day in Byzarbia event in East Ayton, I have (perhaps inevitably) arrived back to an enormous backlog of emails and some urgent tasks to attend to.

Therefore, there will be a slight delay in my uploading the complete interview with the TooFatLardies, but I shall make an announcement as soon as it’s available via all my usual online channels.

I also have a lot of photographs taken over the weekend, and even some video clips of the ferocious fighting in and around Tel-i-Tubi which is now under the protection of His Imperial Majesty, King Ludwig I of Prunkland. To find out how on earth that happened, you can read some of the reports that have already appeared on the WD3 forum, especially that of Simon Tonkisss (Goat Major), who played the part of Generalmajor von Hauptzeige, also styled Regional Manager of the Prunkländische Ostindische Kompanie for this outing. As a result of his conduct in Byzarbia, his promotion to Leutnantgeneral is assured.

Also, Neil Shuck has managed to publish the latest episode of View from the Veranda which now available for download on the revamped VftV site.

As they say in Prunkland, bis bald.

May 022012
 

Byzarbia is — for the time being at least — a ‘protectorate’ (a euphemism for ‘colony’) of Granprix. Whether it will remain so after the events of the coming weekend remains to be seen!

Anyway, for the time being, its flag contains elements of the Granprixian arms, over crossed scimitars on a field of green. The motto, in Arabic, reads الأسماك والحرية (and I hope you can see that in Arabic script) which means, I am assured by Google Translate, “Fish and Freedom”.

I’m posting this here so that any of the Byzarbian participants who wish to make use of this flag can do so.

The colonial colours of Byzarbia

The colonial colours of Byzarbia

May 022012
 

As with any project, months go by and then suddenly, you realise that there’s almost no time left at all! Indeed, since Annie and I will be setting off tomorrow (we’re staying near Nottingham overnight before completing the journey to Ayton on Friday), I have precisely today only to get everything done concerning mapping the areas that will be fought over and sorting out what Granprixian and Grenouissian troops to take, as well as some bits and pieces of terrain. I’ve already had an interesting few days working out rules for some of the more exotic troop types that some players have requested! (Flaming pigs, anyone…?)

Anyway, I stayed up VERY late last night to complete the overall map of Byzarbia, which you can see here. “Oued” is simply the word for “river”, by the way. The capital of Byzarbia is Tel-i-Tubi at coordinate Q8 (Q8, geddit? [groan]). There are legends of fabulous treasure hidden in tombs along Oued Batee, especially near Lake Timotea (Q13). And will anyone get my strange sense of humour about the names of the Depressions (Sothrota, Hedek and Tenzhon)? Click on the thumbnail for a more detailed view of the map.

Byzarbia 1747

Map of Byzarbia, 1747. © Henry Hyde 2012

May 012012
 

Oh, the frantic activity that precedes a weekend of wargaming! Having been somewhat busy with producing issue 29 of Battlegames and the writing of a certain book, a lot of my planning for the Byzarbian adventure has been crammed in to odd late night nooks and crannies, a few minutes snatched here, half an hour snatched there, but at last, the project approaches fruition.

As an example of the kind of thing that comes up at the last minute we have the creation of the Prunkländische Ostindische Kompanie, the brainchild, in fact, of Simon Tonkiss.

If you cast your mind back to the events of the Grenouissian Intermezzo last year, you will recall that since I was umpiring the campaign, I could hardly get involved with commanding troops from my own beloved Prunkland, but Simon (known as Goat Major on the WD3 forum) gamely stepped into the breach and acquitted himself bravely, though the regiments he raised himself were cruelly set upon by Grenouissian heavy cavalry. Drawing a discreet veil over those events and coming right up to date, the wily King Ludwig of Prunkland understands that it would not look good if his armed forces were seen to become embroiled in a dispute over Byzarbia, protectorate of now neutered Granprix. With a majestic piece of diplomatic conjuring, therefore, certain units have been recast as private enterprises in the employ of the Prunkländische Ostindische Kompanie, with Generalmajor von Hauptzeige at their head as Regional Manager.

Simon pointed out that the POK really ought to have its own flag, so last night I set about creating the one you can see below.

The flag of the Prunklandische Ostindische Kompanie

The flag of the Prunkländische Ostindische Kompanie

Let’s hope that the troops live up to their motto!

More updates about B-Day in Byzarbia will follow until I set out for northern climes on Thursday.

Mar 062012
 

11 Ways to Keep Your Fictitious Wargaming Project Alive and Well

By Stokes Schwartz

Editor’s note: My thanks to Stokes Schwartz, keen blogger and creator of the Grand Duchy of Stollen, for the first in what I hope will be an ongoing series of guest posts by a range of contributors. In return, I have promised to pen something for Stokes’ site, which I hope to have ready in the next couple of weeks. We hope you enjoy this! (Oh, and since Stokes is from across the pond, I have left his Americanese spellings intact.)

De Latte's guns open fire

De Latte's guns open fire (from Stokes' Neu Sittangbad battle).

Some years ago, during Henry’s series of articles on the Wars of the Faltenian Succession in Battlegames, the imagination craze took off.  For a while, it seemed like everyone and his dog jumped on the bandwagon, posting messages on The Miniatures Page or Yahoo’s Old School Wargaming like, “Hey, I’ve just started a new blog to detail the events and armies in my imagi-nation the Principality of Brauenburpf-Pabst!” Fine and dandy. Great to see so many guys enthused about their respective wargaming aims.

But certain trends soon emerged. First, many of these blogs were heavy on narrative but rarely exhibited much in the way of fully painted figures and finished armies, to say nothing of actual games. Second, many such blogs eventually ran out of steam, or disappeared thanks to an apparent lack of inspiration, overly ambitious goals, and the realization that those newly amassed mountains of lead or plastic weren’t going to paint themselves. Finally, and this one might sting a bit, many of these so-called imagi-nations featured surprisingly little in the way of imagination. So, the following eleven pointers are intended to suggest ways in which you can avoid these same pitfalls should you too decide to give the fictitious country thing a whirl.

 

 1: Be realistic

How much is on your plate right now, personally, professionally, and hobby-wise? Consider the free time you actually have relative to your obligations and commitments elsewhere. Also worth pondering are the time and funds required to indulge in an imagi-nation project. Of course, you don’t need to be wealthy to enjoy wargaming, but massive armies and a huge permanent table filled with store-bought scenic goodies might have to wait. You can still have a lot of fun in the interim though with somewhat more modest aspirations and a little bit of that do-it-yourself spirit.

 

2: Have a goal in mind

Planning to paint up a bunch of figures from an historic era that interests you, and setting them into a fictitious world of your own creation is a lot of fun. But without a definite aim in mind, your imagi-nation project risks crashing on the rocks before you manage to finish it. So, give some thought to establishing a specific goal and keeping track of how you progress toward it. That will give your project purpose and make everything more concrete rather than drifting aimlessly around the Sargasso Sea of Unfinished Wargaming Projects.

Hussars charge the Stollenian flank

Hussars charge the Stollenian flank (from Stokes' Neu Sittangbad battle).

 

 3: Develop your own unique project

The monkey-see, monkey-do approach might not be the key to wargaming happiness. Instead, develop a unique project that doesn’t quite resemble everyone else’s. Sure, the mid-18th Century is a fertile period in which to place a couple of vaguely Germanic imagi-nations. But how unique are two more miniature armies based on blue-coated Prussian and white-clad Austrians? What do you do? Well, as the late, great Dr. Seuss wrote, “Think low and think high! Oh, the thinks you can think if only you try!” Mull things over before diving headlong into a new wargaming project. Look around. Consider other armies, colors, personalities, places and times in which to set your imaginary armies and their adventures. Set out to create your own delightful mélange of color and flavor. Develop an imagi-nation that is unique.

 

4: Inspiration is everywhere

Your imagi-nation narrative doesn’t have to come from history books. Open your eyes, and you’ll find useful fodder all around for your fledgling campaign.  Sources of inspiration might come in part from literature – though not necessarily J.K. Rowling or Bernard Cornwell – movies, newspaper and magazine articles, to say nothing of people you know, and the crazy things they do. We all have that slightly unhinged cousin or neighbor whose exploits might provide just ‘the thing’ to serve as the catalyst for declaring war in your imaginary world. As so many songs and films have suggested, not only is love all around if you just look for it, but so too is inspiration than can help keep imagi-nations afloat. But please, look further than the name of your favorite beer.

 

5: Develop modest, well-balanced armies first

Many of us envision huge corps-level forces of large units like we’ve seen in all those Wargames Holiday Centre photos. Great stuff, but that kind of thing takes a long time. And maybe a team of painters. It’s far better to restrict your early imagi-nation efforts to a few units of infantry, some cavalry, and artillery. A more gradual approach makes sense. Even if you have the funds to assemble huge armies in one fell swoop, painting them is another matter. After all, it might be a wee bit ambitious to entertain visions of painting and completing those 1200 vintage 20mm Ancient Greeks you just won on eBay by next Thursday.

Irish Grenzers enter woods.

Irish grenzers enter woods (from Stokes' Neu Sittangbad battle).

 

6: Divide your units into manageable batches

If you’re like many wargamers though, you’ve purchased much of your initial army at once. It has arrived in the mail, you’ve unpacked, organized, and lined up those shiny new several hundred castings along your desk or table. This is where I think a lot of aspiring wargamers, and imagi-nation enthusiasts in particular, start their long, slow walk down the boulevard of broken dreams. It’s that old, familiar sinking feeling. “Now, what? How will I actually paint these darn things?” Unit by unit of course. But break each down into smaller, easier-to-handle batches. Say, 5-10 figures each. Paint each small batch to completion before starting the next one. That will go pretty quickly, and your sense of accomplishment, plus the will to continue, will be palpable each time you complete another half dozen figures and prepare to tackle the next batch in waiting.

 

7: Paint and finish one unit at a time

Avoid hopping around between periods/projects. While some in the hobby seem able to keep many such balls up in the air at once, most of us need more focus, or we risk never finishing anything. So, if you need a small break from painting something that is part of your imagi-nation project, fine. But keep things moving ahead by working on another part of the project for a little while. Paint a mounted general and a couple of aides. Maybe some cavalry, or scratch-build and paint a small scenic item or two. Or try your hand at a Phil Olley-style vignette. The main thing is to maintain forward momentum and keep your imagi-nation project from floundering.

 

8: Paint routinely

This is another area where I have noticed difficulties among many imagi-nation bloggers. They seem to paint very sporadically. Now, not everyone is born a Doug Mason. And while some might love the hobby’s visual side, they might simply not care to paint figures themselves. Fair enough. But, if you aspire to a modest collection of painted figures, imaginary or otherwise, and you’re not going to commission a professional painter, you’ve got to sit down and do it yourself. Regularly, or you’ll never get anywhere.

Zichenauer hussars take the hill and surround Jaegers

Zichenauer hussars take the hill and surround Jaegers (from Stokes' Neu Sittangbad battle).

 

9: Enjoy your hobby

Don’t hold yourself to impossibly high standards though. More than a few of the one-time imagi-nation enthusiasts, who have since fallen by the wayside, were overwhelmed by the misguided notion that they had to paint their newly purchased figures to a pristine collector’s standard. As a result, their will to paint seized up, eventually atrophied, and faded away altogether. Guys, relax! This is a hobby. You needn’t paint the eyes, buttons, earlobes, and fingernails on 10mm figures to be considered a worthy human being. Have fun with your painting. Use some artistic license, and leave tiny details to the imagination, if you’ll pardon the term. And if you make a small mistake, and forget to color that golden earring in a grenadier’s earlobe, so what! It’s not the end of the world.

 

10: Re-visit the classics

Enthusiasm sometimes wanes and with it, our drive to remain diligent with figure painting and related imagi-nation activities. When that happens to me, I head straight for the ol’ bookshelf. There, I pull out The War Game, and Charge! plus additional titles by the likes of Tony Bath, Donald Featherstone, and C.S. Grant, or Terry Wise and Charles Wesencraft. Issues #1-12 of Miniature Wargames also provide a boost to my spirits whenever I wonder, “Now, why am I doing this again?” Remind yourself of that initial spark of enthusiasm you felt for your own imagi-nation project by revisiting the classics yourself occasionally. It works.

 

11: Strike a balance

Embrace every feature of your imagi-nation. Create its geography and make colorful maps. Populate your world with quirky characters.  Develop whimsical uniforms. Paint the colorful and glossy armies that wear them. And by all means, share your enthusiasm for the wargaming hobby with others. But, be careful with blogs and online discussion boards. The instant communities provided by both are great in theory. But, you inadvertently risk wasting considerable time, some of which might be better spent painting figures for your envisioned armies. Don’t go so overboard with one part of your hobby that another suffers.

Sollenian artillery deploys

Stollenian artillery deploys (from Stokes' Neu Sittangbad battle).

 

“Waterloo. . .  Couldn’t escape if I wanted to. . .”

Keep these tips in mind, and you’ll go a long way in the imagi-nation game. Undertaking and completing any wargaming project is really more a question of planning, organization, and persistence than it is an abundance of cash or special ability. The advice offered here comes from my own hobby activities and experiences – ok, half-baked foibles – during the early 1980s-early 2000s. I finally noticed self-defeating patterns and decided, therefore, to make some changes before starting the Grand Duchy of Stollen project, so it would see completion and enjoy some longevity. See what you think by visiting my blog at http://grandduchyofstollen.blogspot.com.

Jan 292012
 

At the same time as I’m finishing the account of last year’s Grenouissian Intermezzo campaign and games, it’s time for me to get started on this year’s foray which features the mysterious colony of Byzarbia.

The idea of Byzarbia first came to me many, many years ago, when my chum Guy Hancock and I were dabbling in WRG 5th Edition Ancients at the same time as we were campaigning regularly with our eighteenth-century armies in The Wars of the Faltenian Succession. Quite simply, I had a Thematic Byzantine army and he had Arabs — what better way, I thought, could there be to create an instant colonial opposition than to combine these forces? As for naming them, well, Byzantium + Arabia = Byzarbia!

I actually made some sketch maps that indicated a long sea coast to the north, primarily desert terrain in the north and centre, with indications of a more humid and forested terrain to the south and south-east, but I had never taken it further than that. Well, now’s the time to complete the picture, and what you see below are the efforts of the last 24 hours.

You will already be familiar with my starting point for creating maps, as described in articles elsewhere on this blog relating to The Wars of the Faltenian Succession and The Grenouissian Intermezzo and, of course, in Battlegames magazine issues 1-12. In the Old School Extras section here, you will find an entry under “Creating Fictitious Maps” that refers to an ingenious web page created by Jonathan Broadus, where he has cleverly taken the basic formula based on dice rolls that I described in my articles and turned it into an automated system. Brilliant!

Quite simply, you enter the dimensions of the map you want to create and then click away. The system presents you with a randomly-generated map, consisting of squares indicating the general type of terrain that is most prevalent in each square. Remember, each of these squares is 50 miles across (you could, of course, adjust this to suit your own preferences), so we are dealing in general terms here, rather than details.

The other thing is that you don’t have to take what the system produces as gospel; if you feel that a square here or a square there needs to be tweaked to produce a more naturalistic geographic progression, then go right ahead – I have! Secondly, adjust the basic terrain types to suit your location on your imaginary globe. In my case, open ground has become desert; light woods have become desert and scrub; wooded hills have become hills with scrub or light woods; heavy woods have become dense forest or jungle; and I have converted some of the open ground to grassland or savannah. My intention is to produce a more ‘African’ than ‘European’ feel.

You can see the results of my deliberations below. More detailed mapping will follow in the weeks to come.

The first map of Byzarbia

My first complete map of Byzarbia

Apr 282011
 

The Watford Gap services, and so far, all is well. The car is packed not only with hundreds of Spencer Smiths, but also with boxes stuffed with scenery, piles of terrain squares and bags bulging with all an umpire’s necessaries.

I had a very, very late night last night, rebasing everything I could, adding a few flags and tarting up a few buildings. In the end, sheer exhaustion intervened and so there are a lot of troops on biscuit brown bases, but what the heck — the weekend is supposed to be about fun, not exhibition game paranoia!

Right, back to the road…

Apr 232011
 

What with everything else going on, you should know that I’m also making my own troop preparations! The forces of Granprix and Grenouisse will be involved – it’s not all being left up to mercenaries. This means that I’m having to make some last-minute additions to my forces of Spencer Smiths, and one of the biggest jobs is sorting out the command stands. As part of this, it dawned on me that neither I, nor Brian or Paul (the original players taking the roles of King Raoul of Grenouisse and Duke Zigor of Granprix) had actually got round to designing any flags. Oops!

So, as if I wasn’t in feverish mode already, I’ve been here at the Mac, cranking out flag designs, and I thought you might like to see a few of them here.

Let’s start with Granprix. The first image is the ‘Ducal’ colours carried by every regiment, the national flag in fact.

The Granprixian Ducal Colours

The Granprixian Ducal Colours © Henry Hyde 2011

Then we have a typical infantry standard. These are the colours of the 2nd Marines.

Colours of the granprixian 2nd Marines

Colours of the Granprixian 2nd Marines © Henry Hyde 2011

Granprix is rather short of cavalry, and they use a similar design, rather than a guidon, but it measures only four feet on the pole, rather than the six for infantry. The grenades indicate the elite status of the Carabiniers.

Colours of the Granprixian Ducal Carabiniers

Colours of the Granprixian Ducal Carabiniers © Henry Hyde 2011

Then of course we have Grenouisse, and I wanted to create something that had that ‘ancien régime‘ feel about it, whilst punning on the name of the country. The RR has nothing to do with luxury cars – it of course stands for ‘Raoul Rex’.

The King's Colour of Grenouisse

The King’s Colour of Grenouisse © Henry Hyde 2011

Alan Butler, the extremely generous chap who passed on his collection of Spener Smiths to me, had already painted up several French regimental standards from the 18th century, and they are so nicely done that it would seem churlish to do anything except incorporate them into the mythology of Grenouisse. In due course, I may even add battle honours to them if my eyesight can take the strain!  So the King’s Colours you see here will be carried proudly alongside those. (I don’t know about you, but I think a unit looks all the better for having two, rather than just one, flag.)

Whilst I’ve bee rummaging around my flag files, I realised that some of my own troops in Prunkland had been overlooked in the past, so I’ve done some of those too, such as this one from Von Schiffman Marines.

Von Schiffman Marines colours

Von Schiffman Marines colours © Henry Hyde 2011

If, when you zoom in, you wonder what the little marks are in each corner, they are ‘crop’ marks, as used in printing, to make it easier to cut out the flag without leaving a garish white edge.

And I’ll preempt another question: these have all been created using the Adobe Creative Suite, primarily Photoshop (that’s the full, professional version, not Elements) and Illustrator, with some heraldic images found online as a starting point as well as a monumental clip art collection I bought years ago for work, which has an extensive library of crests and emblems.

More flags to come in due course!

Meanwhile, I can tell you that the players are furiously scribbling their next sets of orders, which I hope to be reviewing and turning round over the remainder of this bank Holiday weekend, so that they have a chance to make one last set of decisions before next weekend’s games. Ah, the tension mounts…