Tuesday, June 25, 2024

Junior General Test Battle

    It is my plan to retire early in October, so I can spend more time with my wife, who has been retired for 4 years  and is going crazy being home alone. As I know she will be trading one kind of crazy for another, I have been coming up with ideas to give her space when needed. Hopefully that means getting more wargames in!

  One set of rules I liked when I started playing was Junior General rules. I based up a lot of Airfix figures to use with them and found the games very enjoyable.  I decided to try them out again using some Historifigs Miniatures painted as War of 1812 armies and used Chippewa as the inspiration for the game.

The armies drawn up; Americans nearest camera, British on top.

As soon as the British are in range, they start taking casualties. The reserve British regiment forms into column to speed up movement as the British left is suffering more losses.

The British continue to take heavy losses, but still don't return fire, except the artillery. The British  commander starts having the reserve form line.

The British finally close range and gets some payback for their losses.


The British leftmost unit drops to one stand. In Junior General, when a unit drops to one stand, it is removed from play. At this point I forgot that rule.

At this point the Americans  start turning the British left flank.

The Americans fire on the last of the British infantry on the left and eliminates  the unit.

The British commander sends a unit into a bayonet attack. In Junior General, if units close for close combat, the attacker rolls for morale. If they roll equal to or less than the remaining stands, they pass morale. Then the defender most roll for morale if the attacker passes their morale check. At this point, both units passed morale checks.

One rule I had almost forgot is the defender may fire a volley when the enemy gets within an inch of them. The American fire, and both hits go through. That drops both sides down to two stands. With the close combat rolls, the Americans win the roll. The British lose one stand and must retreat. However, now that the unit is down to one stand, it is eliminated!

The results of the close combat roll. 

At this point the British are down to one infantry unit and their artillery. They win the initiative roll and retreat.

It was a fun game, but of course with both sides with the same units and no real terrain features, it was just a slogging match. I think it would also help having each side move only one unit, then the other side move one,etc. 


Saturday, June 15, 2024

Rabbits Go to War

The brown rabbits decide to attack the greys, hoping to rescue their fellow rabbits being held prisoner.



The brown rabbits attack with a vengeance. They manage to drop the grey leader.

Losses on both sides mount: still neither side breaks.

Finally, both sides pull back, exhausted from the fight. As the day wears on, the injured rabbits return to their camps. That evening the three prisoner rabbits return home. The Grey's concede defeat, at least for now.

 

Thursday, June 13, 2024

Joseph Morchauser Horse and Musket Wargamer

    In Bob Cordery's " The Portable Napoleonic  Wargame", he talks of using Joseph Morchauser's Horse and Musket rules as a starting point for TPNW. He also gives the Morchauser  rules. I haven't play a game using Morchauser rules in many years and these rules seemed like they would give a very quick game so I gave them a try.

   I decided to use my Perry Miniatures Travel Battle game, using one of the boards only. One thing I like about the Travel Battle boards is they are marked on the bottom 1-4 on the sides. The winner of the initiative roll rolled to see which side of the board they would enter on. Red won the toss.

The beginning of the game.  In these rules if a unit takes a hit, it either retreats or is eliminated. I gave each army one elite unit with two elements.

After the first move.

after the first combat. The Red cavalry had attacked the blue infantry on the blue right flank. In close combat, the red cavalry was eliminated. The red elite infantry had refused the right flank, but stupidly exposed it's own flank! Luckily for them they eliminated  the Blue cavalry in the close combat.

The Red elite infantry hits the leftmost blue infantry in the flank. Hit from the front and flank, the Blue unit is eliminated.

The Blue infantry in the woods is eliminated.  The Blue elite infantry manages to destroy one red infantry unit.

The end. The red infantry  is about to fall on the Blue's left flank. The Blue general decides to retreat.
It was a fun, quick game. I think if I do play again, I will use The Portable Napoleonic Wargame.