Showing posts with label Napoleonics. Show all posts
Showing posts with label Napoleonics. Show all posts

Sunday, 8 November 2020

Russian Grenadier with Flag

Many months ago, Arthur gave me a pewter figure of a Russian grenadier.  He's been standing on my painting table for far too long, so I have finally put some paint on him.  He is just under 50 mm from the soles of his feet to his eyes, or about 100 mm from the bottom of the base to the top of the flag.




I'm no expert on Russian regimental flags. I simply copied the colours from one of the flags on the sheet that comes with the Perry Miniatures Russian Infantry, for the Simbirsk Regiment.

I have no particular plans for this model, other than to keep it on the shelf above my computer.  Maybe it will be a token if needed for a game.

Saturday, 27 September 2014

Finally, an update!

I've been slowly filling in the ranks of Tsar Alexander I's army since my last post.  Here's what I've managed to complete since my last post in (good heavens!) May:

Yet another line infantry regiment.  If I've got it right, these fine fellows represent the Vilna Regiment.  Perry Plastic Russian Infantry, except for the drummer who is Front Rank.  It's funny, even a single metal figure on a stand makes a huge difference!



This fellow is a Front Rank Jaeger Hornist, who will replace a drummer in one of the Jaeger regiments.



Months ago, I painted a unit of Cuirassiers, and was really impressed with their uniforms, white tunics, black helmets and cuirasses.  And then found out that the Russians always brigaded cuirassiers together so that you'd never get a single squadron or regiment of them, there'd always be at least a division if there were any present at all.  So, I finally added a second unit.  These are Front Rank, and represent the Ekaterinoslav Cuirassiers.


Front Rank has a great selection of personalities for the Napoleonic wars.  I'd previously painted Generals Bagration, Barclay de Tolly and Kutuzov, and finally broke down and picked up the Tsar of all the Russias, Alexander I himself.  Of course, I immediately realized that the Emperor could not appear without an appropriate escort, so I also had to paint up a squadron of Lifeguard Cossacks.  So, here they are!




And finally, something a little different.  This disgruntled, riderless horse is from Eureka Miniatures and was produced for their 'Pig Tickler' VSF game.  I painted it for fun - it may end up being used to identify 'blown' cavalry, if I ever need such a marker.





I have a few more things to add to my army of Alexander I, but soon I will take a break from painting Russians.  I will not say that I am finished my Russian army, just that it's time to do something different for a while.  I still want to add more hussars, dragoons, cossacks, opolcheniye, and more, but I'm almost to the point where I can say I have enough for now.  And there are members of other armies sitting in the pile stoically waiting their turn on the painting table!

TTFN

Will 

Friday, 9 May 2014

Ataman Matvei Ivanovich Platov

Here is Matvei Ivanovich Platov, Ataman of the Don Cossacks, ready to command the cossacks from my previous post.

http://en.wikipedia.org/wiki/Matvei_Platov

This model is from Front Rank, and shows him carrying his traditional mace.



Monday, 5 May 2014

Les Grognards

I'm still finding time to paint the odd unit.  This one is a bit of a cheat, I blocked in all the figures over the Christmas break but only recently came back to fill in some of the details.  Looks great from a distance, just don't look too closely!

These are Old Guard Grenadiers from Victrix.  A wonderful set of figures to paint, lovely detailed faces.  And I've got enough left over for a second unit of 24 and then some!  I've assembled this unit in marching poses; the next unit (assuming I get around to it) will be in a firing line.  It's nice to have the option to do either, and the figures were fun to assemble as well as to paint.  It helps that they are all in greatcoats - much faster to slap the paint on these!




Sunday, 27 April 2014

Sunday, 13 April 2014

Russian Limber

Despite slow going with painting, I still managed to finish this lovely piece.  Several of the Napoleonic era rulesets require limbers and other impedimenta, and I agree that they add flavour to the table.  But they are BIG!  This is only a light (6-pdr) limber, with a 4-horse team.  It takes up nearly the same footprint as one of my 24-strong infantry units!  The 12-pdr comes with a 6-horse team - not sure I'd be up to building that, especially with getting a large enough base organised.

The set is from Perry miniatures, and I fiddled with some grey stuff modelling putty to get the extra pull ropes. 







Saturday, 29 March 2014

St Petersburg Grenadiers

I've found that being a parent to a toddler has shifted my priorities so painting has taken a back seat to more important things, like peekaboo.  However, I still get to sneak in a few minutes of painting here and there!

I've finally finished my latest unit of Russian grenadiers:


These are Perry Miniatures plastics, except the officer who is from Brigade Games (originally from the Victrix 1809 Russians).  Flags are from GMB.  I like the way that the soldier in the ferushka is giving the drummer the hairy eyeball - it's like he's wondering, "why is the drummer out of step?"

I've now got three units of grenadiers - enough for a brigade, if I ever find time for a game again!

Tuesday, 14 January 2014

Flight to the Berezina (draft but feel free to comment!)


Flight to the Berezina
We're planning a winter Napoleonics skirmish scenario this weekend.  This is what I've got so far for the game, and comments/suggestions welcome!


November 1812.  Napoleon’s Grande Armée is in tatters.  Groups of survivors seek to reach the Berezina River and escape from Russia. 


Objective:  reach the bridge over the Berezina River with as many of your comrades as possible.  In addition, each player will draw two Objectives Cards, which will provide additional victory points.


There will be one victory point for each survivor, 2 for each sergeant and 5 for each officer (sergeants and officers being of greater value in rebuilding the Grande Armée).  Other victory points will be assigned based on individual objectives.


Layout: 

·         4’x6’ table with white drop cloth or similar

·         River with bridge (the Berezina) on one of the long table sides

·         Trees – snow-covered if available, otherwise whatever is available.  Leave paths between the trees.  Treed areas are difficult terrain.

·         Russian village – Brian B to provide

·         Other terrain as available


Each player will get one squad as provided by Malcolm M.  Squads should be of similar strength, and each squad should have at least one leader (NCO or officer).


Each player will draw a card for lead character’s motivation:


·         I must be the last Frenchman in Russia! Bonus points for being the last character to reach the bridge.

·         The Emperor presented this eagle to the regiment with his own hands! It must not fall into the clutches of the Russians. Bonus points for getting eagle off the table. Eagle bearer will be -1 in h-t-h combat, and unable to carry more than 2 rations.

·         That scoundrel d'Hubert embarrassed me at Mme DuLeon's soirée in Strasbourg. Finally I have my opportunity to wreak my vengeance upon him. Bonus points if you duel with and kill the officer leading one of the other parties (determine which one randomly).

·         A damsel in distress must be provided all assistance! Escort a civilian lady to the bridge and ensure that no harm comes to her.

·         This whole operation has been a disaster from the get-go, but at least we managed to loot that nobleman's household. Bonus points to transport a cart full of looted goods to the bridge. Cart will be slow, unable to move in difficult terrain and will prevent the squad from carrying any extra rations.

·         Bloody French. This whole mess is their fault, and the worst part is they dragged us honest Germans (or Italians, or Spaniards, or Dutch or whatever) into it with them. Bonus points for killing French (but only if out of line of sight from the bridge!).

·         Vive La France: If two or more other players achieve their objectives, you win (you beat them).


Random Encounters:  each turn, players will roll a die.  On a ‘6’, the player will have a random encounter.  Draw a card:

·         Wild bear attack!  If defeated, the bear yields 6 rations.

            Bear


S          F          ST        G          A          W        P          FA       FT

-           6          5          5          2          3          6          0          0


Skills:  Heavy Furs, Scout, Dirty Fighter, Fury, Sidewinder

Abilities: Move 8”



·         Wolf pack!  A pack of wolves attack.  Wolves will run if they are defeated.

Wolf


S          F          ST        G          A          W        P          FA       FT

-           5          3          3          1          1          5          0          0


Skills:  Scout, Nimble, Dodge, Stealthy

Abilities: Move 8”


·         Angry peasants.  6 peasants attack with improvised weapons.  If defeated, each will yield one ration.

·         Marauding Cossacks.  6 cossacks attack.

·         Wandering French or allied civilians.  They may be attacked or assisted.  If attacked, each will yield one ration. 

·         Dead horse:  The party finds the remains of a horse.  One turn spent butchering will provide 1d6 rations.


Special rules or modifications to written rules:

Ammunition. Any time a '1' is rolled for shooting, the shot misses. In addition, roll again and if the result is another '1', then the figure is out of ammunition until it manages to get a resupply. This could be from a dead comrade or enemy - spend one turn and on a 4+ the figure finds a few more rounds. (NB – replaces ‘jam’ rule from LotoW rulebook)


Running: normal movement for figures on foot is 6". Any figure may attempt to run during the shooting phase. This will yield an additional 1d6" of movement, but if a 1 is rolled, the figure trips and falls. Running will increase fatigue level by 1.


Pluck tests:  As per LotoW rules subject to following modifications:

Head for the Hills test: if a squad of soldiers fails their ‘Head for the Hills’ test, then the surviving members will drop heavy loads (including weapons and rations) and either run for shelter or surrender to the nearest Russians.  Either way, the squad is effectively done.


Good points, Malcolm. LotOW requires figures to check their pluck to avoid ducking for cover, but the head for the hills test can be modified to either run for the nearest cover and directly away from the immediate threat, or surrender if running isn't possible (for example, if all avenues of retreat cut off).


Fatigue:  Any extreme exertion will increase fatigue level, and running away will be one of those things that increases fatigue. Runners should also drop muskets or other loads that they are carrying (like food), so even if they escape the immediate threat, they'll still be in a bad way.


Ways to increase fatigue level will include running (voluntary or otherwise), hand-to-hand combat, breaking down doors and moving in difficult terrain (deep snow, woods, or whatever else we decide on the day). Fatigue can be reduced by consuming rations. Each figure will start with two rations. Once the rations are expended, then the figure will be fatigued. I think it will be too much bother to keep track of different fatigue levels, so the only distinction will be fatigued or not fatigued. There will be opportunities to find more rations, either by stealing from other French, from Russian peasants or soldiers, dead animals and possibly from encounters or stockpiles. I'm still thinking about the potential effects of fatigue - I'm currently considering a reduction in attributes (minus one to movement, fighting ability, courage, strength and toughness), but might consider a -1 penalty on dice rolls instead.





Profiles


Heroes

In addition to what is shown on the profile below, each officer and sergeant will get one skill from p. 90 of the LotOW rulebook (randomly determined, but if an inappropriate skill is generated, then a re-roll will be allowed at the referee’s discretion).


Officer

S
F
St
G
A
W
P
Fa
Ft
4+
4
3
3
1
2
4
2
1

Special:  Leader


Sergeant

S
F
St
G
A
W
P
Fa
Ft
4+
3
3
4
1
1
4
0
1

Special:  Loyal


Village headman

S
F
St
G
A
W
P
Fa
Ft
6+
3
4
3
1
1
4
0
1

Special:  Leader


Village Priest

S
F
St
G
A
W
P
Fa
Ft
6+
2
2
3
1
1
5
0
3

Special:  The Holy Bible (per Preacher in LotOW rulebook)


Sappeur

S
F
St
G
A
W
P
Fa
Ft
5+
4
4
4
2
2
4
1
1

Special: 


Female civilian

S
F
St
G
A
W
P
Fa
Ft
4+
2
2
3
1
1
4
0
1

Special: 


Hoy poloi


Soldier

S
F
St
G
A
W
P
4+
3
3
3
1
1
3

Special:  None


Grenadier

S
F
St
G
A
W
P
4+
4
3
3
1
1
4

Special: 


Voltigeur

S
F
St
G
A
W
P
4+
3
3
3
1
1
3

Special:  Light infantry – ignore movement penalties for difficult terrain.


Cossack

S
F
St
G
A
W
P
5+
3
3
3
1
1
2

Special:  Life is precious.  Cossack life, that is!


Peasants

S
F
St
G
A
W
P
6+
2
3
3
1
1
2

Special:  Safety in numbers


Looking at skills or abilities for hero characters, a brief list could include:

Swordsman - rerolls 1s when using a sabre

Trick shooter - ignores penalties for cover

Sharpshooter - rerolls misses

Deadly shot - adds 1 to wound rolls

Fury - gets an extra attack when charging into a fight

Pistolier - may shoot twice if armed with two pistols (still subject to slow reload, though!)

Woodsman - no movement penalty for woods

Nimble - may reroll failed movement tests (jumping, climbing etc)

Dodge - gets a save against being wounded by shooting

Born in the saddle - +1 to riding tests (thrown rider or jump)

Strongman - no penalty for using two-handed weapons

Pugilist - counts as armed with a hand weapon even when unarmed

Dash - may take a second move in the shooting phase instead of shooting