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Thread: Sigur goes South - The American Civil War

  1. #121
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    Hullo.

    As some of you probably noticed, Sharp Practice 2 was released in late April:



    Before the release the interwebs was buzzing with anticipation. It's TFL's flagship rules after all, and them getting a new incarnation is pretty big. I'm currently working on my rules review of this one, but I can already tell you that it's an impressive effort in several regards.

    The rules cover large skirmish games set in the 18th and 19th century, with a big focus on leaders and the narrative of a game, replicating the exploits of literary heroes of the time.


    Of course I'm bubbling with ideas for all kinds of things to do with these rules, but the period that would be the easiest and quickest to put on the table turned out to be the American Civil War. So I placed an order with Old Glory to get my hands on some of the 28mm ACW minis from the Sash and Saber range, just to see what they're like. I was cautious, so I just got a pack of dismounted cavalry and dismounted cavalry command. Very, very good prices on those. The minis themselves are pretty okay. The molds probably are a bit worn and the metal used isn't the best. Well, there's only one word to describe it: soft. Not a huge problem, but you gotta be a bit careful with gun barrels. The thing is that the Perrys only do 6 different sculpts for dismounted cavalry, and that can be a bit repetitive over time, so it's nice to have additional poses and such. And the minis mix well with Perrys, so things are cool. The dismounted Confederate cavalry troops pack is 10 models (armed with a mix of shotguns and carbines. Some of them wear regular shoes and no sabers, so they can double as skirmishers or raiders), the command pack is 4 models (officer, sergeant, musician with bugler and a dude to hold the flag).

    Here's a WIP shot of the chaps along with a then almost fully painted officers from the Perrys Confederate infantry plastics box:



    For Sharp Practice you need a bunch of leaders (a.k.a. Big Men) of various ranks to lead the boys into battle. Here the Big Men I assembled from my collection are all finished:



    From left to right: 2 Corporals, 2 Sergeants, 1 1st Lieutenant and the guy with the yellow feather on his hat is ranked Dashing. I also finished a random skirmisher and a marksman with a target rifle (note the scope).



    ...and with this my boys are ready for Sharp Practice.





    edit: As civilians and 'minor characters' play a big role in Sharp Practice I ordered these fine people here from Redoubt Enterprises:



    ...along with a civilian coach. Can't wait for the minis to arrive!

  2. #122
    Chapter Master Easy E's Avatar
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    Re: Sigur goes South - The American Civil War

    I look forward to the review.
    Do you like free wargames?
    http://bloodandspectacles.blogspot.com/

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  4. #124
    Chapter Master Easy E's Avatar
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    Re: Sigur goes South - The American Civil War

    Your review of Sharpe's Practice 2 that you are currently working on.
    Do you like free wargames?
    http://bloodandspectacles.blogspot.com/

  5. #125
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    Oh, sorry. Indeed I finished writing that one last night, I'll see that I get it up soon!

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  7. #127
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    In other news, I painted figures from the "Union Infantry in Sack Coats Skirmishing" box, review soon to follow:




    Also, a Longstreet campaign seems to be in the cards again. Firmly believing that I've got enough stuff I had a look at the campaign forces and had to realize that I don't. Three infantry regiments of 10 bases (mine have 6 each) and one cavalry regiment of 8 bases (mine has 6). How annoying. So I'll have to either add bases to existing units or, in the case of infantry, combine two units into one. Still, I won't get around painting some more bases of infantry too I think.

    I started by putting together the required cavalry figures (hope I've got enough cavalry on foot lying around somewhere because I have to have those mounted and dismounted of course...).

  8. #128
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    Here's my report of the show:

    http://www.battlebrushstudios.com/20...lute-2017.html






    Later on I put up an article in which I discuss what I bought on the weekend and in which I more or less effectively try to explain why all of these purchases were very necessary and justified:

    http://skirmishwargaming.com/austria...e-loot-report/




    Right, I hope you enjoy the pictures and the articles.

  9. #129
    Modsticker Codsticker's Avatar
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    Re: Sigur goes South - The American Civil War

    That looks like a fairly restrained haul from Austrian Salute. The Pike and Shotte mules are very nice... the drover, not so much...
    Quote Originally Posted by Salty
    What the Modsticker said.

  10. #130
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    Haven't had a closer look at the driver yet, but if he doesn't look well enough next to his mules he shall be deleted.

    In other news the Longstreet campaign somehow became a thing again and sheer horror filled me when I went back to check the basic campaign forces required. Somehow I had memorized "I got that sorted" when in fact my infantry units have 6-7 bases each and my cavalry unit has 6 bases. For campaign play I require 3 regiments of 10 bases each and a cavalry unit of 8 bases. The only requirement I barely fulfill is artillery (3 bases - two 6pdr guns and a howitzer).



    So what I need to do is ramp up three of my units to 10 bases each. As these Perrys plastics boxes are crammed with minis I still had some spares lying around. This allowed me to (over a horrifyingly long timespan) to add four bases to the 3rd Louisiana infantry:





    It's the four bases in the front rank (apart from the command base). You know what? I really, really like these older plastic ACW infantrymen the Perrys do. They aren't as much work to put together as the new ones and they just 'paint up' really, really well. Details on the new ones are sharper, they're a bit taller and have more army specific gear and all, but I really like the older ones. Perfectly fine models.

    That's one out of three sorted. I also assembled four horsemen to add to my cavalry to bring them up to the required 8 bases and started working on four more bases of Confederate infantry in slightly butternuttier looking uniforms. Of course I also have to get four dismounted cavalrymen done after that. Then I have two choices - I could add three more bases to the Tiger Zouaves (I painted 7 bases of those chaps in the past PLUS another dude, so I'd have to paint just 11 models) and make them a proper full regiment OR I do nothing and cobble together a 10-base regiment from five Tiger Zouaves and 5 bases from my beloved 14th Louisiana infantry regiment.

    Considering this campaign won't happen for a while (or maybe never) I still have time to think about it. But you never know. My mate just did the painting equivalent of an insane forced march and painted 70 Union infantry.


    Next on the list: four more bases for the Butternut confederates you've seen in the Confederate Infantry box review (see above).





    As far as Sharp Practice plans go: I'm all set for that. All I need for that is deployment points and support choices.



    I actually bought a bunch of ACW camp accessories which I intend to use for deployment points (and I can just use my general as a deployment point as well). I bought a covered wagon which can double as water/ammo/medic's wagon/whatever if need be, so that'll cover quite a lot. I even got a preacher model and some general civilians for scenarios which I should finish some time. He's not an army priest, but oh well. It's a start. I actually had someone ask for a demo game of SP2 at the local club, so that may happen sooner rather than later. I'll just use the same minis I use for battle games. That's 4 infantry models to a base, in Sharp Practice 2 groups of line infantry consist of 8 models, so that'll work. Skirmishers are 6 to a group if I remember correctly, but at this point I got plenty of those single-based (something like 4 groups in total). Concerning Big Men I'm sorted, so all I really lack for SP2 is those deployment points. Of course markers can be used for that, but where's the fun in that?

    I guess I also should make some more terrain. Somehow I really want to have a lot of split rail fences. You know, the zig-zaggy ones. Well, let's see about that. God, that reminds me I still got that US farmhouse kit lying around...

  11. #131
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    The reactions to the 3rd Louisiana in its boosted-to-10 state was overwhelmingly positive on the interweb, which really helped my motivation getting another regiment to 10 bases:






    Neato. Hope you like them!

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    Re: Sigur goes South - The American Civil War

    Nice painting and nice review. The models seems to have a surprising amount of mould lines, for a new Perry product. The ramrod hand could be used as a base for a chopstick conversion, if you're that inclined. Maybe with the WGF samurai line?

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    Re: Sigur goes South - The American Civil War

    I really wanna do ACW now

  15. #135
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    @mrtn: Thanks very much! I'm really not concerned with mould lines. Plastic minis especially always have them, and always to the same amount if they're cast by renedra. If there are more or less pronounced mould lines it doesn't really matter - they gotta be removed anyway. Good call on the chopstick hand, I'll keep that in mind if I ever require that. But I'm good with proper metal Samurai for now.

    @jamesvalentine: Thanks muchly. The good thing is that 28mm ACW is dead affordable (if you're okay with the limitations in poses and outfits), it's really good in 15mm too, 20mm is always an option, 10mm - Pendraken do lovely figures for that and then there's of course 6mm or 2/3mm. It's all there, it doesn't matter much which scale you go for (just choose a reasonable one).

    Here's the cavalry with the two more bases added. Or rather three bases as I cheekily decided to cut the second base in half. Just in case I want to do something with casualty removal.






    Hope you like them!

    Next on the list: get 4 dismounted cavalry dudes done and then I want to bump up another infantry regiment to 10 bases.

  16. #136
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    Bit of an update - did a bit more work on the cilivians:



    These four are finished now. Still left to do: a fancy lady and the priest.



    Also - I got the Zouaves models now to bump up the Tiger Rifles to 10 bases.

  17. #137
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    Hej, update! It's a WIP shot of the Louisiana Tiger Rifles zouaves I need to bump up my unit to 10 bases!



    Hope I get some more work done on those soon.

  18. #138
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    The Zouaves are finished!





    Most of these minis (Perry plastics, some converted to wear hats, metal officer by the Perrys) I painted back in 2014. I just added three more bases to bring them up to 10 bases required for playing the Longstreet campaign game.


    And here's a little extra thing - WIP shot of the last two civilians (Redoubt Enterprises):



    The chap in the right is finished really - just requires basing. I can also use him as a Holy Man in Sharp Practice 2. The lady in the left is more WIP. I'm really glad I could save the face though. Either she'd fallen on her face or there was a casting mistake. Either way, her nose was a big old mess. So much so that I had to take a knife to her face. I'm really pleased with the mischievous look she ended up with though. I guess I'll paint the umbrella light blue. What do you think?





    We played Longstreet last Friday. It was an introductionary play for Frank Shandy, who is an ACW afficinado. Not so much a 28mm gamer or gamer of battles, but we were rather sure that this set of rules would win him over. Virago and I also hadn't played in 2 years, so we had to re-learn the rules anyway.


    This is what the table looked like. We didn't faff about much and just set up 4 infantry regiments on each sides and each of us got a battery of 2 cannons (Napoleons). The additional stuff I (playing the Confederates) put on the table - horse-drawn limber, commander base, etc. - was all just for show. In Longstreet you don't need commander models to be present, but of course it looks nice.


    http://sigur.tabletopgeeks.com/wp-co.../overview2.jpg


    The Federal army set up in line, one regiment in column, ready to march into the town. I had 2 regiments with the same plan. My other two regiments were sitting on the right flank and in between I had my artillery battery on a hill. The year the battle would take place was chosen to be 1863.

    I started by rushing my two columns into the town.


    http://sigur.tabletopgeeks.com/wp-co...rlycolumns.jpg


    Of course this was of great symbolic value, but the actual result was that I had wedged two columns in a tight spot, in front of me the same number of Northeners, the buildings giving cover but reducing my regimental volley fire to much less effective skirmish fire, so no real use in sitting in the houses. Crap. So my regiments were put in reverse and clumsily retired back behind the church and made their way to the centre of the battlefield.

    The civilian population is overwhelmed by the showcase of perfect drill.



    The Union army - other than my chaps - elected a different tactic than hare-brained advances and since my cannons couldn't see a thing (and because I had painted the bloody limber thing!) they limbered up to move to the right flank where enemy artillery bombarded my dudes.


    http://sigur.tabletopgeeks.com/wp-co...mbering-up.jpg

    After having set up on the right flank my cannons fired maybe two times during the course of the rest of the game, because bad things kept happening (bad fuses, bad powder, bad weather, what ever else).



    ...

  19. #139
    Chapter Master sigur's Avatar
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    Re: Sigur goes South - The American Civil War

    ...



    http://sigur.tabletopgeeks.com/wp-co...ghtflank_1.jpg

    Above: The right flank. In the background: Firing Union artillery. Even this flank was a bit of a shambles because I lacked the conviction (and the support) to attack due to "Operation Senseless Town Liberation" at the left flank.

    ... and I was still busy maneuvering my two regiments through the middle of the table. The central Union regiment advanced and a firefight emerged.


    http://sigur.tabletopgeeks.com/wp-co...firingline.jpg

    In the back you can see column of northern Agressioneers who in rank and file butcher and loot their way through the poor town.

    This resulted in this nasty situation:


    http://sigur.tabletopgeeks.com/wp-co...s/end-ouch.jpg


    Here's an overview of the end:


    http://sigur.tabletopgeeks.com/wp-co...overview_1.jpg


    My cannons had been destroyed, same with one regiment, the two regiments in the centre were being reduced badly and especially the one in the left was looking at grim prospects.

    ...and that's it! Frank Shandy seems to like the set of rules; same with me. It's got everything you look for in an ACW game. Of course it's abstracted. Sam Mustafa (the author) tends to do that quite a lot, but he still finds ways to work out a very quick, fun and efficient game and still have all these aspects in there. For example there is no morale as such. In theory it's horrible. In practice: 1.) enemy fire also includes morale deterioration, not just physically incapacitated soldiers. The number of bases lost through such casualties though fire or combat may be reduced by dropping hand cards (each player has a hand of 6 cards which may be played for this purpose, for a special effect or to initiate movement/fire/charges). But of course if you want to do that your options for your own turn are reduced drastically. Your officers are busy keeping the units together and in commandable shape. The harsher things get the harder it will be to get your units to do what you want. Once units get in small arms range the cards tend to just melt away and it gets rather hard doing fancy extra stuff.

    It reminds me of similar things happening in other games I like a lot (Chain of Command, Sharp Practice). So yeah, it's all there: morale, friction, command&control. The big three things that make rules sets good and interesting.

    Clever rules, that Longstreet, and the cards throw in heaps of 'period flavor'.


    Hope you enjoyed my little battle report!

  20. #140
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    Re: Sigur goes South - The American Civil War

    AAR and pictures are great!*thumbs up*
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    What the Modsticker said.

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