Toy Soldiers and Dining Room Battles

Toy Soldiers and Dining Room Battles

Tuesday, January 16, 2018

One-Hour Wargames: Grand Dukedom of Bluehofen

I mentioned in an earlier blog that my Co-op class "One-Hour Wargames: The American Civil War" had been so popular, we decided to do for this semester "One-Hour Wargames: The Age of Reason".  As I knew that I would not have the time to paint the armies, I decided to literally have blue and red armies by spray painting the figures and painting the 3" x 1" Litko bases green.

I now present the Grand Dukedom of Bluehofen:

The might of the Grand Dukedom of Bluehofen. 
The infantry are 1/72 scale from Strelets's Swedish Infantry of Charles XII.

 Skirmishers are dismounted dragoons from Zvezda's Swedish Dragoons of Charles XII.

 The cavalry are from Zvezda's Swedish Dragoons of Charles XII.
 The artillery are 3 lbs. from Zvezda's Swedish Artillery of Charles XII.

Sunday, January 14, 2018

One-Hour Wargames: The Confederate Army

Here is the Confederate Army from my Co-op class "One-Hour Wargames: The American Civil War":

 The Confederate Army.
 To denote the "zouaves"(elite infantry) I gave two of the stands flags to make them recognizable.

 Regular infantry.

 Confederate cavalry.

 I decided to give the Confederate army the possibility of only have one artillery piece to replicate the superiority in numbers of Union artillery.  If they rolled for 2 guns, they would get an extra infantry unit instead.

Friday, January 12, 2018

One-Hour Wargames: The Union Army

Here is the Union Army I used for my Co-op Class " One-Hour Wargames: The American Civil War."  The rules are an excellent introduction for a new generation of wargamers.  The participants in my class were middle school to high school.  By using 1/72 scale plastic figures and Litko bases it significantly cut down on the cost of the army to build.  The bases are 3" x 1" for all units.

 The entire army with all options available.  As we were fighting a campaign, we used the random army generator from the rules for each battle.

 Zouaves are elite infantry.
 Since I did not have any more Zouave figures, the 2nd Wisconsin from the Iron Brigade became the other elite unit if available for the army.
 Regular Union infantry.  For the game we thought of them as Brigades - and they are the killers during the game.
 Another view of the infantry.  There are four stands in all.
 Two stands of artillery.  They do not dominate the game but can come in very handy at times.

Two stands of cavalry.  They were blown away in early games until the students learned to use them in their historical roles as mounted infantry and out flanking and getting in the rear of the enemy.

Wednesday, January 10, 2018

One-Hour Wargames: Introducing Wargaming to a Fifth Grader

This is scenario One from One-Hour Wargames the ACW rules which has the simple victory conditions of destroying the most enemy forces.  Enemy forces are removed once they have accumulated fifteen hits.  My opponent was a fifth grader (age 11) and even though I handicapped myself a bit, he did a good job of pulling victory out right at the last moment.  I wish I would I have taken better notes to give a good battle report but the key is knowing when to move as moving units cannot fire.  Also, do not let units get isolated as they can get ganged up on (just like in real life) and shot to pieces.  The scenario lasted 15 turns.  My esteemed opponent was the Union an I played the Confederates.

With the ACW portion if you envision each stand as a brigade or artillery battery it works quite well. The entire game took about 45 minutes to play.

 Union set-up at the beginning of the game.

 My Confederate set-up.  The unit with the flag is elite infantry which moves 3" faster and has a +2 for firing.
 My esteemed opponent.
 Confederates moving up the hill.
 Union Zouaves (elite infantry)

 Simple excel spreadsheet for keeping track of the hits and turns. Units with asterix are elite infantry.  Unit names are on the bottom of the bases.

 Musketry range is 12" and the hits are starting to pile up.

 The Union commander starts to worry about his right flank and starts shifting forces right.

 Confederates are taking hits as they move across the open ground.

Insert "Rebel Yell".

 A solid Union Firing line.

 The Union forces start to take some hits.  Note that the 29th Alabama has been eliminated.

 Lots of firing going back and forth as both armies seem to be stuck in "killing ground".

 Confederates steadily advance in the face of withering fire.
 Yikes!!! Where did all of the Confederate units go?  Musketry took a deadly toll.

And that's the game with a Union Victory!  Confederates lost 4 units while the Union lost 3.