Friday, 16 October 2020

Rebel Sharpshooters

Another group of skirmishers joins the cause!



Here’s the force so far. That’s approximately 53 points.


Next will be either more regular ‘line’ troops or maybe the militia 🤔 Probably the regulars as I’m saving the militia as a bit of a treat... they’ll have a few extra colours to make them look a bit less ‘army’ and slightly more ‘civilian’.

Friday, 9 October 2020

More Men in Grey

A small unit of the CSA's finest ready to take the field.



All painted as per my previous Rebels with the addition of an extra grey.  Some of the figures had the "post-wash" grey (AP Uniform Grey spray) highlighted using Foundry Slate Grey mid then light.  The difference is quite subtle (and isn't obvious in the pics) but seems worth doing.  For additional variety I painted a couple of the blanket rolls in red and green.  Future figures may include checks or stripes (steady!).

Next up is another unit of skirmishers.

Current thinking for an 1861-2 Starter Force is:-

Level III
3 Groups of Confederate Infantry with Rifled Muskets

Level II
2 Groups of Confederate Militia

Level I
1 Group of Confederate Skirmishers

Level I
1 Group of Confederate Skirmishers

For a total of 73 points

Monday, 14 September 2020

With a Rebel yell ...

 Introducing Sergeant William “Bill” Yidle and his Confederate Sharpshooters.

All Perry plastic figures and painted using a base coat, wash and highlight(s) technique.

The painting recipe is:
  • Prime with AP Uniform Grey (ideal for Confederate troops)
  • Paint the Jacket/Trousers/Blankets/Hats with one of
    • AP Uniform Grey - only where the spray had 'missed'
    • Foundry Night Sky
    • Foundry Bay
    • Foundry Rich Butternut
    • Foundry Spearshaft
    • Foundry Bavarian Cornflower Blue (used sparingly!)
  • Bags etc - either black or any sort of brown
  • Muskets - GW Scorched Brown
Then wash with GW Agrax, followed by highlights of the original colours plus further highlights of the lighter shades in each triad, or mix the base with a little VMC Dark Sand

Basing:
  • Solid base of Americana Honey Brown
  • Highlights of
    • VMC Tan Yellow
    • VMC Dark Sand
    • Foundry Boneyard Light 
  • Add some Colonel Bills Winter Grass and some clump foliage and tufts

Each figure took approx 15 mins to base coat and wash.  Then around another 15 minutes to highlight.  I’m quite pleased with the results.

This force is aimed at the early to mid-war era so I’ve painted them with a number of items in different browns or blue-greys to give them a less uniform appearance than their colleagues later in the war. (Thanks to chum George for the tip 😉)

One box of these figures gives me a small but usable force of around 50 points for Sharp Practice. Another box will bulk out the infantry and give plenty of options.  I should probably stop looking back over Mr Scrivs’ blog 😂

The figures are based on pennies and the movement tray is lined with magnetic sheet to hold them nicely in place.  I felt that rare earth magnets (great for metal figures) would be too strong for these slightly more delicate plastic figures.

Monday, 24 August 2020

Sharp Practice Troop Reference

Inspired by the recent series of “how to” videos by Lardy Rich, I thought I’d help out anyone new to Sharp Practice with these notes on the different troop types I made way back when I was new to the game.  They simply summarise what each troop type can do.  Others have found them handy, so here they are.  Please do let me know if you spot any errors or omissions 😂

Irregular Skirmishers (e.g. Spanish Partisans, Rebel Skirmishers)
  • Prefer to avoid contact and may evade (2D6" directly away) if an enemy attempts to close to Fisticuffs with them
  • Cannot adopt a Skirmish Formation with other groups
  • Deploy up to 12" from a DP
  • Do not reduce the level of cover (if used as a skirmish screen) as they are not trained to operate as a screen
  • Do not get the 'free' additional movement action afforded to Light Infantry and Skirmishers
  • Gain +1 to hit only if firing from cover at Effective or Long range
  • Count as being in one level of cover better than they are in
  • Require a 6 to replace a slain leader
  • Involuntarily withdraw 3" per point of excess shock when required to do so
  • Loot on a 1-4

Skirmishers (e.g. Voltigeur Skirmishers, Loyalist Rangers)
  • Trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them
  • Can sometimes adopt a Skirmish Formation with other groups (check army list)
  • Deploy up to 12" from a DP
  • Reduce the level of cover (if used as a skirmish screen) as they are trained to operate as a screen
  • Get a 'free' additional movement action
  • Gain +1 to hit only if firing at Effective or Long range
  • Count as being in one level of cover better than they are in
  • Require a 5+ to replace a slain leader
  • Involuntarily withdraw 2" per point of excess shock when required to do so
  • Loot on a 1-2

Light Infantry Skirmishers (e.g. 95th Rifles!)
  • Trained to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them
  • Can adopt a Skirmish Formation with other groups
  • Deploy up to 12" from a DP
  • Reduce the level of cover (if used as a skirmish screen) as they are trained to operate as a screen
  • Get a 'free' additional movement action
  • Gain +1 to hit when firing
  • Count as being in one level of cover better than they are in
  • If in hard cover then may ignore the first kill in any round of fire
  • Require a 5+ to replace a slain leader
  • Involuntarily withdraw 1" (per point of excess shock) when required to do so
  • Loot on a 1

Elite (e.g. British Guards)
  • Deploy up to 6" from a DP
  • Recover from uncontrolled volleys on a 2+
  • Require a 4+ to replace a slain leader
  • Involuntarily withdraw 1-4" (player chooses) per point of excess shock when required to do so
  • Loot on a 1

Regulars (e.g. British Line Infantry, Voltigeurs in Line)
  • Deploy up to 6" from a DP
  • Recover from uncontrolled volleys on a 3+
  • Require a 4+ to replace a slain leader
  • Involuntarily withdraw 1" per point of excess shock when required to do so
  • Loot on a 1-2

Conscripts & Volunteers (French Line Infantry, Early Continental Line)
  • Deploy up to 6" from a DP
  • If in Formation will suffer 1 shock per group for crossing a Major obstacle
  • Skirmish troops moving through Conscripts & Volunteers formations will break the formation
  • Loot on a 1-3
  • Require a 5-6 to replace a slain leader
  • Recover from uncontrolled volleys on a 4+
  • Involuntarily withdraw 2" (per point of excess shock) when required to do so

Militia (e.g. Rebel Militia)
  • Deploy up to 6" from a DP
  • May affect Force Morale when beginning the game
  • Cannot form an Open Column
  • If wheeling backwards then move equal to lower dice
  • If in Formation will suffer 1 shock per group for crossing a Minor obstacle
  • If in Formation will suffer 2 shock per group for crossing a Major obstacle
  • Skirmish troops moving through Militia formations will break the formation
  • Loot on a 1-4
  • Require a 6 to replace a slain leader
  • Recover from uncontrolled volleys on a 5+
  • Involuntarily withdraw 3" (per point of excess shock) when required to do so


Cavalry
  • Deploy, 9" (impact), 12" (dragoons) and 18" (scouting or irregular) from DP
  • May deploy at the walk, canter or gallop
  • Will suffer 1 shock per group for crossing a Minor obstacle
  • Will suffer 2 shock per group for crossing a Major obstacle (test for pulling up)
  • Loot on a 1-2, Irregular cavalry 1-4 (?)
  • If shooting (must be stationary) then target count as being in one level of better cover
  • Cannot fire volleys, either controlled or uncontrolled
  • Involuntarily withdraw 1" (per point of excess shock) when required to do so
  • Require a 4+ to replace a slain leader
  • If forced to withdraw due to excess shock then must recover all shock before advancing towards enemy
  • Must canter or gallop to cross obstacle
  • Dragoons may dismount -> unit of six figures
  • Cannot wheel backwards

Artillery
  • Very much prefer to avoid contact and may evade if an enemy attempts to close to Fisticuffs with them
  • Deploy in contact with DP
  • Movement, two actions, light/medium discard lower dice, heavy discard highest dice
  • Cannot cross obstacles
  • Loot on a 1
  • Count as being in one level of cover better than they are in
  • Two actions to reload, three if crew of two
  • Firing ball reduces target cover level by one
  • Firing canister (only three rounds) doubles shock
  • Count as being in one level of cover better than they are in
  • Require a 4+ to replace a slain leader
  • Crew with excess shock hold their ground until shock is twice their strength
  • Crew ignore terrain penalties when retiring broken

I had them printed on to cards and kept them handy as an aide memoire when playing.  I hope you found this useful.

Friday, 7 August 2020

Movement Trays for Romans

Quick post to show my recent efforts for Infamy movement trays for my Early Imperial Romans.

I’ve also made a few extra skirmish style trays in case the Auxiliaries decide to break formation.

Paints used were a solid base of Americana Honey Brown followed by highlights of VMC Tan Yellow and VMC Dark Sand.  The stones were picked out with a little Foundry Boneyard light.  Then add some grass, tufts, etc.

Thursday, 30 July 2020

Weatabix’s Farm

Here is Weatabix and his family on their farm in South West Britannia just waiting to welcome their new Roman masters...

The cattle pen and the chicken coop were shown in an earlier post.  The new dwellings are the two round houses, from Hovels, painted in the same style.  The wattle enclosure was made in the same fashion as the cattle pen.

Closer pics


Dramatis personae, Weatabix and his delightful missus Chlamydix with family.  Foundry figures.

Every farm needs a few hostile “attack” geese. Warbases figures.

Wolves for ambush points.  Again, Warbases.

Wednesday, 1 July 2020

Scenery for Gaul

These buildings are Hovels and Gripping Beast and have been painted in the same style as the thatched hut I did some time ago.

NB: the roof of the larger building was base coated in VMC Leather Brown, and the smaller was given an extra highlight of Foundry Boneyard light, so as to give a bit of variety.

Settlements need crops, animal enclosures, livestock, etc too.  The piece on the right was originally made for Saga but has been re-purposed.  The fences at the rear are Renedra.  The enclosure in front was made by weaving garden wire around cocktail sticks then given a couple of coats of PVA.

This is my test piece for a marsh.  I used much darker earth colours than the other pieces as I wanted to give the ground a more boggy appearance.  The water areas were simply washed with a drab green.

These hills are from Kallistra and I’ve just jazzed them up a bit with extra grass and some clump foliage.

That should be enough to get playing Infamy Infamy!  I plan to add a couple of thatched round houses for battles set in Britannia.