A Gentleman’s War playtest

“A Gentleman’s War” is a new set of rules that Howard Whitehouse has been working on for a while. They are shortly to be published as a book but I used the playtest rules from April 2018 for a test game.

AGW is a deliberately old school set of rules for playing with toy soldiers on a table top. It used card activation, quite a few dice and single figure removal.

I am planning on running this at the Little Wars Revisited Forum Games Day on March 16th in Woking, so wanted to try out the rules ahead of time and test out the Hook’s Farm scenario to see what tweaks I would need to make. As always, Anthony gave me a hand by playing the British side…

The table laid out for the game, complete with Gizmo the cat surveying the scene…

The Prussian setup at the start of the game.

The British setup at the the start

AGW uses 12-man infantry units, 6-man skirmisher units and 6 man cavalry units. Guns are crewed by 4 figures.

The Prussians advance.

The game uses activation cards which determine which side moves and how many units it can move (it is possible to brigade units together) – you can also have hold cards in your hand which enable you to interrupt the other person’s go before they have taken an action.

The British Cavalry

Shooting is fairly straightforward, rolling a D6 for each figure in the first two ranks and the number needed depending on range. Hits can be saved which is modified by cover.

The melee around Hook’s Farm

Close combat is a little more complex and there are a number of factors which determine whether one side has an advantage or not. This affects the number you need to roll to cause a casualy. I did like the fact that casualties are counted and that determines the winner of the melee and THEN the outcome determines what number you will roll to save your casualties. People running away are more likely to bayoneted!

Hook’s Farm

Terrain does disorder units which restricts what you can do and we have too much terrain on the table for this game – I will run the LWR game on a wider table which should allow for freer movement.

Firefly Church

I also got the melee rules wrong – partly by reading a table incorrectly and also for a couple of other reasons. This seemed to make skirmishers in a building too strong but in retrospect I think that they are about right with the correct rules!

I enjoyed the game – it has an Old School feel and gives a good game with larger units and probably larger forces than The Portable Wargame…

Little Wars Revisited Forum Games Day 2019

The 2019 LWR forum 54mm games day is booked for Saturday March 16th 2019. This will be a day of playing 54mm games with fellow enthusiasts and talking about 54mm gaming.

Full details are here:

http://littlewarsrevisited.boards.net/thread/172/lwr-forum-2019-games-day?page=1

and pictures from last year’s event can be seen here:

http://littlewarsrevisited.boards.net/thread/112/little-wars-revisited-games-march?page=3

Please let me know if you are interested in coming along and please advertise the event if you have a blog devoted to 54mm gaming.

Many thanks

The Battle of Hooks Farm, Woking

Saturday September 2nd saw the Battle of Hook’s Farm take place in the Woking between the forces of Army Red and Dark Green (in my side garden).

The game was played using the Funny Little Wars rules with 6 infantry, 2 cavalry and 3 guns aside for a total of 120 infantry, 24 cavalry and 3 artillery. Each side also had one sniper.

I umpired.

Anthony with the forces of Army Red deployed on their baseline.

The battlefield of Hook Farm, showing the farm, firefly church, the cottage and the hovel. A small stone wall provides some cover in the middle.

Brian with the deployed forces of Army Dark Green.

Army Red start their initial manouevres.

The catering corps observing the action

Army Red send a cavalry detachment to seize the farm.

On the other flank the cavalry dash towards the church

Army Dark Green advance more cautiously having refused one flank

Army Red advance in a steady line

Both sides cavalry contest the farm

First blood to Army Green as a well placed shell kills some cavalry

General view of the battlefield

Army Dark Green deploy the guns

And the artillery duel begins

Army Green advance to line the wall

Army Red Sniper hides by the Hovel

Slavs skulk in cover – unfortunately they were hit by their own guns just after this as a stray shell landed in front of the woods…

Forced into retreat by their own artillery…

The action hots up with a firefight developing

By firefly church the Red cavalry threaten the Dark Green heavy gun.

And over run it

Dismounted cavalry fight over the farm…

The game was fun and eventually, Army Red got the better of the firefight and having spiked their guns Army Dark Green withdrew from the battlefield. We were very lucky with the weather.

We played from 11am to 5.30pm with an hour or so’s break for lunch at 1pm and another short break for cake and tea…