How Men of Quality Resolve Differences

How Men of Quality Resolve Differences
Pudel and Peper attacks - an ugly but inevitable part of any 17th C. British Civil War, "Oh! The Shame of it All!"

Thursday, February 14, 2019

Lobositz Excursion - Solo

That 70s Post!

This is a series 120 game, from the 120 counters in it, and perhaps the 120 minutes it should take to play it. It is from 1978 and was designed by the renowned Frank Alan Chadwick [click], of Space 1889, Command Decision, Traveller, Striker, and lots of other game-fame. Time has relentlessly marched on, so the operative question is, "How does this game stand up 40 years later??" Well, the answer is forthcoming, friends!

This little project got started when "Sound Officer's Call" Steve hosted a Lobositz inspired game of "Eagles Cheaper than Brain Cells", using One-Hour Wargames Scenario #21 "Twin Objectives" which is in fact based upon the Battle of Lobositz. After playing the scenario [click] Steve mentioned that he had a mint copy of the game, loaned it to me and invited me to try it out. I promptly forgot about it, until I was sorting out my office and decided I had to give it a go and see what I thought of it - after all, any thing by Frank Chadwick should be worth investigating, even in the next century!


First, I photo-copied the rules, so I could mark them up with brilliant thoughts and observations [or deluded ramblings and half-baked ideas as the case may be....]



Than I staged a suitable area of playtesting, respectful of the era: oil paintings, ancestral photos [wife's side], antique office chair, glass of red wine [sanguinary and without the bacteria that infests European water], chandelier [reminiscent of a bygone age]:



Map a bent mess...


...solved by protective plexiglass that also smooths it out.


To handle the fog with solo play, I paired all the Austrian Units up with a similar unit, stacked them, turned them upside down, mixed them up, and deployed them. This takes into account that a march column would probably have a few units of similar type near one another, not be a battalion / battery / regimental mish-mash. Best I could think of.


unfortunate downside of elegant chandelier is strong reflection on the plastic!

I decided to take the roll of the aggressor and victor, the Prussians, and deployed them as best as I could think, with the Austrians unstacked by pair down the length of their march column. The general plan is to lead an attack with the best Prussian infantry, backed by cavalry, and last by the artillery which is hampered due to the fog.  King Frederick lead the attack with cavalry, which was repulsed, and I don't want to make the same error - they're slower, but infantry should be more flexible and have more staying power. 


Below, the Blue are Prussian, the red are Croats, and the blank white counters are the Austrian main body and advance guard. I hope to seize the village of Lobositz while grinding down the Croats and blocking the eventual advance of the Austrians south of the river.


Turn 1, Prussian Infantry advance. Three infantry and two cavalry regiments are able to get into melee positions first turn - the adjacent Austrian Units are revealed as two artillery at top, and one infantry [French...?] and a cavalry Unit at bottom. They can't fire when they move, but infantry can assault. This introduces a little issue I have...one can charge without any preparation, which I doubt they did much of in real life - at least they'd have put a few volleys into a steady opponent first. One can argue that this is part of the "melee" I suppose.


Turn 1, Defensive Fire results are 1 Hit on the top unit, and a devastating 3 Hits on the bottom one, by Artillery. [low rolling is good in this game] Vorwarts! The assault must be pressed home! 

At bottom, the French knock off one Hit [should be a '2']  The cavalry don't shoot, of course.

Turn 1, Melee Phase. The Prussians roll morale to charge. One Infantry [top] blows it with a '6' needing a '5' or less, and at bottom, the same happens to one cavalry - frustrating, but hey, it is foggy outside... The other Prussian Units cannot fail with a '6' morale. Defense morale is not taken for the Artillery - they automatically pass. At bottom, the French rout [restraining myself from French jokes here...] and the cavalry pass. The unit that the French infantry routs thru also routs...


French Rout, continued; ...and there's a great mess of four routed Austrian Units trailing to their board edge. Meanwhile, the one cavalry unit stands, as the Prussian cavalry advance into the space vacated by the retreating French [with allies like this...]. Being adjacent to an Austrian Unit, it is flipped over to reveal another '4' morale infantry.


Meanwhile, back at the guns, the Prussians press home their attack; in the melee, both sides roll a '1' to which is added morale and strength. The Prussians win - Artillery is eliminated when losing a melee [unfortunately, I did calculation wrong...the Hits a Unit has taken are subtracted from morale! First time play oh well].


Over at Lobosch Hill, the Prussian infantry charge the Croats and all pass morale. This went pretty well, with one Croat failing morale and fleeing. With a '3' morale, they've only a 50% chance to pass...


Prussians win melee easily, and other Croat routs away to the East.


End of Prussian Turn 1. Not bad, a general advance has been made and six Austrian Units are in rout. Better than Frederick did, but hey, I have hindsight!



Austrian Turn 1. Situation OK if not great. Obvious plan is to consolidate on the village and hope to hold out until turn 6 when the main body south of the stream can counter-attack.


In movement, there's a general counter-attack by Austrian infantry in the North, and consolidation by Hungarians [light blue] in the center. Rally phase doesn't go all that well, with several failures resulting in continued routing and some units on the edge of the board [boy, it's like I have a TALENT to fail these rolls in this game!!]. One Croat fails, one passes.

Austrian cavalry counter-attack the advancing Prussians, hoping that some Infantry will rally and get back into the fight, at least to hold the sunken road [dark brown line framed by black dots] and a link to the many Units on the other side of the river.

Prussian defensive fire inflicts 1 and 2 Hits respectively, against the North infantry Units.



Austrians charge home and out-roll the Prussians. The bottom unit is eliminated and the other routs. Austrians advance and take ground - for the Empress!


Southwest of Lobositz, the streak continues with the Austrian Cavalry routing both their opponents - this eliminates the small strength '1' Cavalry, while the other routs.

End of Austrian Turn 1. Counter-attacks got them some space and time.

Prussian Turn 2. Infantry continue their advance, with gaps between Austrian Units getting filled by advancing Prussians. Prussian assaults take ground and rout Austrian infantry near Lobositz. However, in the South the Austrian cavalry roll high on both melees. The top one routs their Prussian cavalry opponents, and the bottom one ties...
and on the re-roll of the tie the Austrians lose, and rout away to the east. 

End of Prussian Turn 2. Prussian attacks have forced the Austrians against the Elbe River in the North, while Austrian counter-attacks in the South have largely been pushed back. Due to my many failed morale checks, a lot of Austrian Units have routed off the table, about 6-8, while the Prussians have 2 dead and three routing. This is pretty serious.

Austrian Turn 2. The Croats organize themselves, get their backs off the river, and attack the Prussians. Unfortunately, they shoot poorly, inflicting just one Hit. Rest of the forces consolidate on Lobositz and the sunken road. It seems like enough to hold out for a while.
As you can see, there's a lot of Austrian Units waiting for the fog to lift...

Turn 3. In the North, the Prussians have ground down some of the Croats. In the Center, they've Advanced on Lobositz while teh Austrians work hard to hang on to both Lobosch Hill and Lobositz. A few units did rally at the board edge for both sides, but the Austrians are much nearer theirs, and hopefully they'll make a difference next turn!

Prussian Turn 4. A series of well-coordinated attacks rout most of the Croats off Lobosch Hill. They are being forced back against the Elbe, again. Attacks on Lobositz rout most of the defenders away, and most of the village has fallen. Routed Prussian cavalry dash back to the front lines. The East board edge is full of routed Austrians, again.

Austrian Turn 4. In the North, Croats fail to rally and rout "east" along the river. The battery and one Croat are holding off a bunch of Prussians, but the battery devastates the Prussian cavalry next to it. Austrians advance in the South, forming a new line from the Sunken Road to the East end of Lobositz [hopefully, it has the best Inns and genuine German Lager!].

Turns 5-6. The Prussians have cleared out all the North and consolidated their hold on Lobositz, including setting up a devastating array of artillery batteries against the Austrians south of the streams and swamps. The slow crossing of it by Austrian Units will certainly be a dreadful slaughter and the remnants attacked by Prussian cavalry. With no Austrians on the North, the Prussians have a unified defense to the South, and altho the village doesn't offer defenders any benefit, the stream is a significant barrier. 

Furthermore, the tally of dead at this point is 9 Austrians, 8 Croats and 1 Frenchie v. about six Prussians. I don't see any way for the Austrians to pull this off, and I'd like to try again with my better knowledge of the rules. So...GAME OVER!

This is a great little pocket game. Sure, the graphics are dated, but they're effective enough and the retro look is nostalgic to me, anyway. I do have some complaints about the rules and the scenario, but it is probably worth the time to fix them and play it again. This definitely makes me a bit more interested in trying to do more "full battle" games and even try and adapt these rules into miniatures. The system is almost miniature like anyway.


So, that being said, some thoughts on the rules:
Assaulting is a bit "too good" as players have the ability to set up and choose their assaults during their movement, and if they fail their morale to charge nothing happens. If the defender fails they rout, which is as good as winning the assault [they take a 1SP loss and rout]. So assaulting with elite morale '6' troops is pretty much a no-brainer against morale 4-5 troops.

- I would just give them a penalty during the melee instead.
- Alternatively, one could give the defender a +1 to morale, representing Clauswitz's theory of the strength of the defense [which I sort of buy into].

The Croats get trapped against the river and rout off the hill if they "rout east", so it is hard for them to hold the hill as they flee parallel to the Prussians and off it!
- Croats should retreat North, not East.

- There has GOT to be an advantage to defending a town from assault! At least a +1 bonus.

The sense of linear warfare isn't there since all units fight equally well in every direction.
- Give Units a front and rear facing. They can only fight and have a ZoC to the front.
- They should be penalized if assaulted on the rear.

There's an artificial ability to concentrate firepower by ignoring some Units you are adjacent to and shoot at others with multiple Units.
- Try a rule that says as many adjacent enemy Units as possible must be fired upon, if not assaulted.

Seems like everyone ends up routing. Sure I rolled badly, but it does seem like Units rout very easily. 
- The side that loses melee rolls morale; if they fail, they rout, if they pass, they retreat one hex.
- Also, could give Units a +1 for morale if they are supported by two Units to flank / rear.

All this being said, it probably isn't much to change, but would require more playtesting. I think this would make a great little set of rules for Portable Wargaming on a grid - the linear nature of the fighting would be even cleaner with grids rather than a hexagonal board.

Overall, I recommend getting a copy of this game, or at least the rules, and trying it out. It is available for $10-20 in the second-hand market, or you can swap and borrow from friends with huge game collections!

I know I'd like to try it again - the drama of the battle is well captured, and the taking of morale checks gives good feel, and the firepower table is pretty good, altho the artillery seems like it may be a bit too powerful. So, "Two Thumbs Up!"

Monday, February 4, 2019

19th Century: Franco - Prussian War resources

Vorwärts!! 
French Girls are Easy! And their food and wine are waaaay better!

one has to know how to inspire the troops, after all...

https://en.wikipedia.org/wiki/Franco-Prussian_War#/media/File:Battle_of_Mars-La-Tour,_August_16,1870_by_Emil_H%C3%BCnten.jpg


Been enjoying working on this 19th C. European Wars rules project. It has the grandeur of Napoleonics without quite as much hot air, and far fewer experts. The armies are almost as colorful, and if one wants color one can always go get Turks to fight the Russkies! The rules have been working out well and I have been carefully controlling both what goes in and what goes out of them. They are getting tighter and tighter, and now just need some additional playtesting, especially along the lines of optional and command rules.

The period drama is pretty intense. France really goes down hard, starting with a fast-moving disaster and then going into a long, slow-motion catastrophe . The number of troops and troop types is just amazing, and even the Prussians get allies that add variety to uniforms and quality. There is a lot of vigor and desperation in many of the battles, and both sides take it in the chin periodically. It reminds me a lot of the American Civil War, with the methodical, overwhelming Union [Prussia] slowly tearing apart the dashing but overwhelmed Confederacy [France].

True, the French lose the military campaign, but had they more energetic and courageous leadership, they might have dragged the war on until they had mobilized too many men for Prussia to crush them utterly. I think it would have been a lot more like WWI, with a marginal victory for Prussia at the beginning, leading to a unified German Empire but without territorial concessions by France. But, what do I know?

In any event, it is certainly time to share some of the top resources for this project, just in case you may be considering moving into this era yourself!

Absolutely the best place to start is Bruce Weigle's work. In addition to being a great person to interact with, Bruce is definitely an expert on wargaming this period. He has several sets of rules out, appropriately and intelligently titled by their year of battle:
1859: the Italian War of Independence
1866: the austro-Prussian War
   - includes 1864, the Schleswig-Holstein War [yes, the one Flashman was in]
1870 the Franco-Prussian War
1871 Quick-play rules for the Franco-Prussian War

1859 Grand Tactical Rules for the Second Italian War of Independence; also includes complete rules for 1864 - the Second Schleswig War by Bruce Weigle 1866 Grand Tactical Rules for the Austro-Prussian War by Bruce Weigle 
1870 Grand Tactical Rules for the Franco-Prussian War by Bruce Weigle 1871 Fast Play Grand Tactical Rules for the Franco-Prussian War by Bruce Weigle

http://www.grandtacticalrules.com/

I own the first three, and find them indispensable resources of BOTH history and game mechanics. True, one may not steal all the ideas, but Bruce has been gaming the period a long time, and his ideas and insights are always worth considering. Also, his bibliographies are amazing - you will probably never even gain access to most of it. So whichever period interests you the most - GET THE BOOK!


BOOKS
Three great F-P books to start with - all of mine came from my [excellent] library system. There is a lot posted about them at Amazon, so check them out. 


Howard is the standard and almost final word just now, despite being from 1961. I am most of the way thru it, and it is excellent history, which is why it is "the definitive English Language Work on the topic. Used copied of the earlier edition can be obtained cheap [I ordered mine] and the new edition is for some reason retailing for no less than $25. As his intro makes it clear that there are no changes and additions, there's no reason not to save $20 and get the older edition.

Wawro makes insightful comments and asks great questions and is provocative to one's thinking - however, his history is a bit sloppy and he has errors and omissions that make him more of an "idea guy" than a reliable history. Still, worth reading AFTER reading Howard, I think. I read the first few chapters and found it energetic but not as trustworthy as Howard. Still, I will read it fully in the future.

The Osprey is, well, the Osprey! It is short and sweet, and has a lot of character for the size, including some great quotes and pics and a nice approach - instead of detailing the war blow by blow, it makes salient points and then focuses on "exemplary" people whose story typifies the time. Worth reading, especially if your library has it. But if not, consider getting it used for $10 or so - it is a great start to the Franco-Prussian war.



MORE BOOKS


Sedan 1870: The Eclipse of France by Douglas Fermer
I've obtained but not read this book. It looks good. I am wondering who has the temerity to cover the ground Howard covered in his first 223 pp. Still, like Wawro, I am hoping it provokes thoughtfulness and some re-reading of Howard. Author himself claims it is a "narrative introduction to events" which sounds right for 200 pp. up to the Sedan battle.

Killed at Saarbruck: A British Newspaperman's View of the Franco-Prussian War
This is a great book! It is written with journalistic eagerness and immediacy, and British sensibility. Sure, one should take it with a grain of salt, but grab a copy and enjoy - I am!

Last Throw of the Dice: Bourbaki and Werder in Eastern France 1870-71.Hope to get a copy of this soon.

Cavalry in the Franco-Prussian War
Probably a depressing topic as they got shot to pieces! Hope to get a copy of this soon.

German Armies 1870–71 (1) MAA 416 Prussian & N German confederation
German Armies 1870–71 (2)MAA 422 Prussia’s allies
The Army of the German Empire 1870–88 MAA 4
French Army 1870–71 Franco-Prussian War (1) MAA 233 Imperial troops
French Army 1870–71 Franco-Prussian War (2) MAA 237 Republican Troops
All of these are useful books in that way Ospreys are. 
Generally speaking the German ones are WAY better than the French ones, including way more detail and better scholarship. I have all but MAA4, and I don't regret obtaining any of them altho the French ones are more useful for the various facts about the Imperial and Republican armies than the uniform details - for which you have to search and are incomplete [another Osprey problem]. 


To help with this, I have now added a couple of simple on-line uniform plate style pages from Foundry and Bacchus on the links at the right. Also, here are two books on the Prussians and French:

  • Ending at the campaign against Austria, but apparently a great history of the Prussian army during this time is Armies of Bismark's Wars, Prussia 1860-1867 by Bruce Baden Powell. It seems a bit mis-named in that it also covers the navy [and probably balloons, so air power??]. From the title, perhaps there will be more volumes forthcoming?
  • Recommended but in French, L'armée de Napoléon III: dans la guerre de 1870 is almost 200pp and "has almost 140 uniform plates and maps. More than 1000 infantry, artillery and cavalry drawings" so sounds fine for anyone with some cash and a French dictionary.
Of course, if you are just banging out some 10-15mm armies [not to mention 6mm] you can probably get by just fine with the free uniform plates in the painting guides, and a few questions in the better forums.

BOARD GAMES

way more than I thought - 23 altogether, unknown to me if they'll be easy to find or not, but what a large selection listed [HERE] at Boardgame Geek!

FIGURES - TOP CONTENDERS
Old Glory 15s are familiar to anyone who has the WWII line, Command Decision, altho they sold it to a 3rd party. They re now selling Blue Moon as their 15s/18s line. I have a pile of Command Decision Italians and Americans, and have lots of good things to say about them as opposed to the Battlefront sculpts [altho I hear they're getting resculpted and are nicer - still they can only be even more expensive when re-sculpted, right!?]. Things to note:
  • They are a bit softly sculpted, paint up nicely and are famous for animation. 
  • They are not the best, cleanest sculpts, but they strike a great balance. 
  • especially cheap with the present Christmas sale in progress. 
  • Normally, they're a very reasonable $20 for 6 guns/24 crew, 50 foot, 16 mounted, with substantial daily discounts for quantity at any time. 
They are about the same price per figure - on sale - as my 10mm choice, Pendraken. The pros for me are:
  • my gaming pal has F-P 15s, so we could put on some mega-games. 
  • I can see them pretty well, and they should be easy to paint. 
  • While they don't have the "mass" effect of Pendraken, they fit nicely on the table. 
  • The packs are just the right size for the basing / formations I have in mind. 

So in the end, I went with "made in 'Merica" and pulled the trigger on them - results for a future post!


Lancashire miniatures are another choice. However, there was no doubt who had the best prices and quality overall - Old Glory. Still, Lancashire might be useful to round out one's collection in 15mm, so don't count them out - just check the shipping and such charges before you decide on spending the money. They have decent pics and you should get a good idea what you're buying.

More to be added on this in the future, to be sure!

FIGURE SIZE, BASING Now, some thoughts on figures. To left is 15mm Peter Pig WWII Germans. To right are 6mm Bacchus ACW. Both certainly convey different impressions. The left 15s look like a smaller Unit, maybe a platoon at most. The right 6mm look more like a company. There are 16 figs on 4 bases to left, and about 50 6mm to the right. Certainly, the 6mm are more suitable to any big-battle endeaver, altho without the flags...who would know what they were??


Below, K2's figs from Rank and File [sold by Old Glory 15s]. They sit pretty tight on a 1&1/4" x 3/8" base [about 35mm by 15mm]. I'd say that 40mm x 20mm is the right size for them if you want to have a little space to protect four figs. These are also metal bases and have a tendency to overlap one another; of course, you must pick them up by the figs.


What should these Units look like on the table? Below are 15mm Command Decision, actually a little smaller than the 19th C. line F-P war figures, sitting on top of 40mm x 20mm bases from Litko. NT recommends 4 x 3-fig bases for each BATTALION of figures, a ratio of about 1/60 - 1/80. And this is what they look like...squads, basically.

I'm trying to get the effect of columns of companies ranked behind companies of skirmishers with the above. Net is still 12 figures.

Below in line and column according to NT's rules. Looks pretty good.


Below, in double-scale, or 24 figs a battalion, more like a 1/40-1/30 ratio. Note that the 2-fig stands are skirmishing companies, and the 4-fig stands are the "massed" companies behind. They can be in column for maneuver or charging, or spread out into line for a firefight. I think they look good either way.


Below, on the left are 20mm x 40mmm, and 1" x 2" to the right. I dunno, the ones on the right look a bit "looser" I think. Overall, I'm favoring the larger bases to right, and with about a 2mm height so as to protect the figs a bit - hopefully, gamers will pick them up by their bases, not the bayonets!


I'll be adding to this post periodically, and keep updating the date, so check back if you are looking for a start in this period. Also, send me more resources to add to it!

Sunday, February 3, 2019

2018, 2019: Focus for Horse and Musket Period!

French staff officers execute FDMP [French Decision Making Process]. 
Note DMAB [decision making assistance bottles] to weigh the merits of various COA.
[Painting blurry as it was executed by official participating correspondent.]
Drunk French soldiers

This has been a year of waffling - struggling with decisions about the Horse & Musket period in general. There are so many cool things to do in this era, and for me it goes back to English Civil War, and extended to the American Civil War. However, this very abundance made it difficult for me to get focused with it - until now. 

Apologies for the rambling, post - if you dont' want to share in gamer angst, skip down to the 2019 resolutions and lines of effort at the bottom! This being my first blog, it is sort of the catch-all for thoughts on gaming in general, with 10 posts on Game Design and 12 posts on hobby "Focus" in general.

One of the main obstacles is that there are so many local gamers who have all the popular periods. Unless scheduling is an obstacle, you can play pretty much anything at some point. Therefore, any popular H&M period has to be something that you want to do, purely for yourself, and enjoy painting and gaming it either solo or hosting games with others. It's pretty discouraging to invest in miniatures only to find no one wants to try the period "you way".

This blog started with 40mm ECW because the large figures are really different. However, rules have constantly been a real struggle; getting the right level of battle, the right style of rules, etc, has constantly derailed progress. I've tried the OHW rules, dabbled with File Leader, Muskets and Tomahawks, Bill Protz's "Guide to the ECW" and been very inspired by the "For Ye Kinge" blog, and the rules he uses. Doing gap fill on the Romanov 40mm figs also didn't enthuse me, but I may not even need it, have to experiment. And of course for the S&S figs they don't need it. Anyway, a program that hasn't made consistent progress.

I still have 25mm American Revolution Hessians by Old Glory, a brigade-sized force. I'm always thinking that at the least I should just finish up a brigade of Americans to fight them, but I haven't felt that motivated to buy and paint them up. I also thought of using them as Prussians for 7YW and getting French instead of Americans, so I can have cavalry. But, there's plenty of it in 15mm locally.

American Civil War in 6mm got me experimenting quite heavily for a while in ACW using Neil Thomas' rules, both "One-Hour Wargames" and "Wargaming: an Introduction". I liked both of them for their various merits, the OHW ones needed the most work. I also traded off for a bunch of Bacchus 6mm and pushed them around experimentally for OHW at home, then used 15mm ACW from others for WAI rules. I ended up spending a lot of time studying the period and then stepping back and studying H&M rules, mechanics, and history in general. However, this did not lead to well focused gaming!

Overall, this blog has been like a travelogue of forays into the period, along with a lot of rule design and focus posts. 2018 was - mostly - more of the same.

2018: a year of desert wandering then finding the Promised Land 
- Basing has several posts, including hobby skill posts using MDF bases for my Hessians, and several theories of what Units represent on the table.
- OHW Horse & Musket was played with General Winkie. It was fun, and we used his 20mm plastics that were a gift from a pal.
- "Come to Jesus" moments filled spring, with a lot of items sold off at the Cold Wars flea market [proceeds went to local charities, and I raised over $1000!]. After toying with the idea of getting more 28mm WSS plastics, I decided that 28mm was too big a scale for what I wanted and toyed with 10mm instead. I sold it all off.
- A Hiatus lasted six months, May thru October, as my Unit did an NTC rotation, and all the preparation and recovery that was around it; exhausting but exciting, also. There was one post in September, a "Come to Jesus" moment showing lots of sales and the purchase of "Terminator, Genisys" by Alessio Cavatore [covered in detail at my "Up the Blue!" blog].
- A November offensive into Horse & Musket gained ground. I returned to working on 6mm Bacchus figures, and responded to the complaint of a gaming buddy "K2" about owning painted 15mm Franco-Prussian war armies and never getting to use them. As I'd been wanting to try the NT "19th C. Wargaming" book, I offered to try it out with him. As K2 was serious about getting somewhere with his investment in the period, the right synergy of rules writing and adapting, playtesting, and research was found, and momentum began...
- Advent and Christmas were filled with much research into the 19th C. period, including the Austro-Prussian War, and War of Italian Liberation. The rules development was going very well with four playtest sessions conducted. The period is colorful and quite violent, with bayonet v. firepower debates raging in the wardroom as well as the battlefield. Plus, no one in the area is really covering the period, giving me and K2 a virtual monopoly. This makes hosting games a lot easier as there are far fewer "experts" with lots of refined tastes as with Napoleonics, for example.

Figure selection drove me to distraction, and much internal debate about scale, especially 10 v. 15mm. Eventually the combination of size and cost pushed me to get figures in 15mm, like my buddy. Basically, 10mm seems too small and my favorite figures by Pendraken are pricy. The Old Glory 15s Christmas sale finally had me making a definite decision, so I pulled the trigger on getting forces for all three wars [albeit small ones]. For now, the Franco-Prussian war is at the top of the list, followed by Austrians and Italians.

 "We have reached the Promised Land"! 
Hopefully I will go forth like Joshua, and not end up like Moses...

2019 Goals: Green=GO!, Amber is "Advance" and Red is "Ready, but not priority"
19th C. Rules
Paint up French and Prussians in first quarter.
Playtesting Rule Mechanics w' club in May, NJMS later?
Write drafts for 7WW and Italian WoL, ACW

*Eagles: continue to develop Naps and 7YW versions, perhaps ACW & AWI
*Plow ahead with two forces for 6mm ACW

*Try Command and Colors Napoleonics