Tuesday, 28 February 2017

The completed Canaanites of Arsephat, King of the Girgashites

The Complete Canaanites.  No base texturing yet!
Not a huge army, but still a challenging one.  The spear armed warriors and skirmishers give a solid base, with four of the elite Maryannu chariots.  I even included a "Royal Guard" of swordsmen as a strike force.  I`m not sure how well they will deal with the rampaging Peleset, but even if they prove difficult to use they have a lot of character.

Historically the Canaanites inhabited the southern Levant, typically in areas of the eastern shores of the Mediterranean.  The figures I chose for the army are pretty much ubiquitous however.  Representing a generic city state force from the Ancient near east I would be comfortable using these figures to represent pretty much any city state from the Levant, the Phoneticians or Ugarit itself, or even as far as the southern Anatolian coasts. 

Having visited the museums locally I`m equally happy that the Semetic look of these figures is pretty much usable for Cyprus too, prior to the Sea Peoples, and although I draw the line at using them as Hittites, meaning central Anatolian armies they would only need the hair extensions to be believable.    

According to the Holy Bible the Canaanites were a wicked, idolatrous people, descended from Noah's grandson Canaan.  They sound just the thing for one of my armies.  Given that the invading Hebrews practiced genocide, and seem proud of it, I have no problem being on the Canaanites side!  According to "Judges" the Canaanites included the Hivites, Girgashites, Jebusites, Amorites, Hittites, and Perizzites. 

Sodom and Gomorrah were typical Canaanite cities!


Professor Drews has a slightly different theory.  In Egyptian "Canaan" would be similar linguistically to "the subdued" and referred to the entire Levant.  The name came to mean the specific geographical area only later, in much the same way as the Romans, another super-power, named "Provence."  

I intend to give the Canaanites a try out against the Philistines at the weekend.  

As the Holy Bibley says, "By his armies shall ye Know him," wicked idolatrous Canaanites and Philistines in my case... apparently.




George!
As yet I have very little in the way of names for my characters but one that does appeal is "Adonijah," but only as played by veteran actor George Sanders in the Biblical Epic "Soloman and Sheba."  Now that is a move that has the Look. Yes he may be a back stabbing git, but he has style... 
With the Sacred Casket of Baal as its sacred relic (seen here behind my commander, and rumoured to contain a teste of the storm god severed by Vectron himself) the Canaanites are ready to go.

My Canaanite General will be Arsephat, (an Ugaritic name, but used here for the King of the Girgashites)  His eldest and most smug son Prince Yul-Yassib (as played by Yul Brynner) and his younger son the Prince Adonijah of the Girgashites, as played by the great Girgashite George himself.

I will have to work out a rule for "set your men to polish their shields  and the Egyptians must now drive into a chasm."  (that movie has some of the greatest ham lines ever written, and they are delivered with absolute Biblical sincerity) To be honest I`m more worried that the Girgashites will be more interested in polishing their helmets than their shields.

Sunday, 26 February 2017

The Complete Achaeans

As suggested by the title of this post, my Achaean force is now complete. The only thing left to do is texture the bases and we're good to go. As it was my birthday this week, I treated myself to a day off which allowed me the time for a bit of a push on the painting front. Hence, I painted up the last of my Warlord Achaeans; these boys were originally intended for my Trojans but a last minute change of heart saw them re-purposed as Achaeans.

As the Warlord packs contain 8 figures and I'm intending to use groups of 6, I had to dig around for 4 extra figures to make up an extra group. Luckily I had some spare Foundry figures, from the Kings and Heroes pack plus a spare charioteer. I just hope this hasn't left me short for my Trojan leaders!
With the infantry completed, I then moved on to the Leaders for the army; at the moment I'm going for 3 per side. These are from the Foundry Kings and Heroes pack.

Of course I need chariot mounted versions as well. In and ideal world I would have duplicate figures but as the chariots are from different manufacturers this wasn't really possible. Maybe  that's a plan for the future; I know Foundry at least do a version of the guy in scale armour in a chariot. So far my chariot complement consists of a QT Models chariot (in fact the model that started off this whole project), a Newline Designs chariot and a Wargames Foundry chariot (sold as Diomedes).

This only leaves a couple of figures for a Force Morale marker. These are still on the painting stick as I'm awaiting an order of casualty dials from Warbases  The photo is rather poor and doesn't do it justice but I like to think of it as Agamemnon. I'm not sure what it's sold as (again from the Foundry Heroes and Kings pack) but it fits my mental image of Agamemnon; not sure why!

So there we have it, the complete Achaeans. Hopefully I will get a picture of the complete force once the bases are done. All in all I'm quite pleased with the result. I did have a couple of disappointments though.
Firstly, the Newline charioteer, although a really nice figure doesn't fit the chariot cab! Annoyingly I only realised this after I had completed painting it but the charioteer's Dendra armour snags on the internal pole dividing the chariot body. I had to resort to clipping the figures base but even then it overhangs the back of the chariot slightly.
Secondly, I was surprised at the size of the Foundry figures. At the very start of the project I had sized up the figures using a spare Foundry Late Roman I happened to have. Unfortunately, I hadn't realised that the Foundry ranges vary in size. The photo below shows a Foundry Mycenaean next to a Late Roman. What makes it worse is that the Warlord figures also seem to vary a bit. I suspect thisis just the figure pose but the Sea Peoples appear slighter than the Achaeans.

On the plus side I only have a few Foundry figures and I'm using these mainly as Leaders - or in TFL terms 'Big Men'. Literally in this case!
So next up, after the bases are finished, it s onto the Trojans. Or should that be Wilusians, by Vectron's claw.

Friday, 24 February 2017

Dawns and Departures Campaign game 2: Vimeiro 1808

To anyone seeing this madness for the first time please note that campaign game one was recorded on the Cyprus Wargamers Blog.  The Heroes of these games are  Captain Quilp the Officer commanding the Light Company 4th Foot (Red Force), and Captain Quitte von Wießmehr of the 60th rifles (Green Force). The game thus focuses on two separate forces, who to some extent complete, but may also have to co-operate to win the campaign.
Movement is assumed to be simultaneous.

The Briefing

Captains von Wießmehr and Quilp, with Major Finguin
On the evening of 17th August following the events of the battle of Roliça Sir Arthur Wellesely calls two of his Officers to his rooms in a commandeered house in Quinta Gruga.  These are Captain Quilp the Officer commanding the Light Company 4th Foot, and Captain Quitte von Wießmehr of the 60th rifles.    He briefs them on the mission he requires.  

"Ah, Qwinthy and Qwilup, take a theat gentlemen. 

(Colonel Courtleigh Manners of the 4th Foot indicates that Sir Arthur is offering you a chair)
We have no cavalwry, that's the twicket gentlemen, only a couple of hundwed Twentieth Light Dwagoons.  These will be thcouting down the coast fwor me you thee, what what??
You two will lead youwr companies down the two woads further inland.  Qwinthy, push your wiflemen down the woad to Vimewio.  Quilup, take the woad to Towwes Vedwas. 
(Colonel Manners helpfully points to Vimeiro and Torres Vedras)
Generwal Delabowrde is weatweating his diwision south towards his Mastwer General Junot.  Push him along gentlemen.  Hawwry him.  I will be a day behind you with the main armwy.  Find me the main enemy body.
Qwesthions?

Colonel Manners coughs politely (of course) and hands you copies of his map.  He adds, "we have a shortage of carts and baggage transport, use two pack mules for your companies.  You will draw eight sacks of supplies each.  Sir Arthur wishes to battle the French some time over the next four days.  The fact that General Burrard is expected soon to take over this command is purely coincidental, but if we could beat General Junot quickly  it would be remembered that you two were instrumental in this.  Find the French for us gentlemen."

"Ah... the dwammed Fwench," mutters Sir Arthur.

You both add the name "Colonel Courtleigh Manners" to your pocket books.


Both players will receive an independent briefing from separate senior Officers.  Since Colonel Manners is Captain Quilp's Commanding Officer in the 4th Foot he will receive a personal briefing before the mission commences.  Captain von Wießmehr will be briefed independently by Colonel Trant of the Portuguese Legion.  


The Dawns and departures scenario is Rear-guard.  Our heroes will face the incompetent Major Finguin of the rather disgraceful 27th du Ligne

Blue
After a hard-fought campaign at Rolica our main forces are retiring on Lisbon to rejoin the rest of General Junot's army.  The enemy has been badly handled, but a small force is in pursuit and intends to snap at the Armys heels all the way home. At least thats their plan; you intend to stop them. Deployed as a rear-guard you must protect the main Army of General Delaborde from these hyenas.

Red and Green
The enemy has been repulsed and their forces are withdrawing from Rolica in disorder. They are starving and said to be eating their own belts and boot leather.   General Delaborde is leading his division away in two columns, heading south to join General Junot.
You must break through their rear-guard and identify the position of the enemy main columns.
Red player commands  the Light company of the 4th foot.
Green player commands a company of the 60th Rifles.
Blue player commands elements of the 27 du Ligne. 

VICTORY CONDITIONS
The Blue must protect the main column; delaying the red and Green Players, who  must do all they can to locate it.  Each Campaign Turn the Red or Green make contact with the enemy main column he will inflict losses of one hundred men on the main column. 

If however the Red or Green makes contact with the enemy main column of General Junot which is marching north from Lisbon to Vimeiro it will be forced to halt and deploy, since it will be in the middle of the battle of Vimeiro at that point, and needs to give Sir Arthur and the main red forces a chance to catch up.

Pursue the defeated Delaborde, halt the advance of Junot.  

Blue must protect the main columns; the Red and Green Players must do all they can to contact them. Each Campaign Turn a  Player makes contact with the enemy main column does so he will inflict losses of one hundred men on the main column. The more he kills the better his result.One hundred men is a 25% victory, 400 men a 100% victory.

SPECIFIC TERRAIN REQUIREMENTS
None

FORCES
Red and Green begin the game in Area 3.
Blue may deploy on the map at any point between areas 6-10.
Red has the initiative.The Columns of General Delaborde's Division are withdrawing south at half speed.  They will start in areas 12 and 14. They have no supplies and are moving at half-speed due to the need to forage. Thus far they have not abandoned their wagons.
A complete breakdown of the forces and characters available to red and Green is available below.

SUPPLIES
Blue begins the campaign with 12 sacks of supplies. (In game 1 the French Quartermaster escaped Rolica with his loot, his supplies and a kidnapped 86 year old Nun

The Red and Green have 16 sacks of supplies for this campaign.  8 each.  
The population is considered very hostile to Blue.   

INITIATIVE
The red and Green always hold the Initiative unless it is seized temporarily by the Blue as a result of a battle. In such a situation, the Leading Player holds the initiative only for the next Campaign Turn, after which the initiative reverts to the the Red and Green players.


The Forces

4th Foot

Light Company, The Duke of Lancasters Own 4th Foot
Four groups (4 x 8) of Line, two (2 x 6) of Skirmishers plus two men acting as mule wranglers for Sgt Jaggers with eight sacks of supplies.
You may re-arrange these groups as desired, all of your men are trained Light Infantry.
3 Big Men.  Colonel Manners mayl send you another Officer as the campaign develops.

Captain Quilp Big Man III
A Parson's Son from Northumbria.
Notorious as the most short sighted man ever to serve in the British Army.  Sir Arthur Wellesley presented Quilp with a telescope after the battle of Copenhagen inscribed "Take a look through one of these next time Quilp!" Commands the light Company of the 4th Foot.

Ensign Richard Wellhard.  Big Man II
Formerly the Sergeant of the Light Company.  Born in the slums of Gilesgate in the County of Durham.  His parentage is obscure and he was first recorded as stealing apples from the orchard of Hieronymous Quilp the village parson.  Young Richard constantly found himself in trouble and eventually was compelled to join the army, being recruited into the 4th Foot by the Parson's son, an Officer in the regiment.  Wellard was promoted to Ensign by Sir Arthur, after a heroic incident at Rolica.(Yesterday)  He still wears his Sergeants uniform.

Lt Sheriden Bucket (Wounded in action at Rolica, unavailable)

Sgt Postlethwaite "Mother" Jaggers  Big Man I

Captain Quilp's Pocket book:
David Ld. Farthingdale, Lieutenant Royal Dragoons. Drunk.
Colonel Courtleigh Manners of the 4th Foot
Dr Samuel Johnson Physic and lexicographer.


The Rifles

All trained Light Infantry
Three groups of eight in Line and three groups of six skirmishers, plus two riflemen acting as mule wranglers for Sgt Lime's aquisitions, and the eight sacks of supplies..  This can be re-arranged as desired.

Hauptmann Quitte Von Wießmehr.   Lvl III Big Man
Captain Quitte von Wießmehr is a native of Duisburg in the old Duchy of Cleves. Once Baron of the Schloss Wießmehr, before the unfortunate affair at Austerlitz.  He is now exiled to serve in the Britsh Army.  The Captain is a friend of the inventor Bartholomäus Girardoni, and has a custom made Girardoni Air Rifle, which he used at Austerlitz, just before everyone else ran away.  This remarkable weapon fires 12 shots in rapid succession, and is reloaded with a magazine tube of 20 bullets.  It accounts for the Captains nickname in the rifles Old Windy.

Famous for his service with The Oels Jager during the later part of the Peninsular war, few realise that the Captain actually served in the 5/60th Rifles before his transfer to the Portuguese Cacadores after Corunna.  With the arrival of the Duke of Brunswick in the Peninsular von Wießmehr was quickly offered a post in the Black Band, where he served famously until his death defending the Duke at Quatre Bras.

Captain Quitte Von Wießmehr `s Pocket book:
Physic Dr Gordon Ottershaw, dentist, freemason and ferret wrangler
Colonel Courtleigh Manners of the 4th Foot
Leutnant Christoph von Wankendorf a Hannovarian, serving in the Rifles.
Bartholomäus Girardoni,  Austrian Inventor.

Lieutenant Charles "Binky" Snetterton-Lewis.  Level I
Commission purchased by pater and in bright new boots and uniform.  Binky is a little dim, but keen sir... very keen.

Sergeant Otto "Wachtmeister" Feuct Level I
The captain's butler since their youthful days at Schloss Wießmehr.  He is prim and proper, and the ladies swoon for his bristling moustaches.

Sergeant Harold Lime. Level I
"Procurer"

Additions for Rolica
Physic 1pt        aka Dr Gordon Ottershaw, dentist, freemason and ferret wrangler
Musician 1pt   aka young William Elliot, bugler and company dancer
Level 1 officer 3pts       aka Sergeant Harold Lime, procurer of sundries and rarities.
Scout 3pts        aka The Masked Shadow






























What to expect

Turn Report & Order Request

At the Start of each turn, the umpire will provide both players with a report covering the following:

Where their Main Force and any Detachments under their control are located
What their Patrols and Scouts identified in the last Turn
Any events which affect them. Usually Random Events
How many sacks of supplies they have left.

Finally, a request for the players instruction for that afternoon or tomorrow morning.  Forces typically march/move two areas per day when not foraging.  I can accept a daily or covering orders.




27th Du Ligne

The exact nature of the French forces is unclear at this time.
But they look angry about Rolica
Major Finguin  Big Man Lvl III
The long suffering Major acting as Chef du battalion of the 27th du line.  His family motto is "Run away, run away!"




Pocket Book of Major Finguin:
Colonel Alonzo Fonde De Lapatrie, the former rabid Republican, now Imperialist Staff Officer
Captaine Claude Douche of The Imperial Intelligence Service



Capitaine Bunsen Bernier Level II

Capitane Pease Sanbeans, a young thruster who wished only to impress. 
Shot through the plumes and killed by Captain von Wiessmehr at Rolica.

Sous Lieuteant Casse-Toi Bâtard  Level II
A psychotic killer of chickens.  Customised dueling pistols.

Sergeant Gui D`Rope 27th Flank, Voltiguers.  Level I
A man with long Moustaches and clean underwear.  A fervent Boneapartist.

Lieutenant Alphonse Capone, Quartermaster, Lvl I
with six men and a mule train. He is a despicable cad, even the mules are not safe.  He cannot command anything but his own foraging party, being an Italian, and an outsider to the 27th who detest him.

Alex Craimant Dragoon Captain
Sergeant Grande Jambe of the Dragoons

Wednesday, 22 February 2017

The first house for my Peninsular War

Living in Cyprus places some restrictions on my Wargaming budget.  The postage is prohibitive, and I have discovered that I quite enjoy scratch building terrain.  I had always planned to construct three buildings for my Peninsular war setup.  The first of these was completed today and I just wanted to blog the process.

Laminate foam board seems unknown in Cyprus so the basic shell is recycled card.  This was built and the detailing added.

Half way through this build I realised that I had a problem.  As soon as I fitted a roof it became obvious that the single tilted flat roof looked wrong.  I was forced to reassess, and re-shape the rear of the building.  It needed a rear sloping roof as well as ridge-tiles.

The basic shell.


The rear view.

The flat pantile roof from paper straws.

The roof modified.  

The roof in place, with ridge tiles.

The rendering done in plaster.  Roof undercoated in burnt umber.

Dry-brushed walls and the pantiles finished in terracotta

The rear of the house - no doors yet.  
Lieutenant Pantalones of Colonel Trant's Portuguese Legion, with private Jack Jones of the 4th Foot, inspect the building.


Saturday, 18 February 2017

A spot of architecture chaps?

A project that has been on the back - burner for a while received a boost this week when I took a break from Bronze Age painting for some nice straight-forward Napoleonics.  These were bought almost before SP2 was published, and a couple of boxes of Perry plastics provides enough figures to create the basic forces I need.
Being me of course I added some metal command figures (Front Rank - long time favourites of mine) and skirmishers.  These included the character figures I needed as well as an engineers wagon.  So far so good.



My intention is to keep the Bronze Age collection in Durham and use these 28mm Peninsular figures for Cyprus.  Therein lies the problem however.  I had just about completed enough figures for a small game when I realised that I had no terrain.  None whatsoever.   My entire terrain collection is 10-15mm.


This of course is relative.  A tree in 15mm becomes a bush or an olive tree in 28mm, but I have no roads, buildings or walls.


The first thing to do was raid some granite driveway stones from a nearby un-named source. This gives me some rough stone walling, and my 10mm desert hills become simply rocky terrain in 28mm.  Looking at the Lardy Blog didn't help since it transpires that they are well into a new Peninsular War set up.  In fact it cost me 7.50 since I had to buy the new SP2 campaign rules, which are exactly what I needed for solo play.


I began my Spanish walling with some simple polystyrene packing.  I soon had five wall lengths, and set to glueing them down to artists card bases.

Next I used small off cuts to place buttresses, and spills from the walls.  Some wooden blocks for end sections gave me the ability to join the different heights into continuous walling, if I want to.  The Lardy terrain has large garden sections to fix the buildings into the landscape... great idea but my space is at a premium.  


Thick paper bricks were glued in place for areas where the render had fallen off, and more artists card provided the thick flat tiles that top the walls.  After that I armed myself with a spatula and filler to give the walls a plaster render.

In a fit of enthusiasm I built a gateway and a fountain, using exactly the same techniques.  Close observers will note that my fountain resembles a toilet.  I'll admit to not seeing that at first.  Still, against the side of a building or wall it looks like ... a fountain, or water trough, very similar to some of the ones we have here in Cyprus.

It will have it's own "spend a penny" rule...

Dick Wellard inspects the new terrain
This is of course all a learning curve.  My Bronze age project will need its own terrain, and among other things I plan to build a Canaanite town as well as Egyptian and a Sea Peoples war ships. (one of each, I`m only partly crazy)  In that sense the finished effect of this peninsular terrain looks promising I think.

The French wonder why that gate wasn`t painted.
I also completed my deployment marker for the French.  From the Perry plastics box I selected one of the spare drums, turned it side wards,  mounted it on a flocked poker chip, and placed some discarded shakos and packs around it.  It represents kit the French throw away as they march onto the battlefield.  The British one will use similar decoration.  I haven't yet decided on the secondary deployment markers.

So it's on to the first game.  A lot more painting to do...


The Oels Jager with British observers.

Captain Weissmehr gets some initiative among the rocks 




Major Finguin hides with his Voltiguers in the walled enclosure
  
The Wachtmiester of the Oels commands a group forward in line, losing a man.

The French losses are heavier however.

"Run Away, Run Away," the family motto of the Finguins

Von Weissmehr gives them his special "sausage volley" aimed at their retreating backs

The last word goes to newly raised from the ranks Dick Wellhard, who, having observed the battle finally gets to spend a penny at the fountain.  Apparently it`s good luck.  With a "Dawns and Departures" game over the Vimeiro terrain to look forward to he will probably need it.

Tuesday, 14 February 2017

Uriah and the Canaanites

I will 'fess up immediately.  I collected the Canaanites intending them to be an allied force for the Pharaoh's army.  It wasn't until I started painting them that I realised how great the figures are.  The possibilities of this army also began to dawn on me.  

Canaan was very much a border area between three, or arguably four, large power blocks.  To the south the Egyptians, who with the military resurgence of the New Kingdom saw the entire area as a border zone, one in which successive Pharaoh's could prove their military prowess.  To the north the Hittites, who used the area as a buffer zone against the aggression of Egypt, but who also quietly took over in the areas they controlled.  Indeed when the Hittite empire in Anatolia fell their cities in Syria continued to claim to be Hittite.  To the east were a succession of chariot empires, the Hurrians, the Mitanni, and later the Assyrians.

To the west, lurking only a short distance away across the Mediterranean lurked a fourth power, the Sea People's.  Interestingly Sherdanu mercenaries served in the armies of the Canaanite kingdoms, as well as raiding up and down the coast.
Raiders were not just Sea pirates however, the deserts of the south and east held Shassu and Sutu Bedouin, and Canaan itself was home to tribal Habiru mercenaries and bandits. (The word originally meant "bandit" and was only later applied to the tribal coalition that would become the Hebrews). Unlike the city states, gathered in their walled cities, and fortified villages, the tribal peoples occupied smaller settlements, mainly in the higher areas.

To simplify the situation, the Maryannu chariots of the City State Princes kept the hill tribes out of the fertile lowlands, whilst the area itself was subject to raids and campaigns by the competing powers.  Warfare was endemic, with the Petty kings serving different masters even whilst they struggled against each other.


This army was the last force I raised for my Bronze age project.   I think it shows, since I realise now that it's incomplete.   I brought it over to Cyprus for the winter to give me a chance to practice on it before tackling the Egyptians.  Mistake...  these guys wear multi coloured coats, literally, and are a pain in the backside.  I have had to up the wattage for my desk lamp bulb just to cope with them.

Three Maryannu chariots are the key element.  These are specialists, trained professionals, who seek to dominate a battle by fire and manoeuvre. In a battle against my Egyptians I can double this number adding my Sea People's chariots, who also have Maryannnu crews waiting in the wings to replace their Anatolian style crews.

The second element the Canaanites field is a Royal Guard.  Different city states would vary the nature of these Guards, some would field elite swordsmen, some bowmen (I think the only close order bowmen to be found outside the armies of the New Kingdom in this period were these elite guard units) and some, such as the Phoenician coastal cities, marines.  The Royal Guard represent the strike element of the army.  My own collection has insufficient bowmen, a lack I will need to resolve before long. 

The third element of this army is the humble Hupshu Spearman.  A "wodge" of these guys will stand and cheer on my chariots, but woe betide the Maryannu who crashes into this lot thinking he is a knight.

Lastly their are the mercenary options.  There are several great
Close-up photos... not flattering to my painting!  Needs a dip!
possibilities.  A warband of Sherden Swordsmen, a group of Hittite Chariots, a band of mercenary H'apiru javelin-men, a group of Bedouin raiders, or how about an Egyptian Prince and his retinue.  It presents a really interesting area to set a campaign in.

Uriah's Canaanites
A Lord and two Captains.
Three Maryannu chariots.
Six chariot runners, 3 with javelin, 3 with bow.
6 Royal Guard Swordsmen
12 Hupshu Spearmen.
6 skirmishing javelin-men.

Mercenary Contingents (unpainted)
Two units of 12 Sherdanu Swordsmen
3 Egyptian chariots and 6 chariot runners
16 Shassu Bedouin javelin men.
Various Peleset mercenaries from Cyprus.

My current thinking is that to make this force effective against the Egyptians I need to add three more chariots, 12 more Hupshu, and 12 archers.  That represents some seven packs of figures, so is probably due later in te year, since the current backlog will take me all summer to paint.
That huge Egyptian army is still waiting, unpainted, back in Durham for me of course... and the 28mm Napoleonics will be demanding more time and probably reinforcements over the summer.
Keeps me busy...