Close Little Wars Game 8 of 2016

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Turn  2 of Counterpayne / Close Little Wars game No. 8

The Duke of Wellington dismissively observed to William Siborne, “You can as well write the history of a ball as of a battle.” Here is an old overlooked battle or skirmish report.

This scratch game is an oldie from 2016, stuck in the drafts folder, that didn’t as far as I remember get published on this blog at the time. It uses my first version of a portable wooden hex game board using Heroscape tiles.

Close Little Wars game 8 involves Natives v Redcoats.

Based on my hex version of Donald Featherstone’s Close Wars rules appendix to his 1962 War Games. https://manoftinblog.wordpress.com/2016/06/09/close-little-wars-featherstones-simplest-rules/

Figures – The Natives are vintage Airfix Indians  versus Redcoats who are vintage Airfix Guards Colour Party.

Weapons – The Natives (Airfix Indians) are equipped with distance weapons mainly bows, spears and a few rifles. 18  Redcoat Infantry, NCO and the Bugler have Rifles,  the Officer and Standard Bearer  have pistols and swords / cutlasses.

Range reminders – Rifles and native bows fire 4 hexes, pistol and spears 2 hexes.

Movement reminders – Natives move 3 hex squares, Redcoat troops in groups of 3 or less move 3 hex squares, Redcoat troops in groups of 4 or more move 2 hexes. There are no roads on this terrain. Uphill movements take half a move (1 hex height equals half a move). Heights above two hexes stacked are unclimbable unless a different route of 1 hex steps are available.

Size of Force – Usually we have about 25 figures on each side but throw a d6 for each side to remove that number of figures from each side, giving slight disadvantage of only 21 Redcoat Guardsmen (Redcoats rolled 4 on their d6) to 24 natives.

Only 4 figures can occupy a hex square. 1 figure = 1 man.

Scenario Aims – The Aim of the Redcoats is  firstly to recover the old crossing fort, capture the crossing and possibly the native campsite. Capturing the Native Chief and his Squaw is also a secondary aim.

The Aim of the Natives is firstly to defend the crossing and defeat the Redcoats. Secondary aim is for their Chief and Squaw to escape intact, inflicting as many Redcoat casualties as needed.

Arranging the Terrain – The Hex  Scape board was arranged before the game with suitable high ground and restricted height areas. The  Natives are encamped around their tent near the Old Crossing Fort.

Staggered start – By setting out d6 alternatives, it is possible to delay for a move how many figures are in place on the first move. Roll 2d6 to see how many of the group are involved on the board on the first move and 2d6 how many move onto the board on the second move.

Alternatively  roll a d6. Roll 1-3 – all on board first move, roll 4-6 half the group (natives or redcoats) on board first move.

By allocating numbers to the grid squares A to F and 1 to 8, it was possible to slightly randomise where different groups first moved onto the board.

Future note: Blank hex map page to help with quick mapping / recording.

A second point to speed up precious game play time is to prewrite and set up scenarios, entry points well ahead of the game.

As it worked out all Redcoats / guards enter from one point on the river edge, whilst all the Natives are encamped around their tent hex with their Chief and Squaw (who is a non-combatant). The Chief has a suitable weapon for Melee as required.

At turn start – Red Dice used for the Redcoats, White dice for the Natives.

Escape / End Scenario – a log canoe is hidden in the undergrowth at A/B2 on  the riverbank which will allow the Native Chief and Squaw to escape. A minimum of two figures are needed to operate canoe to escape to the SW, as there is no access past the low plank bridge crossing or to the North because of rapids, rocks, weir etc.

Unbeknown to the natives, Redcoats will not knowingly fire on women or children but may capture them, hold them in the fort etc. They also wish to rebuild the old crossing fort.

Bridge Crossing Rule applies – bridge crossing dice throw  (roll 1 – fall in and drown). River is deemed impassable or unfordable. Redcoats have no engineers, pontoons or river crossing equipment.

First Turn of Game 8

Turn 1 begins with Natives moving first, having won highest dice throw..

Are the Natives aware of the Redcoats? Do the Natives have scouts or lookouts posted? Roll d6 to find out.

Roll 1-3, yes natives aware of enemy forces, scouts or returning hunting parties have bought word.

Roll 4-6, scouts need to be posted. Natives unaware of Redcoats.

Result of d6 dice throw is that No, the  Natives are not aware of Redcoat activity.

Redcoat move – Redcoat group splits up and heads fast for the bridge.

Turn 1 Summary – End of Turn 1, no firing as no one in range. No casualties so far.

Turn 2 of Game 8

Natives win highest throw so they  move first.

Are Natives aware of Redcoat troops yet? Roll d6 as above, Yes! Native sentries or scouts glimpse Redcoat movement and pass word to hunting party.

Natives move – they spread out and  disperse to river edge, covering the crossing and edge of the camp. Four native bowmen cross the bridge to the Redcoat side (losing no men over the bridge on their river crossing dice throw), whilst a mixed Native group of riflemen and bowmen remain on the Native end of the bridge. The Chief moves up into a good viewing position in the old Crossing Fort. Squaw packs up and prepares to break camp.

Redcoats move second –   they have seen the advance party of four native bowmen come into sight over the bridge and along the river edge. Movement is quite restricted and bottle necked at this stage with only a maximum of four figures per hex square.

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Advanced party of Native Bowmen cross the bridge and engage the Redcoats. Turn 2 of  Counterpayne / Close Little Wars Game 8.
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Wider view of Turn 2 of Counterpayne / Close Little Wars Game 8

Natives fire first in Turn 2 – Their advanced party over the bridge fire arrows at the nearest Redcoat troops but fail to score any fatal hits (2 dice score hits on Redcoats but they are saved by successful casualty savings throw). The Native spearmen on furthest bank are more successful, killing 1 Redcoat infantry man. First Redcoat casualty of  Game 8!

Redcoats fire second – The Redcoat group who have taken the first casualty return fire and score a successful fatal hit on one of the Native spearmen over the river. First Native Casualty of Game 8!

The Redcoats closest to the Bridge fire at the advanced party of Native Bowmen with no success.

Turn 2 Summary – End of Turn 2, Game 8 – one Redcoat Infantryman, one Native spearman.

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Even wider view of the Native’s side of the river terrain,  Turn 2

Turn 3, Game 8 –

Natives win throw to move first. The advanced party of Native bowmen  over the bridge engage the nearest Redcoats in melee. Two of the native bowmen are killed in the melee (after failing casualty savings throws) and the Natives lose the melee morale dice throw and retreat one hex backwards in good order, rather than rout.

Whoops! I realised afterwards that I had not given the Natives a +1 impetus throw.

Elsewhere the Natives move into a clearer firing line along the river edge within range of the Redcoats.

Redcoats move second , the final Redcoat figures moving onto the board / off the start line but still a bottleneck in places where rocks are too high to climb or pass over. Moving back into Melee, one Redcoat is killed by natives  and the remaining 3 Redcoats in this group retreat one hex backwards in good order.

Natives fire first but achieve no successful hits. Redcoats fire second and  kill one of the Native Bowmen near the Bridge. A further native is killed by Redcoat fire on the riverbank.

Turn 3 Summary During Turn 3, four Natives and a Redcoat infantryman are killed.

Turn 4, Game 8

Turn 4 sees the Redcoats move first, 3 Redcoats by the bridge move into further melee   with the last surviving native of the advanced guard of Native Bowmen over the bridge on their side – who fights them all off and kills one Redcoat casualty! Melee morale throw a draw, so no retreat on either side.

When Natives move second, I wanted to see if this Lone Indian would retreat over the bridge. A 6 dice throw of 1 to 3 means retreat to the safety of the Native side of the river, 4-6 means the Lone Indian will remain on the Redcoat side of the River. A six is thrown and the Lone Indian remains on the Redcoat side, unfortunately  blocking the fire path of the other Indians.

In the Firing phase, Redcoats fire first with no hits. Natives elsewhere along the riverbank fire second and kill three Redcoat infantry.

Turn 4 Summary – During Turn 4, things have gone badly for the Redcoats with 4 casualties. Overall 6 Redcoats have been lost in the first four moves at a cost of 5 natives.

Both groups have now lost a fifth to a quarter of their starting numbers.  There is no retreat position, it will be a fight to the finish and / or an escape for the Native Chief and Squaw.

Turn 5 of Game 8

Redcoats roll highest dice, so move first. Four Redcoats move into Melee against the brave Lone Indian by the Bridge who kills one Redcoat but is finally killed fighting off the other 3. His base is inscribed for bravery in perpetuity!

When the natives move second, groups of warriors reinforce the riverbank and their side of the bridge. Some remain behind with the Chief and Squaw as a rearguard.

When should the Chief and Squaw make a move to evacuate themselves from the Old Crossing Fort ruins and head for the canoe? Playing solo, throw a dice to decide of course.

A d6 throw of 1-3 means an immediate retreat or evacuation by Native Chief and Squaw towards the canoe and possible safety down river

A d6 throw of 4-6 means stay put for this move.

In this move, they throw and have to stay put.

Turn 5 Summary –  In the firing phase there are no losses so Turn 5 ends with One Redcoat lost and of course the brave Lone Native / Indian.

Turn 6 of Game 8

Redcoats throw highest so move first. Playing solo, I needed to decide whether the four Redcoats nearest the bridge would cross the bridge and attack the Natives or remain and fire at whoever was in sight or range.

Again a d6 throw was set up, 1-3 ordered across by Officer via the bugler, 4-6 remain on their side of the river.

The dice throw saw them ordered to cross the river and  the river / bridge crossing throw saw one of them fall in (on a dice roll of 1) but saved by the others (on account of a successful casualty saving throw).

The Redcoats moved immediately into Melee with the nearest Natives who lose two of their men and the melee morale throw, retreating in rout one hex move backwards.

The Redcoat colour party moves down from the heights. Redcoat reinforcements move forward to cover the bridge crossing.

Natives move second – again the Chief throws his evacuation dice but rolls to remain put. He orders reinforcements of 2 Native spearmen to reinforce the routed bowmen retreating from the bridge.

Redcoats fire first, members of the Colour Party also joining in using abandoned rifles now that they have moved closer into range. 1 Native is killed. Natives fire second, no hits.

Turn 6 Summary At the end of turn 6, the Redcoats are successfully across the river but are quite low in number. 3 Natives have been killed during the turn, 2 at the bridgehead, one on the riverbank.

Turn 7 of Game 8

Whoops! Turn 7 never happened – miscounted in the fog of war. No casualties.

Turn 8 of Game 8

A photograph was taken of this turn when 4 Redcoats crossed the bridge.

Redcoats move first into melee at bridgehead; 1 Native killed and 1 Redcoat. Natives lose melee morale throw and retreat 1 move in good order. Extra Redcoats ordered over bridge to reinforce bridgehead party. The colour party stays put on Redcoat side of river.

Natives move second, again into melee of 3 Natives versus 4 Redcoats, resulating in the loss of 1 Native and their retreat 1 hex in good order after  melee morale throw. The Chief rolls d6 re evacuation but stays put.

Firing phase, Redcoats fire first but inflict no casulaties. The Natives fire second and on a long shot from the Native warrior guarding the Native Chief, kill one Redcoat (who rolls d6 but loses casualty saving throw).

Turn 8 Summary – Turn 8 of Game 8 – 2 Redcoats lost, 2 Natives lost.

Turn 9 of Game 8 –

Redcoats move first, 4 of them into melee with Natives. 2 Natives killed. Another Redcoat on the Riverbank moves to the Bridgehead.

Natives move second, again into melee. Chief rolls re evacuation and again stays put.

Four Natives into melee at Bridgehead with four Redcoats; 1 Redcoat and a Native killed. Redcoats lose melee morale throw and retreat 1 hex back onto bridge in good order.

Redcoats fire first, inflicting a casualty on a Native rifleman on the riverbank below the bridgehead. Natives return fire but inflict no casualties.

Turn 9  Summary – Turn 9 of Game 8 – 4 Natives killed, 1 Redcoat killed. The battle still centres on the bottleneck of the bridge crossing, the river being unfordable and uncrossable elsewhere.

Turn 10 of Game 8 –

Three Redcoats at the Bridgehead move first again into Melee with the further loss of a Native casualty, yet the three Redcoats gain lose the Melee Morale Throw. They  retreat back to the bridge in rout (no further firing from these 2 Redcoats).

The Natives move second and the two remaining Native Bowmen at the bridge move into melee against the rear of the three routed retreating Redcoats (adding 1+ impetus to their dice scores). One Redcoat is lost, again the Redcoats retreat in rout a one hex move taking them over / onto the bridge.

The Chief orders two further Natives from the Canoe river bank party to reinforce the bridge  and two Native Bowmen from the riverbank to protect him by moving to the front of the old Crossing Fort.

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Turn 10, Counterpayne / Close Little Wars Game 8 – the escape dugout Native canoe can be glimpsed near the edge of the board by the three Native spearmen.

The Chief passes on his orders in his native language and by arm movements so that his commands are not understood by the Redcoats , who have no translator with them. likewise, the Natives do not understand the Redcoats shouted orders or bugle calls.

The Redcoats fire first but score no successful hits, their field of fire being interfered with by the two routed Redcoats retreating across the bridge, who are themselves unable to fire being in rout and retreat.

When the Natives fire second, there are no casualties.

Turn 10  Summary – Turn 10 of Game 8 – one Redcot lost, 1 Native, both in Bridgehead melee.

By this stage of the game, the Redcoats have lost 11 men, almost 50% of their 21 men at the start of the game. No officers, colours or NCOs have yet been lost. The Natives have lost 16 Native warriors out of 24 (not including the non-combatant Squaw), being two-thirds of their available men. The Native Squaw, Chief and canoe are still safe on their side of the river and they still control the river crossing.

Turn 11 of Game 8

The Natives move first and the Chief again rolls an evacuation d6 dice but stays put.

Whether the Natives risk a melee on the bridge itself (roll 1-3,  d6 dice) or stay put on their side of the river (roll 4 – 6, d6 dice) is decided by a dice throw: they stay put and make no further movement during this turn.

Again with the bridge becoming a battle bottleneck, the Redcoats when they move second have to  throw a d6 to decide movements. The problem is the 2 Redcoats in rout stuck on the bridge, they throw a d6 and remain in rout on the bridge unable to move further.

A bridge crossing throw is brought in, having crossed or crossing the river. One of the two Redcoats falls in and is lost in the river, failing his casualty savings throw.

This still leaves three Redcoats including the NCO unable to cross the bridge unless a another d6 dice decision rule is brought in.

Can the Redcoat NCO and his men cross the bridge past their routed Redcoat colleague?

Roll 1 – 3, yes they can. Roll 4 – 6 no they can’t, being blocked by the routed and unmoving Redcoat.

They throw a 4 so remain blocked on their side of the bridge. 2 more Redcoats move to the rocky ridge breside the bridge to improve their field of fire.

Both Redcoats and Natives fail to hit anything on their firing round.

Turn 11 Summary – Turn 11 of Game 8 – one retreating routed Redcoat lost in the river and drowned whilst crossing bridge.

Turn 12 of Game 8

Redcoats move first. Thankfully the Redcoat blocking the bridge finally passes his morale throe so can move and fire. The NCO can then cross the bridge with his two men, gather up the Redcoat on the bridge (no Redcoats lost in Bridge crossing throw) and move into Melee with the two native bowmen holding the Bridgehead.

One Redcoat is lost in the Melee (dice thrown to see if it was the NCO – not) but the Natives lose the Melee Morale throw and retreat 1 move in good order backwards. Seeing this, the Redcoat Officer orders his Bugler to recall the two Redcoats watching the three  Native spearmen guarding the canoe end of the river.

When the Natives move second, the Native Chief throws a d6 evacuation dice and on the resulting 6 begins to move himself and Squaw towards the Canoe and escape.

A minimum of two Natives is required to operate the canoe.

As the Chief and Squaw move 4 hexes towards the canoe with one Native rifleman as cover, 2 Native bowmen moving to  higher ground.

The Chief orders 4 of his Native warriors into Melee against the three Redcoats at the Bridgehead as further cover for his escape.

During this Melee of four Natives versus three Redcoats, 2 Native spearmen are lost. The Redcoats lose the Melee Morale Throw and retreat in rout or disorder 1 hex back onto the bridge. (Dice for River crossing throw on next move.)

The Chief’s retreat with Squaw and Native warrior bodyguard is still bodily covered or shielded by the presence of two Native bowmen at the bridgehead and two bowmen  on the ridge.

The Redcoats are unable to fire as  their view is blocked by the three retreating routed Redcoats on the bridge.

The Natives fire next and two of the Redcoats on the Bridge are wounded (passed their casualty savings throw). Most Natives at this Turn have no clear field of fire.

Turn 12 summary – Turn 12 of Game 8 – 2 Native spearmen are lost and 1 Redcoat.

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Counterpayne / Close Little Wars Game 8 Turn 13

Turn 13

Redcoats win dice throw and  move first. Turn 13  opens with the Redcoat NCO Sergeant and 2 Redcoats retreating over the bridge but luckily they morale throw a 6, steadying their retreat. They are now able to fire, move and respond to orders. Thankfully all of them survive the bridge crossing dice throw  (If they rolled a 1, they fall in and drown).

The Redcoat Sergeant rallies the group  back into a melee to defend the bridge and the Sergeant defeats one native bowman in hand to hand combat. The natives lose the melee morale throw and retreat one move backwards but in good order rather then rout.

The Redcoat NCO reminds his party that they are ordered not to fire on the squaw and native chief but to capture them alive if possible.

The Redcoat officer orders another Redcoat guardsman over the bridge, leaving one Redcoat on the Redcoat side of the Bridge to cover the Colour party. The Redcoat guardsman moves into the lee or cover  of the large rock near the bridge to get a better view of the final actions.

The Natives move second having thrown the lower dice at the start of this turn.

The Native Chief with Squaw retreats to the log canoe with their warrior guard rejoining the native spearmen. They have range to fire on the bridge from their position. It will take one clear move to launch the canoe.

The remaining three Native bowmen move into melee to deal with the 4 Redcoats including the NCO / Sergeant. During the melee one Native bowman is killed and they lose the morale throw, retreating in good order and providing further cover for the Native Chief and Squaw.

Firing phase of Turn 13

Redcoats fire first but no losses are inflicted or are unable to fire without hitting the Native Chief or Squaw.

The Natives fail to hit anything in their firing round.

Turn 13  Summary – Turn 13 of Game 8 – two Native bowmen have been lost.

Turn 14 of Game 8

Natives move first. The Native Chief, Squaw and two Native warriors push canoe into the water. Roll a d6 to see how many can fit into the Canoe – the dice roll of a six means up to 6 Natives can squeeze in.

The Native Chief orders his two remaining bowmen to stay put and cover his escape then to melt away and meet him off the board further upstream.

The two Native bowmen roll a d6 to see if they move into Melee (roll 1 -3) or stay put and block the Redcoat  movements (roll 4-6). They roll 3 so move into Melee where one Redcoat is killed. The Natives lose Melee Morale Throw but retreat in good order back one hex, still covering the escape route / attempt of their Chief.

Redcoats move second, back into Melee with the two Native bowmen. there are no casualties.  The Redcoats lose melee Morale Throw and retreat one hex backwards to bridgehead  in rout or disorder, being unable to move or fire further this turn.

Native bowmen fire first being the only Natives in range of the Redcoats but fail to hit any Redcoats. Redcoats unable to return fire.

Summary of Turn 14 – Turn 14 of game 8 – 1 Redcoat killed.

Turn 15

Redcoats move first, a successful morale throw allowing the Redcoat NCO and two Redcoat riflemen to move back into Melee with 2 Native bowmen. One Redcoat and one Native are lost. Again the Redcoats lose the Melee Morale Throw and retreat again in disorder back towards the bridge.

Further Redcoat movements require a d6 decision dice throw

Should the Redcoat Officer and Colour party move into position to see what is going on? Roll 1-3 yes, 4-6 no, too risky. As a 4 was thrown, they  rely still on the limited view of the lone sentry on the bridge.

Natives move second. The canoe moves off downstream and off the games board to safety, taking the Native Chief, Squaw, one Native spearman and a bowman.

What should the lone Native bowman do? A D6 decision dice to be thrown.

1-2 retreat to the canoe safely. 3-4 Retreats off board to safety

5 Stays put and blocks Redcoats.   6 – Melees into the Redcoats.

Bowman rolls a 3,  so he retreats safely off the board down river to rendezvous with the escaped canoe party further downstream.

The Canoe is now out of the Redcoats firing range. All natives are now out of firing range.

Summary  of Turn 15 – Turn 15 of Game 8 – 1 Redcoat and one Native lost in Melee.

The Native Chief, Squaw and three Native warriors have escaped the Game board, leaving the Redcoats in possession of the Bridge crossing fort and their old campsite.

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Redcoat Colour Party retake the Old Crossing Fort – Turn 16 of Close Little Wars Game 8.

Final Turn – Turn 16 0f Game 8

The 2 Redcoats on the bridge throw a morale throw dice of 4 so are able again to move towards and secure the ridge camp and old Crossing Fort. The Colour party successfully cross the bridge and join them. One Redcoat sentry is posted to watch the direction of the Native retreat.

The Colours are hoisted again on the old Crossing Fort and a second tent posted next to the abandoned Native tent. The bridge crossing is also watched from the Crossing Fort again. Bugle calls are ordered to contact any Redcoat reinforcements in earshot, the number of troops at present being too few to send any messenger to gain any reinforcements.

The surviving Redcoat group are small in number – what would happen if a further Native force returned? Interesting future scenario.

Is Game 8 a Native or Redcoat Victory?

I think this is a Draw.

The Redcoats reoccupied the Crossing Fort and Bridge, awaiting reinforcements to strengthen their position.  The Colours are safe.

They failed to capture the Native Chief and his Squaw or wipe out the other three Natives (a bowman, spearman and rifleman) who escaped in the Canoe with some provisions.

Both groups live to fight another day!

At the end of Turn 16, there are six Redcoat survivors: Two Riflemen and their NCO Sergeant, an Officer, Colour Bearer and Bugler.

15 Redcoat casualties are lost on both sides of the river or in the river and need recovery and burial where possible by the surviving six Redcoats, as soon as the Crossing Fort is made as safe as possible.

In addition 21 Natives need mass burial by the Redcoats.

All these  brave and surviving Native warriors and Redcoats have the number 8 written underneath their cardboard base, in addition to the brave  Lone Indian (though departed to the happy hunting grounds has 8 and the Lone Indian inscribed.

Draft from 2016, finally blog posted by Mark Man of TIN on 22 September 2019.

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How Heroscape Hexes Measure Up

 

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Eight of these big 24 Heroscape Hex baseplates make up my fixed 192 Hexes of Joy game board.

 

As I mentioned in my reply to a blog comment by David Bradley,  I completely forgot to put the measurements on the blog post about my 192 Hexes of Joy game board.

https://manoftinblog.wordpress.com/2017/08/01/192-hexes-of-joy-a-larger-hex-game-board/

https://manoftinblog.wordpress.com/2017/08/03/192-hexes-of-joy-affronted-by-re-basing-and-ground-scales/

This is partly because the game board  was a “take it as found”, scrounged before skipped notice board, rather than a purchased or commercial notice board as I think Bob Cordery used. Bob may have put his board dimensions on his post.

Recent Heroscape hex-periment blogposts

I have been intrigued and  quite curious to see how Bob Cordery will incorporate these into his Portable Wargame set up. I enjoyed his stylish and smart coastlines, well worth looking at these on his blog:

http://wargamingmiscellany.blogspot.co.uk/2017/08/messing-about-with-my-heroscape-terrain.html

Certainly a good miniature match for his Hexon coasts:

http://bobscolonialwargaming.blogspot.co.uk/2012/01/clearing-nest-of-sea-rats.html

along with Bob’s experiments in painting or not painting, flocking or not flocking.

http://wargamingmiscellany.blogspot.co.uk/2017/08/to-paint-andor-flock-or-not-to-paint.html

and Bob’s trial of which shade of green is best for your Heroscape hex gameboard.  http://wargamingmiscellany.blogspot.co.uk/2017/08/some-more-not-quite-forty-shades-of.html

I know that John Patriquin the Wargame Hermit blogger in the USA also uses a board of Heroscape hexes, all sprayed uniform green http://wargamehermit.blogspot.co.uk/2017/01/two-experimental-wargames.html

Hex-bashing

The Heroscape hexes are versatile enough that you can flock them, paint them or plant a tree on them.

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Standard desert hexes (centre) alongside my painted “desert pinky” grey hexes (left),  flocked sand and green hexes and impassable forest tree Heroscape hex experiments. I shall have to try palm trees next! 

The Heroscapers gallery section  on terrain https://www.heroscapers.com/ has some interesting ways of building walls, hedges, fences and walls of buildings around the outside of the hexes so that you  can place figures inside. Something to try perhaps for a French-Indian War or Civil War stockade fort section.

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A single Heroscape hex at 4/4.5 cm across shown with 2 bashed old Peter Laing WW2 British infantrymen – a single hex can fit 4  15mm Peter Laing or 20mm Airfix bases comfortably enough.

 

Bob Cordery measures Heroscape hex tiles at about 4cm across, but add the locking bits and I reckon that this is almost 4.5cms.

 

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‘Snowflake’ Seven Heroscape hex piece with 15mm Peter Laing artillery.

 

So the ‘seven hex’ almost snowflake pattern plates in my recent post about Peter Laing and Base Overhang are about 13.5 / 14 cms across at their three hex widest point on any side.

Heroscape Hexes also come in ones, twos, threes, snowflake sevens and 24s giving a variety of possible 3D or 2D shaped terrains.

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Twin or double hex pieces and triple hex pieces in the range of standard Heroscape colours of green, sand and grey stone. 

The eight large plates of 24 Hexes (which that fit onto my board to make the 192 hexes of Joy) are the standard Heroscape large base plate. These are about 6 Hexes wide or for each plate 24 cms at widest, 6 hexes long about 27 cms longest edge. 2 of these combine however to make a rough rectangle of only 38 cms long, as seen making up a quarter each of my hex base board (above top).

 

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192 Hexes of desert joy in 3D mode from my recent Blowing up Desert Trains scenario. 

My big 192 Hex board (an old possibly handmade but disused noticeboard) is around 79/80 cms long and 54/55 cms wide. This includes 2cms of trim at each end – effectively the trim and painted wooden gap round the edge are about 3-4cms wide, almost one hex wide.

My smaller portable game boards are two wooden box lids of 54 Hexes each. These are used as bought / found, being no carpenter, bring 40cms long, 30 cms wide including 1cm lip (3cms deep) around each side. There is some wasted space around the hex edge to box lip which I infill with AstroTurf strips for rough grass scrub. Together they make up a board of 108 Hexes, good for small fast games.

Together they would make up 300 Hexes of Joy!

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My recent ACW railway bridge crossing scenario based on my two portable game boards in box lids – 54 hexes each.

 

I have yet to put all three hex boards alongside each other, mainly as I don’t yet have a table quite big enough. I have no games room so the smaller boards have the advantage that they can be lifted off a table and put on a shelf if things like meals claim the table. The bigger board after gaming when stripped back to the 8 interlocking big hex base plates can be stowed away easily enough or even hung on the wall as modern art.

Heroscape tiles by Hasbro / MB are currently long out of production but the starter Master Sets are fairly cheaply available on UK eBay (usually the first Master Set called Rise of the Valkyries) and with more variety on American eBay including the Superhero variants.

On Amazon pricing is bizarre – complete Heroscape new starter sets and sequels are in the £200 to £300 plus region!

However on EBay you currently pay anything from £20 for just the completist set of hex tiles through to £50-60 for a used slightly bashed starter set; Some people split sets and sell components. Beware that you can pay a lot of money on some sites for individual specialist tiles, trees, mountain sections etc. More about these sets and web links on

https://manoftinblog.wordpress.com/2017/06/21/heroscape-duelling-in-the-garden/

These master starter sets contain 85 interlocking tile sections, made up of:
8 x 24 tiles, enough for the base of my board of 192 Hexes of Joy!
and then the interesting extras that give the 3D-ness:

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15mm Peter Laing priest and his flock on a single hex, flocked preaching mound next to the abbey remains (Heroscape ruin) 

2 ruin corners, which need a bit of work like upper floors to make them useful
10 x triple hexes (like a triangle),
10 ‘snowflake’ seven Hexes,
10 double hexes,
26 single hexes
21 fairly flimsy thin blue water tiles.
These hexes are in a variety of colours:  sand, grey rock, green grass.

Oh and 30 bizarre painted fantasy figures (see previous blogposts) https://poundstoreplasticwarriors.wordpress.com/2017/06/21/heroscape-duelling-figures/

Further ideas or alternatives 

Lots of terrain and hex modification ideas at the gallery at the Heroscapers.com fan forum https://www.heroscapers.com/community/gallery/browseimages.php?do=browseimages&c=9

I have never bought the Hexon 10cm hex system that many other gamers like Bob Cordery also use for their games. I get the feeling from other blogs that it is quite expensive but you may prefer the look, size and flexibility. Each to their happy own!

I generally want smaller hexes in a smaller cluttered playing area for skirmish games like Donald Featherstone’s ‘Close Wars’ (appendix to his 1962 book Wargames) so the 4/4.5 cm hexes suit me from 15mm and 20mm through to 40mm figures. It might even stretch to 54mm figures on the usual 2p bases for very small skirmishes or duels.

The Hexon website for those who want to check these out is:  https://www.kallistra.co.uk/index.php?page=37#anchor262386

Wishing you joy of your hex, whatever size.

Blogposted by  Mark, Man of TIN blog, 16 August 2017

 

Close Little Wars away game

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April  2016 Portable Game board

A  wet holiday week away from home led to an improvised gameboard in a tray, some found ‘logs’ and stones, a few dice and a handful of vintage OO/HO Airfix packed away in a tiny fishing tackle box or my “just in case” ….

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My “Just In Case” survival box  of vintage Airfix, ready for a solo game on wet holidays.

 

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A raid on family holiday art materials  turned up watercolour paints, A3 watercolour sketch book paper and other scraps (cereal box cardboard, glue, coffee stirrers) to make an improvised hex game board.

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The scenario was based around Brutish Redcoats versus Generican  settlers …

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This was a good chance over several evenings of “pick up and put away”, the joy of a portable game board.

It was a good chance  to try out a hexed up version of Donald Featherstone’s two page “Close Wars” rules as an appendix to his 1962  book War Games.

https://manoftinblog.wordpress.com/2016/06/09/close-little-wars-featherstones-simplest-rules/

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Flimsy cardboard game tiles warped a bit  when painted with watercolour … different card needed next time. I was very happy with my coffee stirrer bridge , the key point through impassable swamp and rocky terrain.

It had  a good miniature  Little Wars / Battle of Hooks Farm feel to it, using the lovely Airfix Guards.

I  haven’t written up the game report and probably never will now understand my end of turn notes (written to help me pick up the game the next evening).

Mostly I  wanted to clear away this unposted draft of 2016, ready for a new blogging year in 2017.

Happy gaming in 2017!

Posted on the final afternoon of 2016 by Mark, Man of TIN blog.