Showing posts with label The American Civil War project. Show all posts
Showing posts with label The American Civil War project. Show all posts

Wednesday, January 21, 2015

EM4 Plastic ACW Infantry

I don't know how well known about they are, but when I looked in on one of my old bookmarked companies I noticed something unusual.  Under the plastics section of the EM4 website a new tab had appeared for historical models.  "ooh, that's odd" I thought, I wondered what they might be planning.

It turns out that a small range of soft plastic American Civil War troops was the plan, sold in packs of twenty with six different poses in each.  At the very, very reasonable price of £5 a pack, I felt it wouldn't hurt to grab a couple of packs and see how they looked.

The models are made of a soft polystyrene of the sort familiar to 20mm plastics fans, not unlike Reaper miniatures either.  They certainly needed a dip in hot soapy water, both to get the release agent off and to straighten out the many errant musket barrels, but once this was done they looked quite acceptable.

The proportions are good and generally similar to Perry's first set, though by no means copies.  By making a Union set and a Confederate set they avoid the main criticism of those too; no Union troops in spurious blanket rolls or excessive beards here.  Given a craft acrylic undercoat they took paint as well as any metal miniature:


Three of the poses and six of the models in each pack are devoted to command figures, for an officer drummer and ensign.  This gave me a quandary of how many of whom to use to fill out my standard 18-man regiment.

I opted for more drums, but the second officer would've been a valid alternative.  The ensign with his pre-moulded flag is the weakest of the set and hard to paint convincingly too.  A model with a bare pole would have been better but may well have been hard to cast well.  As to building larger units, well I guess you'll be buying spare packs to make up the numbers, but then they aren't expensive...


The models come on uniform round bases about 20mm in diameter, these proved easily too wide for my 50mm frontage basing so I belatedly trimmed them down; this proved that the paint on the models was resistant to rubbing or flaking off.

Overall, for the price you really can't go wrong; and whilst you may not want to do an entire army from these models, to add a unit of two in a different style they are cracking value.

A pleasing addition to my Union army, and I hope they prove a long term success.

Now if they could do the same for Napoleonic troops I would be very impressed.



Thursday, October 04, 2012

Pledge time Again...

So every good wargamer should try to paint at least as many models as they buy.  A high ideal, but as we all know we tend to buy more instead.

This quarter has ended up as an acceptable one for thinning out the figure pile.  At the end of September I managed to knock out some quicky stuff:


The 2nd New Jersey regiment.  These chaps have a temporary stay of execution, having been in the 'Sales Pending' stack for a while, but I've decided at least to finish the miniatures I have before committing to that.  They always make a refreshing change to paint, being easy and quick.

I managed to find a decent reference for the regimental standard, but the uniform has to assume they wore a standard attire.


Those were so quick, I found myself with a gap in the (actually none-existent, I just pick stuff on a whim) painting schedule.  I dipped into the boxes and found two WW2 kits my brother got me back when my family actually thought about what I'd want for Xmas (about 2002 IIRC!).  Assembling old Hasegawa kits was interesting, they seem surprisingly dated, even for quite good models.  Still better than a lot of resin and metal wargaming models, though three hours assembly is rarely the case with those:


No fancy stuff going on here, just the usual painting style.

All told July to September generated the following:


  • The entire Dystopian Wars French fleet
  • 12 Swiss Handgunners
  • 10 Orc Warriors
  • 4 Goblin Heroes and Wizards
  • 10 Dark Elves
  • 3 Orc and Goblin Chariots
  • 1 Troll
  • 6 Hobgoblin cavalry
  • 24 Portuguese
  • 18 American Civil War Union infantry
  • 1 88mm Flak 36 gun and limber
For an effective total of 163 points, just below that of the first quarter but well above the second.  A running total of 422, so above my objective of 360 for the year with three months to go.

Guess I can slow down now!

Saturday, May 12, 2012

A Small ACW Battle

I only had time for a quick game on Sunday due to the rare requirement of family commitments, more on my game later, but whilst at the club I got to see Andy and Laurie play a Black Powder American Civil War game in 6mm:


All the figures and terrain were Andy's own, I particularly like his hills which thanks to several layers of flock, look much more natural than as sold.  Three confederate brigades were tasked with seizing a vital town from Union forces.  As the game progressed it was clear that the passivity of the Union forces in their defences were not going to be enough to allow them to hold the town.


At the end it was a clear win for the South.  After the game concluded I took the opportunity to pull together the troops for a photocall; prtly an opportunity to try the new cameraphone:


Not too shabby for a phone!  And the 6mm units are pretty nice too.

Saturday, March 05, 2011

Rumfords Crossing: April 1862

Ah, something Historical; it's been a while, and so it was great to play something without the intrusion of wizards!

Spring, 1862 and in the quiet mid-western valley of the Waranoq river Colonel Hawkins thought he had little to concern himself with at the strategically important but largely silent Rumford Ferry crossing.

His forces were limited, but deemed sufficient; 4 companies of the 19th Massachussets Regiment, a Pair of Parrot cannon and a troop of the Wisconsin Rangers.  As dawn rose, one company held piquet duty at the ferry crossing  whilst the Rangers were out on forage duty and the gunners prepared their guns.  All seemed like it would be every day for the last few months.

But no, it was with some consternation that Hawkins received news from Captain Witherspoon's company at the river that in the night the ferry had been stolen away to the far shore.  It seemed unlikely, but it was soon apparent that the enemy had night marched, perhaps with scouts to steal the ferry too, and was within sight of the opposite shore...
 Indeed, a small brigade of Confederate troops, under the command of Brigadier Emmet Theosiphus Ingrams had arrived in the area, with orders to seize the crossing, and Ingrams had indeed used his most able scouts to steal away the ferry.  And in doing so the men had determined the water level and flow of the river was gentle enough to allow men to cross on foot as well.

With two Regiments of South Carolinan Infantry and a Squardron of a notorious Cavalry unit known as the South Carolina Tigers, Ingrams made a swift advance covered by darkness and woodland, arriving at the river at first light.  They quickly embarked a company of infantry onto the ferry, whilst another company led the crossing of the river, wading out into the icy spring melt waters.

 Hawkins hurried to raise the rest of his troops from their slumber whilst the piquet under Witherspoon held its ground as best it could.  Their steady rifle fire proved out of effective range, but was enough to sow confusion in the Confederate on the Ferry, who withdrew in some confusion.  Still there was little they could do to stop the drenched, but aggressive South Carolinans under Ingrams junior commander, Easterman.  Or the similarly enthused Tigers.

 Still, the Tigers found themselves outgunned by the recently roused Union infantry. and were soon forced back accross the river.

The 4th Southern Carolinans meanwhile began to encircle the increasingly beleaguered skirmisher of Witherspoons 2nd company.  The Ferry was now covered from fire and Ingrams troops began to cross the river with dry boots and more importantly, powder.

At this point the Wisconsin Rangers returned to the field, and began a hell-for-leather charge on a company of the South Carolinans.

 But the Carolinans were able to meet the charge, not the Northern cavalry's strong suit.  And although suffering a few casualties, with the leadership of Easterman, a rebel yell and cold steel they were able to drive off the Rangers.
 By now the piquet under Witherspoon had been dispersed, faced as it was by entire regiment.  But it had allowed enough time for Hawkins to bring up the guns and two companies of the 19th Mass.  These formed a defensive line, and were able to put superior fire into the Rebels. 

The Carolinans charged the guns, with a degree of overconfidence that actually proved well founded; the guns did their work, but not quickly or brutally enough and were caught and destroyed.  Bouyed up by this the centre of the Rebel lines also charged.

 At the same point the Carolina Rangers, who had spent around an hour South of the River rallying their numbers, turned and made their way accross the river again.  the isolated third company of the Union infantry tried to hold their attack, as their friends tried to stay the Rebel infantry, but for Hawkins the tide was turning against him. 
In the centre a bloody melee left both companies engaged in an appaling state, no longer fit as fighting units, but this only served to leave one Union company to face a regiment and a half of Confederate troops.  Seeing the Tigers put the Laconic 3rd Company to flight to his rear, Hawkins was only too ready to accept terms of surrender when offered by Ingrams, at a little after ten in the morning.

Union losses amounted to 34 dead and 85 wounded, mostly in the centre, with some 130 fit men also taken prisoner out of an initial force of some 700.  Confederate losses amounted to 27 dead and 63 wounded; which secured the key crossing for relatively light losses (from a force of just over 1200 men) and also garnered them a valuable supplty of arms and equipment.  Not to mention another medal for Ingrams increasingly gaudy uniform.

----

a quick Black Powder game, which took me and Martin about 90 minutes to play through.  In terms of special features, the ferry could put one company per turn across the river, and was assumed to be ready to do the same again on the next turn.  Crossing the river on foot incurred a -1 penalty to all shooting for the rest of the game. 

The three Union companies in the camp were assumed to be asleep; their general had to issue wake up orders, which got one base out and ready for action for each success, no Brigade orders were permitted for this.  This mean't that it took at least two turns for a company to be fully ready to move, though if attacked they could defend themselves in-situ at a depleted level of ability.  The Union cavalry arrived on their turn 5.

A nice little challenge; as it was I think the dice did much to beat Martin (usually my excuse).  That of course means I won!

Wednesday, February 09, 2011

Wargames, Economy-proof?

For some people, the economic downturn does not seem to have impacted yet.


The latest Perry Miniatures release is now up for pre-order, and the painted samples I've seen on the net look very tempting; I'll admit I haven't touched my little ACW collection in a while, but at 42 figures for £18, these could be tempting to get a box; just a shame there were no Zouaves in the Division I've chosen to recreate!



Ah well, check them out for yourself; this set appears to be of 8 sprues of 5 advancing figures and one sprue of two command figures.  This may seem a bit light onofficers to some (like me, my ACW units are only 18 strong); but you can of course pick up extra metal commanders, and recent perry sets have been available by the sprue on their website.


Elsewhere Warlord is starting to drip feed more details on its' new Hail Caesar rules, Have a look here to find out more about the basis of the system:

Wednesday, September 29, 2010

Stonewalling 1862

As a bit of a warm-up for the Barrosa game I organised an American Civil War battle to teach a few players the basics of the Black Powder rules. This gave me and several other club members a chance to get out ACW 28mm models on the table again.


A Divisional sized game was set up with two large Union Brigades, supported by Cavalry and Artillery attacking a farm held by a Confederate Brigade, with extensive reserves arriving.

Yes, basically the same scenario as I used in 15mm a few weeks back! If it ain't broke, don't fix it. Besides the aim was to introduce players to the rules .

As is traditional the Union forces moved very slowly towards the enemy, their intention was to swing an entire brigade across the shallow river to hit the flank of the Confederates.

For their own part the Rebels had a case of the jitters and started a suite of overly complex manoeuvres in the face of the advancing Yankees. As time passed they did reorganise their lines, and their reserve brigade met the other Union brigade trying to cross on a broad front around the bridge.

The flanking Brigade made gradual progress, but found it was too strung out to really coordinate it's advance. However with the help of dismounted cavalry it was able to pour enough fire onto the Rebel positions to ensure they were contained.

Around the farm, elite regiments of Confederate troops made their mark on the advancing union troops, but the Brigade in the fields was by now broken and forced into a retreat. Shortly after the other Rebel brigade would find itself in the same position.

As the Rebels withdrew, only the remaining Rebel cavalry were able to restore any pride, outflanking the troops around the Bridge and scattering a regiment to slow up their pursuit.

As a game it was a slow burning build up to a Union victory. As a primer for the rules it was perfectly acceptable, and a success. For practical purposes, we played small, using half measurements and half sized units, this allowed us to work easily on an 8 by 4 foot table with about 300 figures.

All good, but my next game of BP will prove to be rather more ambitious, and not simply due to scale...

Tuesday, September 07, 2010

Mercer's Farm 1863

A rematch of sorts between myself and Martin and another trot out of his American Civil War troops and the Black Powder rules.

The scenario was a classically simple one. A single brigade of West Virginians defended Mercer's Farm in the face of three Brigades of Union infantry totalling nine Regiments and two batteries of artillery. The Union commander, Martin was informed that reserve forces were on their way to support the Confederates and so he was under pressure to beat the small force in detail. He certainly had the numbers to do so.

The Union forces came on initially swiftly, two Napoleonic style Brigade Columns moved on the farm, whilst a supported line covered the ground to their right. The exposed Confederates on their own right withdrew in the face of withering fire, but on the Confederate left an opportunity to turn the flank of the extended Union line arose, and so the rebels swung one of their regiments out of safety in an effort to out manoeuvre the enemy.

The Union artillery was slow to deploy and at this stage there was no sign of rescue for the Confederates.

The centre Union Brigade began it's attack on the farm, but as in past engagements they showed little will to close, the defences of the stone walls gave the rebels every advantage.

Once again the Union generalship prove lacklustre, as aggressive as they may wish to be the infantry simply refused to respond to the commands, or failing that their communication was so poor that the orders simply never got through.

Latterly the Union artillery deployed to a hill on the Confederates right with a good view of the farm. They prepared to unleash a barrage that would surely allow the Yankee to seize the farm.
Alas for them, this was the point that the Southern gentleman's cavalry arrived on the field. A single regiment of them furiously took to the battle, charged the hill and caught both batteries of guns unready. Both batteries were shattered.

Shortly after the Louisiana Brigade arrived marching hurriedly to relieve the Virginians.

The Union forces found themselves in a deadly pincer. The Confederate cavalry carried on into the flanks of The New Yorkers, whereas the centre faltered at the walls of the farm. So confident now were the West Virginians, that they sallied forth with a second regiment against the New Jersey Brigade.

Time had run out for the Union troops and they had to withdraw in some disorder. The Confederates were happy to allow the Union to lick their wounds and withdraw. In the even only one rebel regiment broke, whilst four Union regiments fled the field, along with the artillery.

Martin had to concede to a bit of a battering. Nice to win one for a change!

Friday, August 13, 2010

Black Powder - My ACW troop types

For the benefit of those who've asked; these are to the best of my recollection the stats used for the Black Powder ACW game last week. I would consider these suitable generic stats for early period Eastern forces in the war.

The values are in standard order of Hand to Hand, Shooting, Morale, and Stamina. Special rules are mandatory, optional rules may be selected or ignored.


I rudimentarily value a positive special rule as worth about one third of a unit, a negative special rule as reducing a unit value by one third. Certain rules may have less even more effect and others I've not listed above may be used to reflect particular regiments. Hence an elite brigade of Virginians with three regiments was seen as the same value as a brigade of Philladelphians with four regiments of untested men.

command ratings. Superior brigades are rated 9, normal brigades 8 and inferior ones, or isolated detachments 7. I would generally give the Confederates the greater overall command ratings.

Army generals; I would be tempted to allow Confederates to reroll 1's for personality traits, but the second roll must stand. Union generals would have to reroll 6's and accept the second score. (this indicates the tendency for aggressive southern generalship against a more cautious northern approach).

Myself and Martin have another game next week and this time I will produce full army lists for you to look at.

Confederate foot: 6/3/4+/3 Smoothbores in 50% of units otherwise Rifles. Optional rules: Elite 3+/4+ Stubborn or Bloodthirsty

Union foot: 5/3/4+/3 Rifled muskets in at least 66% of units, others may opt for Smoothbores. Optional rules: Untested, Unreliable, Stubborn

Superior Confederate Cavalry: 6/0/4+/3 Sabres, but may dismount to fire. Special rules: Bloodthirsty, Determined Charge, Marauders

Regular Confederate and Union Cavalry: 6/1/4+/3 Rifle Carbines. Special rules: Skirmish, Marauders

Dismounted cavalry: 4/2/4+/2 Rifle Carbines. Special rules: Skirmish, marauders

Light Artillery 1/3-2-1/4/2 Smoothbore light or Rifled light. Optional rules: Horse limbers

Heavy Artillery
1/3-2-1/4/2 Smoothbore Heavy or Rifled Heavy. Optional rules:
Horse limbers

Monday, August 09, 2010

Hackett's Junction: 1862

A gentleman by the name of Martin wanted to get some experience with the Black Powder rules, particularly with his collection of American Civil War miniatures. So I obliged and set up a simple scenario with some suitable forces.

The Union army Led by McClellan Featured two brigades of four infantry regiments each, a single regiment of cavalry and a half battery of guns. They deployed in two extended lines, with cavalry on their right flank. Some of the Union were rated as Stubborn (Irish) but most were Untested (Philladelphians). The Union cavalry were only skirmishers.

The Confederates were my command and featured two Brigades of three regiments, some of which were elites; an elite Cavalry regiment and a dismounted cavalry regiment with repeating carbines, and a half Battery of artillery. The Cavalry were rated as Bloodthirsty, whilst one of the brigades were only armed with smoothbore muskets. We deployed our elites in a brigade column of attack, whilst the other brigade was spread thinly. The Hussars were on our right whilst the dismounted cavalry screened the flank of the elite Virginians

The field was a simple one, with some partially boundaried fields around a local junction between a prominent hill and a wide river marking the boundary of the field of battle.


I won first turn and began a hurried advance; my aim was to use my superior fighting quality (Confederate infantry were higher command and rated 6 in melee, compared the the Union regiments 5) to launch assault from the walls. Martins first turn saw what would become characteristic reticence from the Irish, accompanied by a command blunder from the Philladelphians; instead of advancing they closed the lines on the Irish.

This gave me the time to get a second round of advancing in, and allowed my Hussars to run round the flank of the Irish.

The Irish realised their predicament, and rallied to face the Hussars. Their stoicism was enough to hold the charge of the Hussars:

This gave time for a second Regiment of Union troops to join the melee, and this overwhelmed the Hussars, who withdrew in some disorder. On the Union Right, Confederate dismounted cavalry tried to contain the Union horsemen.

Elsewhere the Virginians launched the first of their assaults:

Sadly the first assault faltered under superior fire of the Northerners. The Virginians withdrew in disarray; though the intervention of the Brigadier and the Army general (using the rallying rule to good effect) managed to save the broken regiment from disaster.
On my Right the Hussars were finished by the Irish with musketry, but the Irish then refused any further orders for three successive turns. The rallying Virginians supported by the artillery and the skirmishers had to try and contain the Union centre which supported by Irish musketry was able to wear down the smoothbore equipped Missourians on my right.
Eventually two of the Missourian regiments broke, and the Philladelphians began to attack my centre. It was crisis point for the Confederates.
But on this day God was a southern gentleman! The Union attack faltered at the walls. not quite getting engaged. The Confederate CinC used a follow me command to execute an artillery charge against the stranded Union flank, shattering them with an enfilade of canister.
The Virginians also broke some of the Union line, whilst at the moment when their hand could have told most, the Irish again decided to avoid confrontation.


And so the game ended as a respectable draw; though one where the Union forces performed with historical caution, and squandered every opportunity to win. I think the special rules used reflected the historical characteristics well , and the battle was a great tussle.
Had the Union troops been more enthusiastic (at one point rolling 11 three turns running for a Brigade order - not good) they could easily have wrapped it up in half the time.
Martin seemed to enjoy it greatly, and the rules showed their versatility once again. I look forward to a rematch!

Monday, April 26, 2010

First thoughts on Black Powder

Now, the observant amongst you will have spotted that I’ve already played the Blackpowder rules a few weeks ago, and aside from that they have been on release for a few months now. Nonetheless, thanks to all that lovely money rolling in to my Paypal account of late I was able to painlessly pick up a copy of the rules; and so it seemed appropriate to expand upon them.



It has to be said firstly that the production values of the rulebook are as high, if not higher than any other set within their market; the book is 184 hardbound pages and full colour throughout, lavishly illustrated and with both clear rules and a rich supporting text.


Before getting to the particulars of the rules themselves it is worth saying that the style of writing of the book as a whole, is very personable and truly focused on the pleasure of the game rather than a lawyerish obsession with rule definitions or the button counters fanaticism for minutiae of historical detail. People who enjoy that sort of thing should look elsewhere; but those who want to enjoy reading their rule books and wish to return to the book for game inspiration more than for reference sheets and army lists will relish this book.


If a wargamer would ever dare advertise themselves so blatantly, this is a coffee table book of glossy images of figures and games, entertaining side notes, informative text, oh and a pretty straightforward set of rules.

So what of the rules; well it is in many cases fairly simple stuff, based as many people will be aware on Games Workshops old Warmaster system. That said it has developed in its own way and is not simply Warmaster with guns. The main principle of the rules is the command and control system, which can allow troops to conduct daring and ambitious moves within a turn, but only if the commander has both the rolls and the vision to back it up.

For example, a regiment of cavalry could make a sweeping manoeuvre round an enemies flank, if it rolls low enough below its command rating it could carry out three successive moves; but if the commander lacks the will to do this and gives a conservative order to approach slowly to a point in line with his other units, that’s the most they’ll do.


In short it is order driven, but rather than writing orders in advance, the commanders must announce their orders to the opponent before attempting to carry them out. Limited experience shows this to work well amongst gentlemen players, but I have reservations about how a died in the wool WAAC gamer may treat such a system.


For moving and shooting ranges are specified to not be down to the millimetre, which I approve of; but this can again be abused. Combat as well as shooting is conducted with the venerable D6, and is very simple; if a unit takes typically three casualties or more it starts to be in trouble. Larger units and special rules vary the effect and point at which this matters.


So far it is all generic enough, but as mentioned, special rules give the historical flavour that is a must, and they fall broadly into the fixed and the optional.


Some rules always apply, such as those for formations such as skirmishers or warband; or always apply in certain periods to all troop – e.g. Napoleonic troops all have the ‘Must Form Square’ special rule. Others are optional; such as ‘Steady’ (pass first break test automatically) or Bloodthirsty (re-roll misses in first combat round). It’s a very GW convention the rule by exception, as I like to call it; and in some cases it can ruin a game. But here they are not prescribed to any one army, it is for the players to decide which apply to whom. For example in one of the example battles in the book the authors rate Zulu’s as fairly mundane troops, whereas I would be tempted to give many of them Bloodthirsty, Superbly Drilled and Valiant special rules.




Doing something like that of course could affect the balance of a game, and the authors are at great pains to stress game balance, use of scenarios rather than straight fights and a non dependence on points based army lists. Players of the game are expected to be able to assemble balanced or historical armies themselves rather than have the rules attempt to dictate one to them. Given the historical scope of the book, the idea of army lists would be untenable anyway – ‘Napoleon’ by comparison uses well over a third of it’s page count on Napoleonic lists only, and then provides a very incomplete collection.


Contrary to what many people have suggested, a points system is included, but players are not expected to rely upon it and it is not really for the purpose of competition games.


Overall, Blackpowder represents a more classically orientated style of gaming than some of it’s contemporaries, it has no pretence of pandering to the competition gamer, rather it eminently suits the tactical puzzle, scenario player or historical re-fight enthusiast. Having read it I know I will be digging out the Charles Grant books for scenario’s that’ll work straight out the box – so to speak – for a natural supplement to the rules. They seem to achieve their goal of covering the period of the 18th and 19th centuries reasonably well; though to ensure they do so, knowledge and restraint have to also be applied by the players.


All in all this seems to be a promising set of rules for the grown-up wargamer. I look forward to giving them a try with my own Brits and Zulu’s, and maybe the ACW and Napoleonics at some point soon.





Tuesday, February 23, 2010

First New Jersey

There was always a fear that I would start expanding my tidy little American Civil War army in to a larger project. I’ve said already on the blog that it wasn’t the plan, but being a wargamer these things tend to happen, and lo, not long after I declared the project concluded, I was traded some union troops for painting services.

The figures as a result will form the start of a second brigade, one I can pick at as and when I get tired of Napoleonics or WW2.

These models are part of the Foundry range so I understand, you can tell from the style of the castings and the fact that only the heads are different on the poses. The models provided were eight each of three poses plus a drummer and a spare rifleman in a different pose. Fiddling around with them I found that this set up looked most plausible – a unit at the ready in two ranks.



Another oddity is the headgear, The troops wear what was known as a ‘Havelock’; in essence a Kepi with a neck cover, styled after British uniform worn in India – doubtless a practical piece of headgear in the hot summers of Virginia, but how common they really were in the field is another matter. Still they help make the unit distinctive.

I have a handful more models which will make some skirmishers, but now feel that another artillery piece would be useful. Sigh…

Wednesday, December 16, 2009

Bartlett's Brigade complete

I have a problem with character models. Those who follow my blog will know I can churn out reasonable quality rank and file models at a rate of around 80-100 a month. Characters, Leaders, personalities and so forth are another deal entirely. Something about painting a single figure demotivates me.

I think it has to do with how each job is a tiny exercise, and you waste as much paint on the palette as you use, and you can't hide the mistakes in a mass of men, and so on, and so on.

General Joseph J Bartlett here (actually a converted Confederate general) took an age to finish, but was still a quick effort for me and a commander, a mere five weeks.

I've had personality models loiter on the painting table for years before!

Still with him out the way, my little Union army is complete. 100 models all told.


No temptations to add to them at the moment; but maybe one day a second brigade will develop. As they stand though, they are more than enough for our club games of Fire and Fury.

Monday, November 16, 2009

Painting Guide: the Overbrushing Technique

Detailed but fast is how I like to do my 28mm Historicals, how do you combine the two though? Well everyone has there own style, and in Wargaming circles layering and black lining styles are popular; but I use those selectively and prefer an old method I think I picked up from the White Dwarf ‘Eavy Metal pages many, many years ago.


Todays subject is the Massachusetts Light Artillery for my ACW force. Start by undercoating the models; in this case I used a tan colour, not black or white I hear you say; well, as I’m not doing a black lining technique a shade that allows the colours on top to glow is fine. To be honest, I use an undercoat just to make paint adhere properly, Black is favoured only if troops wear a lot of it anyway, a white undercoat is essential only if troops wear a lot of white, other wise any colour will work!



Anyway, this technique relies on planning, usually I’ll start by getting the pants and jacket done, or tunic, or whatever. Here it’s the pants. Start with a shade slightly darker than the main tone you want and paint cleanly.


Now get a suitable brush, here in the photo you’ll see it is stubby and looks ragged, the ideal sort is not to flexible, dense and not splayed out, it won’t have a point. Now take a lightened tone of your base coat, and get some on the brush, clean it off so it doesn’t flow off the brush but the brush is not dry. Stroke vigorously over the areas required. Next lighten the paint more and repeat, avoiding some of the previous coverage. For the sample model the second highlight would gravitate to the knees, backs of calves and buttocks.



Next for this figure is the jacket and kepi. And it’s the same process, though here with a finer brush.



A word on colour work. Many people will simply say darken with black and lighten with white. This will produce very poor results. Black makes colours too dark, or dirty. White, too flat. Here the deep blue was mixed on a live pallet with a very bright blue. The red shirt was highlighted here with a light flesh tone.



Study the colour wheel to see what will work:




In relation to this I would add that I custom mix most non-standard colours. In fact my collection of paints runs to less than forty colours, including five metallics and a handfull of specific modern camouflage shades. I am not a baliever that you need premixed pots for every shade under the sun, with a little practice it can be done by eye for a lot less cost.
For the details I rely on layering, which is Ideal for straps, belts, pouches, boots and of course flesh. If possible work from a live pallet, i.e. with wet paint to mix, as an artist would. For this a good quality sable brush is essential.

Here the braces have been worked up from a linen base to white in four layers. The flesh will be done with three layers in the same way.


Once finished the models are attached to their base, here with the field piece a 3” Parrot rifle. The cannon was highlighted with the same overbrushing techniques.

Finally the base is finished. Never, never ignore basing; it is what unites the models and good basing will raise the look of even poor figures. Here it is a layer of sand, painted brown, drybrushed with desert sand and then given a liberal layer of static grass.


And that’s it done. This was a one-off model and as a rule efficiencies of scale speed up painting. This model, including the cannon and basing took about 3hrs to do. Once practiced the entire process comes to around 15minutes per figure for simple models like these or ancients. Napoleonics are at least double that because of all the extra detail.


Almost as an aside, It adds the artillery element to my Union Brigade as well. Only the general to go now.