Posts Tagged ‘little wars 2008’


Russian Revolution game at Little Wars 2008

July 20, 2008

The game was played with the Toofatlardies’ rules ‘Triumph of the will’.  This allows units to enter the game on blinds and gives players a chance to scout out terrain and opponents before closing for combat.  Our two players took very different approaches to the use of these rules.  David of the White Russian army was keen to try and uncover the downed pilot (the objective for both players).  His small but elite force spread itself very thin in an effort to track down the missing airman. 

On the other side, Bolshevik David was content to adopt a ‘big push’ tactic and hold the ground in the middle of the table.  This tactic was compounded by a small group of partisans that he found loitering around the downed biplane.  These hapless militiamen were no match for the Red conscripts in a fire-fight but it was amusing to see their affect on the entire Bolshevik line.

As fate would have it, the straightforward approach of the Red army succeeded in securing the terrain where the pilot was holed up.  With the Whites spread across the entire table, Red sailors were able to secure their man and begin the foot race back to their deployment zone.  This looked futile as Cossack horsemen began to cut a swathe through the middle of the battlefield.  Red cavalry and infantry alike were mown down as the ex-Czarist cavalrymen closed in on their prey.  In the end however, the sheer numbers of Red conscripts counted against them and the unit was reduced to fewer and fewer men (a function of the game that reflects morale- as a unit loses models so it becomes more difficult for them to perform any useful actions.)

The last hope of the White leader was his elite ‘colour’ unit of ex-officers.  Following in the wake of the Cossack advance, these fanatical fighters got to within charge range of the retreating sailors.  In a game where units are activated randomly, it came down to the last turn of cards to determine who would get to act first.  With the colour unit preparing to wade into combat, it was the Red commissar whose card was first turned over.  He was able to activate the sailors and safely (and bravely) see them off the table.

The game flowed very well from start to end and the fast and simple rules proved easy to pick up for first time gamers.  It was great to be able to put on an exhibition game like this and many thanks must go to Ara, Nic and all the others involved in planning and running the day.  Thanks also to Paul Hewitt for all of his help with miniatures and helping to run the game.


The Alamo at Little Wars 2008

June 7, 2008

Greg Blake tells us about his beautifully presented game at Little Wars 2008 in Melbourne. Contact Greg at if you would like more information on the figures, the terrain, or the rules. Or even more on the history, I expect. Thanks, Greg for putting on a great game.

The Alamo is one of the iconic and legendary to the last man last stand battles of history. In the actual event, a force of about 200-armed Texian defenders inside the Alamo resisted a siege by several thousand soldiers of the Mexican army under the command of General and President of Mexico Antonio Lopez de Santa Anna for thirteen days. Eventually tiring of the whole affair Santa Anna launched his men against the Alamo. In an overwhelming pre-dawn assault the Alamo was stormed. The Texians fought to the last wreaking a terrible toll on the attackers, but the Alamo fell and the garrison died to the last man. Thus was born an event that has long since become the stuff legend and myth.

What better battle to play as a game at Little Wars 2008. Players had a choice to either join the numberless and ever oncoming ranks of the Mexican army or be one of the Alamo’s defenders fighting side by side with such legendary figures as Davy Crockett, Jim Bowie and William Travis. It did not seem to matter to those who played Texian that there was very little hope of them winning this contest – although it has been done twice in the Alamo games I have run. My line to those who considered playing Texian was that by so doing they could “die gloriously and become a legend”. This seemed to work as everyone who played Texian did just that with gusto.

The setting for the game is my 25mm Hudson and Allen scale model of the Alamo. More than 300 painted 25mm figures. All the figures are provided by Cannon Fodder miniatures, which is my company, and painted to an excellent standard by the members of the Western Suburbs Wargames Association. The game is set to last for two and half hours, but it is a rare event if it lasts this long. On turn one slightly more than 240 figures of the Mexican army are deployed just within Texian rifle range in their historic attack positions. The 60 Texian figures may placed anywhere within the walls of the Alamo. The Texians also have 14 artillery guns which are in fixed positions including one big 18pdr in the south west corner. Texian firepower is formidable having twice the range and three times the chance to hit when compared to the Mexicans. This is compensated for though by Mexican numbers as all Mexican losses are automatically replaced until the last half hour of the game. These losses, which mount quickly, can be brought on at any point on the table’s edge. How these replacements arrive, either as individuals or en masse is left to the Mexican players discretion. Ordinary D6 dice are used and lots of them are rolled. Each rifleman or musketeers rolls one dice and the artillery roll six dice, with the exception of the 18pdr, which rolls eight dice. Turns are alternate with the Mexicans moving first. Figures can either move or fire. Hand to hand combat is simple with the highest dice winning and it is during hand-to-hand that the Mexican numbers tell. Amongst the Mexican army there are twenty-four figures representing their elite Zapadores, these get firing and hand-to-hand bonuses; they however cannot be replaced once lost. On the Texian side there are four special figures, the legendary heroes of the Alamo. These are Davy Crockett who never misses when he shoots – just point and remove a figure and fights at +1 in hand to hand. There is Jim Bowie, who although in reality was on his death bed with typhoid during the battle, we allow to be up and fighting, Jim gets a +1 in hand to hand combat. Then there is William Travis the firebrand commander of the Alamo, Travis gets a +1 for shooting. Then there is a fictitious hero named Baddawg. Baddawg is a very big, ugly and armed to the teeth mountain man. He gets a +2 in all hand to hand combat. The balance of the game works out well with Mexican numbers compensating for Texian lethality.  

As in all wargames there were moments during the Little Wars Alamo games which stood out as moments to remember. One of the most notable involved Baddawg. Finding himself in the closing moments of the second game to be one of the last of the defenders alive Baddawg withdrew into the Chapel and held the door against repeated rushes by Mexican Soldados. No matter what was thrown against him Baddawg brushed it aside and continued to do so killing at least six Soldados in hand to hand combat. With the clock ticking and realising that they needed a quick solution to the problem posed by Baddawg the Mexican players pulled back from directly assaulting the Chapel’s doorway and fired volleys into it. The third of these killed old Baddawg and the Mexicans stormed over his body and into the Chapel.

Then there was Manuel, the sole survivor of the Mexcian assault on the south wall during the first game. Manuel had begun the day accompanied by about 90 other figures when he had set out to attack the south wall on turn one. Such was the storm of lead thrown out the Alamo defenders of that wall that by the time the assault got to the wall barely a dozen Soldados remained on their feet. Try as they might those few remaining brave Soldados could not effect an escalation of the south wall and eventually only Manuel was left. Realising his best option was to remain unnoticed Manuel spent a great deal of time very sensibly sheltering out of sight beneath the archway of the gate house where he remained until very close to the end of the game.

In contrast, during the first game the defenders of the north wall seemed to be immune to throwing any dice higher than a ‘3’. As they needed a 4, 5 or 6 to hit this resulted in far too many Mexicans arriving at the north wall very early in the game. Thus, given their numbers, the north wall was stormed by the Mexicans with relative ease and its defenders either retreated post haste or fell beneath the tidal wave of thrusting Soldados bayonets.

Then there was the story from the second game of the brave defenders of the Chapel, who along with Baddawg were the last four defenders of the Alamo. With the rest of the Alamo overrun and its defenders eliminated, these stalwarts manned two 6pdrs on the artillery ramp inside the chapel. This was while Baddawg held the Chapel door. Blasting at point blank range these heroes cut down swathes of Soldados attempting to clamber over roof tops to get at them. We gave up counting how many roof top climbing Soldados fell to those guns, at least 40 figures, probably more. Eventually though with Baddawg fallen Mexican musketry began to play on the gunners until there was only one left, the sole surviving defender of the Alamo. Firing one last blast from his gun this hero also fell and the game was over.

The Alamo game is all about playing a wargame on a great looking table, shifting about vast numbers of nicely painted and good-looking figures, rolling lots of dice while all the time indulging in boisterous spirited banter. It is also about reliving a legend, and challenging the impossible. For the Texian player it is about trying to snatch a victory from the jaws of defeat and by so doing earn legendary status, and if failing to do so at least taking as many of the attackers with you as you can. For the Mexican it is about destroying the garrison as quickly as possible, which at first glance appears to be an easy thing to do but which one realises very quickly is not so.

I enjoy running the Alamo as a game and everyone who plays in it has a great time. If you see my game at future wargames shows and open days come on over, pick up a fist full of dice and join in!


Little Wars 2008

May 26, 2008

Photos from this prestigious inaugral event can be found on this page:

I will add some more detail to threse photos as time goes on to give the background to the games. For now, just enjoy the images.