Wednesday, 13 May 2026

First AWI Sharp Practice Encounter Game

After having completed around sixty AWI units last year, all based for British Grenadier, it was nice to be able to get a few of the units out for our first game of Sharp Practice as part of our Monday night gaming at my friend Dale's. 

I have had the rules for years but never really had the opportunity to put on a game, and it also gave me an excuse to bring out some never-before-used terrain such as a teddy bear fur mat, some Early War Miniatures roads and, the star of the piece, the beautiful Trostle farm constructed by Mark of 1866 and All That https://stracmark.blogspot.com/ Not strictly AWI of course and in a different configuration here, but identifiably North American:











I took on the Continentals and Dale the British, and we diced for sides and deployment points with the sheep on the road representing mine, and the lone brown cow in the distance the British.

Even though it is a skirmish game I decided to keep the colour parties in the units to provide a bit more, well, colour.

First unit to make an entrance was a group of British skirmishers:











Followed by a group of rifle-armed and another of musket-equipped Continental skirmishers under a Level 2 leader, and then three groups of State Line:  











Only two groups of State Line are pictured here as I had forgotten the third and I wasn't about to drive home to get them, but wasn't overly concerned as I knew I the game would span a few evenings being our first run at Sharp Practice and I could add the third group in later:











Dale then got his three groups of line on:











While my rifle armed troops moved to cover the crossroads:











It was at this point we realised I had probably been moving them too quickly so I pulled them back a little to compensate, only to subsequently realise I had not in fact been moving them far enough. Part of the joy of learning a new ruleset. 

The British skirmishers started moving across broken ground toward the Americans:











While also receiving additional reinforcements in the form of two groups of light infantry:











Likewise the Continentals receive two groups of ten militia who also make their way up the road, accompanied by three groups of Continental Line and the force commander who make their way up the right flank:





















The British skirmishers are now in range and fire first:











Causing two points of shock on the Continental line troops who are caught within the arc of fire. The British also have also drawn three command cards in a row and the commander of the Continental line rather amusingly compounds this by falling off his horse and spraining his ankle. Luckily I had paid an extra support point for a Physic, the lady in pink who just happened to be accompanying this unit, so the commander was only out of action for one turn:











The Americans return fire with the two groups of six skirmishers and manage to take out two British skirmishers and cause five points of shock:











Meanwhile, the last of the British units, the Loyalist Butler's Rangers, entered the field meaning all groups were now deployed:











The State Line advance while the Continental skirmishers move out of their way to the left, and the British line advance to replace their light skirmish troops.A long distance firefight ensues. The State Line are rated as conscripts and can only fire one controlled burst followed by uncontrolled fire, while the far more disciplined British maintain their controlled fire. The white smoke indicates who has fired but is yet to reload:











The State Line get in first with two salvoes, inflicting two casualties and eight points of shock. The first salvo involved twenty-seven dice with a five or six to score a hit. The British unit however has a preacher attached whose inspiring words allowed them to rally off five of the eight shock points:











Meanwhile the small contingent of Butler's Rangers continued their movement around the flank:











The Continental Line, their leader now back on his horse, start a slow advance through a cornfield to meet them. And slow it was, taking from memory seven movement actions to cross it, with the leader obviously still suffering the effects of that sprained ankle:











I am however much happier at this stage with the Continental deployment as it is looking more organised and less like a traffic jam:











The British lights also make painfully slow progress through their cornfield allowing the Continental skirmishers time to redeploy to meet them:











The Continental rifles fire first and inflict one casualty and a couple of points of shock, but the lights return fire and eventually account for four riflemen and force this group of six into an involuntary withdrawal. The firefight for the crossroads continues with casualties and shock mounting on both sides: :











The Butler's Rangers take position behind the fence line and cause two casualties on the advancing Continental line:











The Continental troops hold their fire and gain the fence line. Their first salvo reduces the Rangers from six to two figures and lightly wounds their leader:











Pressing home their advantage, the Continentals cross the fence line and account for the two remaining Rangers, with their wounded leader escaping behind the barn, reducing the British force morale by a point. They then turn to their left and form column to advance toward the British line. albeit in no hurry  managing to throw only a double 1 on the two D6 movement dice:











Seeing an opportunity, the remaining four British skirmishers rally off some shock, sneak into the barn, and fire into the flank of the Continental infantry:











Meanwhile the Continental rifles suffer another round of fire from the British light infantry line, causing more shock and forcing them to exit the table, reducing the American force morale by one. The Continental militia, bored with standing around and doing nothing, turn to their flank and decide to cross the fence line to join the remaining frontiersmen:























Once in position they turn to their flank and let loose their first volley at long range, causing two casualties on the British lights and forcing them to withdraw. 

In the middle however the British start to gain the upper hand in the firefight and the State Line are overwhelmed by shock, forcing them to withdraw with the loss of two more force morale points:











The British line then wheels to get a shot at the Continental line who, getting fed up with the fire from the British skirmishers in the barn which has picked off four of their number, about face and let loose a volley, reducing the skirmishers from four down to two. The British line then shoots at the Continentals, causing several points' worth of shock:











The exposed left flank group then makes a dash for the now vacated barn door, while the other two groups of Continentals continue the firefight against the two remaining British skirmishers:











Rather improbably the American skirmishers and militias win the firefight against the British lights, causing one group to break and the other to withdraw. The broken group could have had a deleterious effect on British morale, but a dice roll of 1 means the British force just shrugs it off:











The withdrawal of the lights leaves the militia and rebel skirmishers free to pressure the flanks of the  British line. Sensing this the British turn to flank:











Deploying along the fence line they even have time to let loose a controlled volley, all while the Americans slowly wheel into position. Thankfully for the latter there are no casualties, but the militia accrues several points of shock:











At this stage I was feeling reasonably confident. Apart from the two remaining British skirmishers in the barn there was only the British line unit remaining in combat and it had the militia to the front and the American Continentals to their rear:











The American skirmishers were also in position to pour in fire from their flank, and the State Line (just out of picture) were on the other flank having recovered a fair amount of shock but still in range and preparing to pour fire into the British flank, so four units effectively surrounding the British Line:











The Americans were still on a force morale of 5 while the British (thanks to Dale's propensity to throw 1's) were on a comfortable 6. This is were it went completely wrong for the Americans with the Continental literally unable to hit the side of a barn and despatch the two remaining British skirmishers:











While the British managed to secure four quick activations for the line before the militia could return fire. This piled shock upon shock for the militia and injured their leader, reducing his status to zero and rendering him unable to exert further control over the unit. This final picture was taken halfway through the carnage:











One of the militia units finally broke and the other was forced into several withdraws which, along with the injury to the leader, necessitated five force morale rolls all of which the Continentals failed, reducing their force morale to zero and resulting in a British win.

The whole game took around nine hours to play across four evenings but a fair amount of time was taken up with consulting the rules, and we became noticeably quicker as the game progressed. 

As for the rules themselves, we thoroughly enjoyed them. The outcomes all seem plausible and the unpredictability added to the excitement and, at times, frustration. Tactics don't play a huge part but if you do anything stupid you can expect to be punished.  

We are about to back this up with a second and possibly third game to consolidate the rules and already have the table set up for a 'sweep the table' scenario, the centerpiece being the magnificent Hartwell Tavern and accompanying barn that Mark recently constructed for me. Hopefully this next game will be slightly quicker now we have some familiarity with the rules.

Thursday, 30 April 2026

15mm Ghurid Army Completed

No posts for a while as I have been busy working on sixty-five elements of two hundred and sixty pikemen to complete a Ghurid army, the last of the quartet of my middle Eastern armies for DBMM, and because they are all the same figures I wanted to wait until they were all complete:












The Ghurid dynasty was another short-lived empire based in Afghanistan between 1149 and 1215 AD. They conquered the Ghaznavids and, like the Ghaznavids, pushed into India. There is therefore a fair bit of overlap between the Ghanavid and Ghurid army lists with the main difference being that the latter utilised mail-coated foot and were armed armed with a long spear, usually carrying a 'karwah' or pavise. Unfortunately no manufacturer makes a specifically Ghurid foot figure carrying a karwah, but Forged in Battle do a nice long-spear armed and chain-mail armoured Arab figure which ticks all the other boxes quite nicely:











There are six poses in each pack, and only four outside the two command figures, so by the time I got to figure two hundred and sixty I had seen a lot of the same poses:











These are however nice crisp castings so it was not as big a chore as it otherwise might have been:











There is an option in the army list to double-base the figures. This has the advantage of reducing the points cost of the second rank which can still lend support to the first, but a disadvantage in that if the first rank gets killed the second goes with it:


















I opted to base forty-two of the elements on double bases:



















And twenty-three on single bases. There was no way I was going to paint an additional couple of hundred figures to accommodate this variation and the double-based figures can still be nominated as single elements when required, with the single-based elements acting as loose change.



















April also saw the completion of another fifty-two Daylami warriors to provide an additional thirteen elements to the thirty-three previously completed, just in case I ever need to field the maximum:



















With the Arabs all now finalised I have commenced work on my remaining 15mm Forged in Battle army in the form of some 15mm Dark Ages Welsh, which I hope to complete over the next couple of months. 

Wednesday, 25 March 2026

15mm Arab Conquest Army Completed

 Just a quick post with a few photos of my recently completed Arab Conquest army. All the figures are from the Forged in Battle Dark Ages Arab range:





















The real killer with this project was all the swordsmen I had to paint, with two hundred and sixty figures in total. Initially I thought that there was just blade or Bd(O) required, which would have represented a more modest one hundred and seventy-six, but then I flipped over the page and found I needed an additional eight-four based differently as warband. These are mutually exclusive in that if you want to field the cavalry as heavy cavalry (ie 'Knights') you lose the blade and replace them with warband:


 





























Far more enjoyable to paint, probably because there weren't so many of them, was the cavalry, and especially the heavy cavalry as these are very nice little sculpts:































In total the army is comprised of one hundred and twenty-five horses and camels, four hundred and thirty-seven foot and riders, totaling five hundred and sixty two figures.











Next up is the last of my quartet of Arab armies; the Ghurids which was a Sunni Muslim empire centered in Afghanistan and lasting around a hundred years from 1148. It emerged just as the two-hundred year Ghaznavid empire was declining, to be eventually overthrown by the Ghurids. This one will require two-hundred and sixty pikemen, so at least I now know what to expect.