Literary Muster

  Long time Scruby customers may remember the Literary Muster column authored by Newell Chamberlin in Table Top Talk and Miniature Parade; while I’ve written the occasional book review, we have not had a regular literature review feature here on TTT. In re-reading several of the old TTT issues I find myself drawn to Mr. Chamberlin’s mini reviews. They have proven to be a good source for finding those older, hidden gems. Books I might never have read or known about if not for the Literary Muster. If I find benefit in these old reviews, perhaps many of you will find them of interest as well. Our thought is to post not only the original review, but to add an updated look at the titles. Lets see how they have weathered the march of time, and lets discover how best to go about finding these books, some out of print, some with new publishers. Our Literary Muster feature will be somewhat irregular, but it is something we will continue to work on and will publish the reviews as they are completed. If you would like to help with this project (read a book and write a mini-review for TTT) let us know and we will share our living review document, you can pick a title and run with it. Our format will be: The ‘new’ review, followed by the original.

And now without further delay, the premier of our new Literary Muster feature:

Born at Reveille

Born at Reveille

Is the autobiography of Colonel Red Reeder, who was, in fact, born at reveille, just as the saluting gun boomed at Fort Leavenworth, Kansas, March 4, 1902. His memories come alive and include many colourful characters from his youth (as an army brat, growing up on various military bases) and of the peacetime army. Of his preference for sports over textbooks as well as his struggles at West Point, his military/wartime service and his later career as Assistant Director of Athletics at West Point.

The best quote, I’ve seen, relating to this book comes from Omar N Bradley:

“… a fascinating story of the life of one of our outstanding leaders. Colonel Red Reeder’s frank and unfailing good-humored autobiography tells what it was like to grow up on Army posts from Hawaii to Maine. Born at Reveille above all shows how a man learns to lead and what forces shape the talent for command. I recommend his book to the attention of Americans young and old.”

A very readable style, with plenty of humor. I look forward to reading more of Colonel Red Reeder’s books. Most titles are now available for the Kindle and are priced at a very reasonable $2.99 each.

Born at Reveille – By Colonel Red Reeder
Kindle Edition, July 2011, $2.99

The original review from: TTT May 1966, by Newell Chamberlin
Colonel Red Reeder who has written many interesting books on early American military history, chiefly concerning Indian campaigns of the post Civil War era, has written his autobiography, Born at Reveille (NY, Duall, Sloan and Pearce, $5.95) which is an interesting and affectionate account by an ‘army brat’ of his early life, life at West Point and in the regular army between the wars, and his service in the Pacific and European theaters during WWII. Reeder commanded the 12th US Infantry in France until he lost a leg. He is now Assistant Director of Athletics at West Point. The book is written with style and humor and contains a great deal of information on the often neglected side of Regular Army life.

A Napoleonic Colonial War Game

While planning for my 2014 gaming projects, one of the topics under consideration was Napoleon in Egypt. A colorful topic and one that doesn’t require a large number of figures for an enjoyable game. One can even re-use figures form 25mm Colonial armies.

Presented for your reading pleasure is an article from May of 1967, by none other than Jack Scruby.

 

A Napoleonic Colonial War Game

By Jack Scruby
Miniature Parade May 1967


As an old Napoleonic war gamer – plus having a great love for African Colonial war games, I have long looked for a combination Napoleonic – Colonial game which would combine the features of both. And I think I have found it, and I believe many of those who have  the Napoleonic bug will be interested in the possibilities of a game such as this. The idea is that if you are becoming bored with the big European type game, you can set it off occasionally with an African colonial campaign of the same period. But, with a large difference in tactics, rules and organization of your troops.

Since designing the new Scruby 25mm soldiers of Napoleon’s campaign in Egypt, 1798-1801, I have been working on organizing and painting an army of these figures, and am looking forward to their I completion and some different kind of war games. Although these model soldiers are based on historic fact, I shall, however, play my colonial war on a non-historical basis, which I think is going make it a very satisfying war game.

THE ORGANIZATION OF THE ARMIES

Basically, this will be a French versus British war (in Egypt of course) of the 1800 period (the very early Napoleonic era). Added to the British side will be native troops, while the French will have some irregular troops as their allies.

Both forces will be organized on a company basis. As with my 1880 African Colonial armies, a 3 inch by 2 inch balsa wood stand will hold 10 infantry soldiers (6 in the front rank, 4 in the back, with space in the center to mark the roster number of the stand), representing (on a 1 soldier equals 10 historical soldiers basis) 100 men – or a company.

A demi-brigade of French will be 9 companies strong, with 1 Grenadier company and 8 Fusilier companies. Light Infantry types will either be natives, or will be a detached company or two from a Light Infantry demi-brigade.

The value of a stand will be set at 100, with firepower set at a basic 20 kills when at full strength. Morale values will be assessed to each stand also, depending on the type of troop it is, with the Grenadier stand, of course, having the highest morale values, on down to Native irregular infantry with low morale standards.

The British infantry will be set up in the same manner, there being 10 companies per battalion (1 grenadier, 1 light company and 8 battalion companies. Turkish regulars will also represent 100 man companies, and will have Askari (trained native troops of the 1880s) firepower, movement and morale. Their morale and firepower is less than the French or British, but their movement is faster, which gives them the status of a non-elite type light infantry in fact.

Egyptian or Turkish irregular infantry will be set up on a 15 man stand, 3 inches long by 1 inch wide, representing 50 men and with low morale, fast movement, and low firepower. Besides these, there will be Arabian or Egyptian spearmen, with no muskets, for use as mass troops – highly unreliable as far as morale goes, but very good in close hand-to-hand fighting.

During the Egyptian campaign of Napoleon, cavalry were limited as far as the French and British were concerned, and here I intend to stay within historical bounds. The French brought along Dragoons and a few Chasseurs a Cheval, plus some 300 of Napoleon’s personal Guides.

The Guides, mounted 4 figures to a stand, will be the elite cavalry (with Guard status), while the Dragoons (again 4 to a stand) are the heavy line cavalry, with good hand-to-hand fighting ability. The Chasseurs (mounted 3 per stand) are the light cavalry of course, with swift movement, some carbine fire capabilities, but not too good at melee work except under good conditions.

The British had along their Light Dragoons, and these will be mounted to indicate that they are light cavalry (i.e. 3 models per stand). Their capabilities will be the same as the French Chasseurs. The Mamelukes will become the British heavy cavalry arm, and I have mounted them 4 per stand, and there will be quite a number of them available to the British force. These men, historically, were demons once they got into melee, and my rules will reflect this, and they should be excellent troops I think, since we are assuming that a British commander will be using them somewhat more craftily than did the Egyptians in the actual campaign!

Light Cavalry, of course, will have greater movement than the Heavy Cavalry, but the fastest moving cavalrymen will be the native irregular light cavalry, which will include Bedouins, Arabs and Turks. These men will have lower morale value than our white cavalry, but can use musket fire from the saddle, and should be great for harassing purposes in any war game. `

Artillery will be limited (as in all our colonial games) since it was difficult to drag heavy guns around in the desert areas. However, what guns are available, will be worthwhile having, and I mount these on a small stand with two or three crewmen around the gun to give it a realistic appearance.

 

As many readers can probably tell, this Napoleonic colonial army is based on my 1880 Colonial organization which I have reported before in Table Top Talk over the past couple of years. And it may seem that playing a Napoleonic colonial war game and an 1880 colonial game would wind up to be the same thing. But this is not true.

For, in 1880 the rifle could stop the natives several hundred yards away from the front line – but in 1800, the musket was not useful or accurate much above 40 to 50 yards. Therein lies the story which makes these two periods so totally different in tactics.

For example, in our 1880 colonial wars, our musket range is 20 inches (comparable to our infantry move of 4 inches). In our 1799-1800 game, this range will be cut to 12 inches, and since the heavy cavalry will have an 8 inch move, this means that stopping cavalry charges, or native spearmen charges, is going to be next to impossible. Where, in our 1880 games the cavalry seldom live to make a charge, in the 1800 game, the cavalry are going to be something to contend with. As a result, the overall tactics you use in one period will not work in the other. And as all war gamers know, a slight change such as this, leads to an entirely different type of battle.

We are, however, not here concerned with the man who already has an African colonial war game army. We are interested mainly in advising the Napoleonic war gamer of the potentials in a Napoleonic-Colonial war game as against the straight, European type Napoleonic war game.

In the European Napoleonic game you have basically 4 different types of infantry (Guards, Grenadiers, Lights and Fusiliers). In the Napoleonic-Colonial you can add the Askari type, the native irregular rifles and spearmen. These extra types of troops give a flair to the game you can’t get elsewhere.

In cavalry, the European Napoleonic battle gives you Guards, Heavy and Light cavalry. In the Colonial battle you·can add the native heavy and light cavalry to the roster, with all the additional problems of how to combat them during the action!

In other words, you are adding a little more action and zest to a war game with these additional types of troops, over the standardized Napoleonic organization you are used to. And the addition of these troops is what makes the game so interesting and exciting. And of course, it develops into a different tactical situation because of these additional troops. For example, in a French versus British battle in Europe, your main concern would be how to stop the thin red firing line of the British, or the heavy column of a French assault.

In Egypt (at least in my mythical campaigns), you have not only this worry, but you have to worry how to stop those damn native spearmen (at close musket range!) from smashing into you; you will be harassed no end by native irregular riflemen pecking away at your valued white Fusiliers, or by a line of stubborn Turkish infantry, or by a potential charge by the hard-fighting Mamelukes!

All things being equal then, the Egyptian campaign fights will keep you plenty busy, because you are facing so many varied types of fighters!

 

As a change of pace war game from the regular European Napoleonic action, then, the African colonial fight of the 1800 period, could be the answer.

Besides all this above, the colors of the French troops and the native troops are fantastic, and you’ll wind up with an army that is just as colorful as your regular European army ever is.

Also, your Napoleonic-Colonial war game army need not be huge, for not only were the forces small in Egypt, but the battles (at least as compared to the Napoleonic battles in Europe) were small scale actions. A basic force of some 20 stands per side would make a fine small-scale war game, with plenty of area around a normal size war game table to maneuver freely. And of course, by using the roster system and upping the combat strength of a company size stand, you can make the game last as long as desired, with only a few troops being required.

Figuring on a basis of 1 model soldier equals 10 men, I am at present working on a French army based on 800 Fusiliers, 100 or 200 Grenadiers, 2 cannons and crews, 120 Dragoons (3 stands of 4 each) 80 Guides and 120 Chasseurs a Cheval (6 stands of 3 men each). The British force will begin at 600 British battalion troops, 100 Grenadiers, 100 light infantrymen, 400 Turks (Askari type), and 200 native riflemen. There will be 200 Mamelukes and 120 Light Dragoons, with two guns.

Added to this will be some native spearmen (which I of course have from my 1880 Colonial game), plus native irregular light cavalry. Mix these all together on a war game table, and you spell A C T I O N all the way!

The Battle for Stannington Village

The Battle for Stannington Village

Tactical Problem Number 11
The Miniature Parade, May 1967

By J. Duncan Brack

The map is scaled for a 6ft by 4ft table. Usual rules for crossing hills, going through woods and note the wider river from confluence is more difficult to cross. Battle starts with Red Force moving first (or choice of flanks) after both forces have been positioned on the table in accordance with pre—drawn maps showing dispositions.

Blue Force is the defender and occupies Catraw Hill and Stannington Village and area North between roads. Maximum point value of force is 30 made up from table below.

Orders:

Defend Catraw Hill and Stannington Village, counter—offensive action may be taken.

Red Force is the attacker and before battle starts must place all his men on the table between Red base line and Red startline. Maximum point value of force is 40 made up from table below.

Orders:

Clear Stannington Village of enemy to allow Main Army to advance Northwards.

Composition of Forces

Point Value

Blue Limit

Red Limit

Line Infantry

1

15

15

Light Infantry

1

6

6

Cavalry

1.5

6

6

Volunteer Cavalry

1

0

4

Volunteer Infantry

.75

0

4

Cannon / Artillery

3

4

4

 

The forces can be selected up to the maximum point values Stated by adding the points for each unit up to the number allowed e.g. maximum number of cannons 4: point value 12

Note: Volunteer units should have less/lower combat power

The Battle for Stannington Village

The Battle for Stannington Village - Click to View larger image

Long Time No Post

Wow. It has been almost 6 months since my last post. This has to be a new record for me. I bet some of you are wondering what has been going on here at HistoriFigs HQ…

Well, this has been a very slow year as far as casting and making soldiers goes. On the bright side, things have picked up a bit of late. With little work in the shop, out efforts were turned to other projects such as farm work and some consulting work. Those plus a crazy ‘day job’ work schedule kept me from most soldier and war game projects. Not the best excuses, but reality. This post will be a real hodgepodge of ‘stuff’ – too much missed time with posts, so perhaps a bit on the rambling side of things…

 

I’ve started working on the next batch of 20mm Napoleonic re-molds, some miscellaneous French Infantry are on the table now. After that I’m not sure what will come next; I’m open to suggestions and requests.

 

In other Napoleonic news, I’ve been casting some 25mm Bloodaxe Napoleonic figures – nothing is listed on the website at this time. Perhaps I’ll get a small listing (just a miscellaneous grouping really, not the full range) up after the first of the new year.

 

A new shipment of metal has arrived. The good news is that there has been no increase in metal prices this shipment. The bad news is that due to other rising costs we will need to re-evaluate both figure pricing and shipping rates. Look for new prices and rates in January.

 

Some new figures for the Adalen Miniatures line coming by the end of December. Mortar and Maxim Gun teams plus a few misc. figures. The greens are in house, and I should have those in pattern molds this coming (long) weekend.

 

We have also received a new shipment of mold blanks, so we will be looking at the next group of Scruby figures to be re-molded. Again, we are open to suggestions and requests. If you have a large-ish project you want to do, this might be a good time to recommend your favorite figures for re-molding.

 

In other news, Liam and I have been attending a lecture series (at UW Baraboo) covering Wisconsin history; from discovery to statehood. As a result, I’m motivated to finish up some long delayed N-gauge French & Indian War offerings. I’m going to shoot for having the batch done and posted by the end of January.

 

Lots of unfinished projects around here. Some are personal projects and some are HistoriFigs projects – I’ll try and focus on HistoriFigs projects this winter and see if we can get caught up and bring you some new and or improved figures and such.

 

Still much more to cover, but I’ll close for now and see if I can come up with a fun post for the Thanksgiving weekend.

 

Oh, one last thing; anyone interested in being an assistant  editor here on Table Top Talk ? If so, let me know…

 

 

Updating Napoleonic Divison Rules

As if I needed another war game project! I’ve started working on an updated version of Mike Frank’s Napoleonic Division rules. Funny thing is that I thought we had posted his original rules, but in checking I cannot find them (here or on the HistoriFigs site). Perhaps they were only posted on Bob’s Yahoo Group (sorry Bob, I am drawing a blank on the group name). So, I guess most of this will be all new for most of you.

I’m not sure when Mike first came up with these rules. I do know it was at least 10 years ago, perhaps more. In a nutshell: We use Scruby N-gauge Napoleonic figures mounted on stands. Each stand represents a full Division. Each player will command at least a Corps – usually more than 1. A single corps is made up of 1 or more Divisions and is commanded by a Corps Commander. The overall command for each army is the Commander in Chief (CiC). Each Division stand measures 4 1/2″ in width x 2″ in depth. Corps Commanders (and staff) are based on 2″ squares while the CiC is based with 2 1/2″ frontage x 2″ in depth. The time and distance scales are not identified; at this level, we can fudge a bit here and there and the game still works. More about the game mechanics in the next posting (where we will present the first of the re-writes).

Before going too much further; I should touch upon the reasoning behind the re-write. Firstly, the rules were never really complete as written. Mike knew how the game worked, and we rarely ever played the game unless Mike was running it so this wasn’t a big deal. Now that I want to use this game with a group of Middle and High School students we need a more completely written set of rules. That said, these rules will never be fully fleshed out. Meaning that they will not be as complete as a commercial set of rules. I do, however, intend to make them complete enough that you, or any war gamer with some experience can pick them up and play a game. My last reason for the re-write is that I wanted to streamline a few of the game mechanics (in some cases I think I’m succeeding. In others, well maybe not – we shall see).

We recently completed a play-test of the current draft of the rules. We made a ton of mistakes! That is what I get when I don’t write out an expanded Sequence of Play. I don’t think I need a flowchart, but an expanded or annotated Sequence of Play would keep me form forgetting things. For our game we decided to target a smaller table: 6′ x 4′ – the reason being that we will often times play at the local game store and the tables are smaller. That, and while I have a larger table at home, I’ve been drifting towards smaller table size for our games. Well, alight then, on to a short recap of the game (along with a couple of really bad photos – I forgot to reset the camera settings – so we got lower quality pictures than I would have liked).

The training game is a simple scenario. Pretty much a meeting engagement. Two armies meet on a more or less symmetrical battle field. Each has control of a town on t’s right flank. There are woods just outside of the town. There are two more towns, on the center line. One each on the right and left flanks. Leaving the center open. The armies are similar to each other; consisting of three Corps each. Each Corps is composed of three Infantry Divisions and one Cavalry Division. The French are commanded by Napoleon and the Russians by Bagration. The French Corps commanders are: Ney on the Right, Victor in the Center and Mortier on the Left. The Russian Corps Commanders are Gortchakov on the Right, Langeron in the Center and Vlastov on the Left. We decided on a 10 turn limit for this game.

before

The battle was fairly even through the first 5 turns – the Russians with a slight advantage, having captured the two open towns.

As the game progressed, the Russians dominated their Left. Once the town was captured it remained in Russian control the remainder of the game. The Russians, took a beating but dis not loose a single Division. While a full 50% of the French force was driven form the field in this sector.

In the center the story was a little different. Here the French had the upper hand. By the end of the game they were a bit scattered, but still holding strong having eliminated 1/2 of the Russian Center.

As we move to the Russian right; we had a strong Russian opening followed by a bitter fight for the open town. The French were able to dislodge the Russians from the town. However, the Russians fought a fierce battle to recapture the population center and in the end dominated the sector, leaving a single, French Cavalry Division on the field.

Had the game continued beyond the 10th turn; the French Center would have been able to re-group and turn on the Russian Right. This would have made for an interesting fight. Not sure how it would have gone, but I think the French would have had an advantage on the Russian Right.

after

At the end of our ten turns we scored the game; arriving at a Russian Victory (189 points for the Russians to the French 125 points – more on victory points next time).

I think we will have time for one more play through the rules before I need to switch gears and jump into the American Revolution (time to revisit the Bloodybacks rules) for the Middle/High School group.

More with, hopefully better pictures next time.