Showing posts with label AWI. Show all posts
Showing posts with label AWI. Show all posts

Wednesday, 6 May 2026

28mm AWI British Dismounted Light Dragoons

 

Probably the last additions to the AWI collection for a while as work continues on WWII, the new scenario book and 7YW.

These chaps represent a dismounted troop of the 16th Light Dragoons, again from the Perry range. Supposedly they were armed with short rifles, which makes them an interesting skirmish option in our games.



Will hopefully be able to share some of the work I have been doing on my WWII Eastern Front collection soon.

Saturday, 11 April 2026

28mm AWI British Grenadiers

 

Another gaping hole filled in my AWI collection, this time for the forces of the Crown. The 18 stands can be formed into two large or three smaller battalions and did sterling service in their baptism of fire a short while back, inflicting horrible punishment on an exposed American light infantry battalion:

Nations In Arms: AWI Battle Report

Figures of course from the Perry range.




Apart from a few odds and ends, this will probably mark a bit of a pause in work on the AWI collection as I am pretty absorbed with WWII and my rapidly growing 7YW collection which is really starting to take shape now. Still a firm favourite with the Monday Night Gamers though and I hope to do more AARs in due course.


Wednesday, 25 March 2026

28mm AWI American Militia

 

Finally finishing these chaps filled a real gap in my AWI collection. The figures are of course from the fantastic Perry range and the flags hand painted by the multi-talented Mark Allen.

There are 24 stands in all, including 3 command, so enough for around 1,000 men at the scale we play in. For newly painted figures they distinguished themselves in a recent re-fight: 

Nations In Arms: AWI Battle Report








There are still a few things to add; a couple of small cavalry units and another 3 or 4 Continental infantry regiments, but the end is in sight (although unlikely to be reached soon as there are other competing priorities for brush time!) Main focus at the moment is on WW2 and 7YW, so lots more to come.

  

Friday, 6 February 2026

AWI Battle Report

 

Having retired, I was hoping to be able to do a lot more gaming and put a little more time into this blog. I have had some success with the former, not so much with the latter, so here is what I hope will be the first of many battle reports over the coming years.

One of the main problems in doing these is that the small group of us that play at my house on a Monday evening have, at most, three hours to get the game done. As I do a fair few of the scenarios, often with my home brew rules, I find I am a bit too busy keeping the game going to take photos and make notes. The battle you are about to read about took place on a Sunday - the first time we have put aside a full day to play one of these AWI games - and great fun it was too. There was no need to rush as our rules tend to be fairly simple and fast moving, so I was able to take a few photos whilst still staying focused on the game. Hopefully we will do a lot more of them.

The game was premised on an American attack on what was thought to be an isolated British force, which turned out to be much larger than expected!! Myself and Chris took the Americans, Roj (of GaPa Blog fame) commanded the Brits. 

The American order of battle was as follows:

1st Brigade: 1st Maryland (9 stands) (B Class), 2nd Maryland (9 stands) (B Class). Good Brigade Commander.

2nd Brigade: 3rd and 5th New York (both 6 stands and C Class) and the Delaware Regiment (6 stands) (B Class). Average Commander.

3rd Brigade: 1st and 7th Pennsylvania and the 8th New Hampshire (all 6 stands and C Class). Average Commander.

4th Brigade: Composite Light Battalion (8 stands) (B Class), Lee's Legion Infantry (5 stands) (B Class) Rifle armed skirmishers (5 stands) (B Class). Average Commander.

5th Brigade: Composite Militia Battalions (10 and 8 stands) (both D Class), Militia skirmisher company (4 stands) ( D Class) and rifle company (3 stands) (C Class). Light artillery piece (C Class). Average Commander.

Artillery Battery of 2 x 6 pounders (B Class). Average Commander.

The British force opposing them was slightly smaller, but of higher quality with the Grenadier brigade initially off table. Its arrival time was determined randomly.

1st Brigade: 2 x Grenadier Battalions (both 8 stands) (A Class). Average Commander.

2nd Brigade: 71st Highlanders (8 stands) (B Class), 23rd Foot (7 stands) (B Class) and a 6 pounder gun (B Class). Good Commander.

3rd Brigade: 33rd Foot (6 stands) (B Class), 63rd Foot (6 stands) (B Class) and a Loyalist regiment (6 stands) (C Class). Average Commander.

4th Brigade: Lieb Regiment (6 stands) (C Class), von Bose Regiment (8 stands) (C Class), Grenadier Battalion (6 stands) (B Class), Jager detachment (4 stands) (B Class) and a 6 pounder gun (C Class). Average Commander.

5th Brigade: British Legion Infantry (5 stands) (C Class), Light Infantry detachment (4 stands)(A Class) and dismounted 17th Light Dragoon squadron (3 stands) (B Class). Average Commander.


Before giving an account of the game and how it unfolded, perhaps a few words on the rules that we were using. This is a home brew set that I wrote a while back and that we have been play testing quite a bit recently. Each brigade has a card which when drawn from the deck activates that particular brigade. 

Usually you get 4 activations, although various factors can increse this to 5 or reduce it to 3. The controlling player then declares what he wishes to do, either with the whole brigade or with individual units. Early on in the game, two or more units in a brigade may wish to do the same thing, eg: advance straight ahead, in which case a single test is taken for the whole. As the game becomes more involved, units usually do different things and so dice separately. 

For each action that a unit or units wish to take, a d6 is thrown and, depending on the complexity of that action, a higher or lower score is required. For example an infantry unit with 4 activations that simply wishes to move straight ahead with no deviaition, would need a roll of 2+ with each roll. Close order infantry in line move at 4", so rolls of 1,3,3 and 6 would result in 3 successful activations and a move of 12". More complex actions have a higher tariff; so wheeling or an oblique move requires a 3, moving to a flank or reforming needs a 4. Any actions carried out in difficult terrain (usually woods) adds one to the score needed.

Important to remember, as this is very important to the game, the actions must be carried out in the order given by the player and each part must be completed before the next can be attempted. Thus the more complex the action the less likely you are to succeed in completing each step in it. So the example given above is a relatively simple task with a reasonable level of success. However if you try something more complex it is more difficult to succeed. For example the 23rd Foot wishes to advance straight ahead for 1 action (2+), before wheeling to the right twice (3+) and then firing a volley (firing costs an action but succeeds automatically - you only have to dice to re-load!). 

Let's suppose that the first action goes off smoothly, but the double wheel needing a score of 3+ each time, hits a problem as the player rolls a 2 and a 5. The roll of 2 is clearly a fail. Unfortunately the player cannot then say "Oh, I won't bother with the 2nd wheel, I will just fire my volley" - he must use his final activation to make another attempt to wheel, thereby losing his opportunity to fire. For those of us that play the game, this is the most exciting and also frustrating part, as you can never be sure that you will have enough actions or successful activations to do everything you might want. Moral of the story - KEEP IT SIMPLE!

The rules themselves are actually very simple in terms of the mechanisms, it is just the activation system that takes a bit of getting used to. Anyway, hopefully this gives a fair idea of how the game works.

Below is a series of photos which will hopefully illustrate what happened in the game:


The militia brigade under yours truly snakes its way onto the field, preceeded by skirmishers. Most of the figures are by Perry Miniatures. 





They soon found themselves at grips with the British 5th Brigade, which included some high quality skirmishers.


On the other flank my compatriot, Chris, was facing a formidable looking line of British and Hessian regulars.




After a certain amount of persuasion, I managed to deploy my militia and push up an irritatingly hesitant brigade of Maryland Continentals. My movement dice started off pretty badly as only a 2+ is needed for troops in march column. They represented just about the best brigade in our army and were, to put it mildly, sticky!!


A protracted firefight develops between my militia and the British lights and Legion. The small cotton wool balls denote that the unit is currently unloaded. Although firing is automatic, reloading is not: a 3+ being needed for musket armed troops and a 4+ for rifles and artillery.


Away on our right flank Chris boldly pushes on with his "Light Brigade", deploying our main artillery asset in support. Roj took his chance and got in a good hit with his own artillery whilst we were still limbered, but fortunately with no lasting damage.


Chris pushes up his New York Brigade (2nd) on the far right and is soon involved in a terrific firefight with the Hessians, who really gave a good account of themselves in this game.


Behind the Lights came the Pennsylvania brigade (3rd) to add some weight to our main attack, whilst our recently deployed artillery battery started to put some heavy fire on the British infantry opposite.


An example of some very good shooting!! Directed at us by the British if I remember correctly.


Chris' attack starts to build up a head of steam, although our New Yorkers were taking a real mauling from the Hessians. The British infantry in front of the Light Brigade, whilst giving as good as it got, was starting to suffer some serious casualties.


Those pesky Hessians, on favourable ground, pour fire into Chris' New Yorkers, the gun being particularly damaging.


Meanwhile on the left, my Marylanders had decided to join in, representing a serious threat to the British right flank which was starting to come under sustained pressure.


The British left and centre is holding its own at the moment, but Roj is starting to feel increasingly concerned by the non appearance of his reserve grenadiers.


My 1st Maryland Regiment wheels right towards the exposed British flank which a unit of Loyalists is moving up to support. I am starting to fancy my chances here!


Chris meanwhile is having a much tougher battle, making little progress against the Hessians.


Despite driving off the jagers (temporarily), the main Hessian line is almost untouched.


Our centre is looking a little fragile, only held by the artillery and the hard fighting infantry of Lee's Legion. Roj decides to chance his arm with a lunge forward by the 63rd.


Meanwhile around the church Chris' composite Light Battalion drives the British unit facing it backwards, although at some cost. The Hessian jagers decide to stick their noses in!


Quite suddenly, the British right, which had been popping away quite happily at my militia brigade started to crumble; I pursued them with one of my units, whilst the other and both Maryland regiments continued to wheel into the increasingly exposed British centre.


The American Lights keep pressing the British around the church, but the Hessians are battering Chris' infantry from their high ground.


Roj's foray with the 63rd, which seemed to threaten Lee's Legion and the entire American centre, suddenly collapses with a catastrophically bad morale roll.


Latecomers to the party! The British grenadier brigade, which I was worried might oppose my outflanking move, are instead directed towards the crumbling British centre. Wasting no time they pile into the remnants of Chris' Light Infantry and rout them in short order. The Pennsylvania brigade mooving up in support starts to feel worried.


.....as well they might. Both grenadier battalions surge forward to reclaim the churchyard. Fortunately for us the British centre is looking increasingly wide open.


Marylanders and militia drive off the remaining British and Loyalist units after a punishing firefight.


On the American right, Chris can only consolidate and go over to the defensive, but with little organised opposition, it seems nothing can stop my outflanking move. Roj agrees and decides the best he can do is to withdraw from the table.

It had been a very hard fought battle, and an enjoyable one. All three of Chris' brigades had been badly damaged, whilst the grenadiers and Hessians were still full of fight. The American artillery supported by Lee's Legion would have provided a decent anchor, but it wasn't looking great for us on this part of the battlefield. Unfortunately for the British, their right flank had collapsed completely and my Maryland brigade was still relatively unharmed; any forward movement would have left their flank horribly exposed. So, a costly victory, but a victory nonetheless for the Americans.

The rules held up really well giving all of us moments of elation, concern and frustration. Really looking forward to the next one!

Wednesday, 22 October 2025

AWI Hessian Grenadiers

 

With a couple of Hessian musketeer regiments already having taken the field, supported by a few jagers and a field gun, I thought that a battalion of grenadiers would be a useful addition. I decided to do a battalion of 8 bases (32 figures) all from the excellent Perry range. I usually rate these a little higher in terms of morale - B class rather than C for the musketeers. Hessian troops also move in a slightly more sedate fashion in action; each movement "action" that they achieve in line formation is at 3 inches rather than 4 for the British and Continental regulars, although they do manage to keep up when deployed in march column, when the movement rate is 6 inches.




I may well add a second unit of grenadiers at some pont - the Hessians did actually field an entire grenadier brigade early in the war, as well as possibly a battalion of fusiliers to bring the Hessian contingent up to 5 battalions in total. At the moment I am a bit occupied painting 7YW Austrian infantry and building up my Napoleonic Prussian army. Even though I am now retired, it feels like wading through treacle trying to catch up with the backlog. That said, I have recently completed a brigade (72 figures) of British grenadiers and around 95 American militia, so I haven't been completely idle!!

Wednesday, 17 September 2025

AWI British Additions


I believe this unit made its debut in the battle report I did some while back, losing quite heavily to fire from Morgan's rifles if I recall. 20 figures (5 bases) representing around 200 actual men. Whilst a fairly sombre uniform it gives a nice contrast to the red ranks of the British and loyalist regulars.



A real gap in my collection was filled by the completion of a couple of battalions of light infantry. I already have a few in skirmish order but no British army of the period can do without a contingent ready to fight in more traditional fashion. Here are 2 battalions of 24, although I may increase them to 32s at some point. These guys are pretty handy in most rules (they certainly are in mine) being both high in morale and aggressive  in action.




British grenadiers are next on the list to boost the forces of the crown. After that a couple more line battalions, another loyalist unit and maybe some British Legion cavalry. From then on it will just be the odd addition if something takes my fancy - the Perry British Guards do look very nice! I am trying to set a limit on my AWI (and ACW) forces - let's see how that goes!!

 

Sunday, 29 June 2025

AWI Battle. Playtesting The Rules

 

Regular wargaming partner Chris Charlton came over recently for another game of AWI. Our group has played this quite a few times over the last 12 months and the home brew rules seem to be coming along nicely, although still firmly in the playtesting stage.

The scenario revolved around a meeting engagement in which a British force of 3 brigades (commanded by me) was attempting to pounce on what it thought was an isolated American force, only to see fresh troops arriving on the battlefield to reinforce it. 

The British had a brigade of good quality regulars (2 battalions), supported by a solid brigade of Hessians  (3 battalions, including one of grenadiers, a jager company and a section of Hessian artillery) and an advance guard made up of British Legion infantry, a loyalist battalion with a company of poor quality loyalist skirmishers and a high quality company of British light infantry. The American force was made up of two regular brigades and a small brigade of rifle armed skirmishers under Morgan himself. The forces were of a similar size, with the British enjoying a slight edge in quality, albeit they were doing most of the attacking.

Here we see an overview of the battlefield with the advance guard moving over the ford, with the British regulars close behind. The Hessians who were mainly deployed for action are on the far side.


The ford provided a fairly easy passage, although deploying from the line of march was to prove difficult in the face of some lively firing from the American rifles in the woods. The militia skirmishers were routed in pretty short order, although the British lights were made of sterner stuff.


Chris surprised me by advancing his best unit; a strong composite light infantry regiment towards my advancing Hessian line - obviously keen to get to grips! As you can see, their fire was having some effect. In the rules a unit can take a certain number of hits before a base of figures is removed (6 for an A Class unit, down to 2 for the very shakiest militia types). The Leib regiment shown here was C Class, so could take 4 hits before losing a base, so nearly there. This would provoke a morale test


The Leib Regiment, supported by von Bose sweeps majestically forward.


Another shot of the loyalist brigade approaching the ford.


And here they are again deploying (slowly) for action. By this time a brigade of Continentals has arrived to support the rifles and things are hotting up for the British. 


Here come the British regulars, which I felt would be needed to deal with the enemy troops now deploying in front of me.


The American light infantry were clearly unconcerned by the approach of the Hessians, pictured here just prior to their advance.


More of Morgan's pesky rifles moving up in support.


A Continental regiment moves up to support the rest of its brigade.


From behind the Hessian lines.


A note arrives for General Morgan informing him that the British are coming - better late than never! His rifles are giving the British light infantry a hard time and inflicting considerable casualties on the British Legion.



Whilst the Light Bobs keep the rifles occupied, the already damaged British Legion gets some much needed support from the leading unit of British regulars, which deploys into line in fine style and advances without a care in the world on the American regiment to its front, which is already pouring fire into the hard-pressed Legion.


Risking a bayonet charge, things go their way. Shrugging off the closing fire they rout the rebels after a short, sharp encounter, encouraged by their brigadier. They would go on to do the same to a supporting enemy regiment in the following turn, albeit at some cost. The Legion, who had offered some supporting fire are now hanging back, feeling they have done their bit.


Meanwhile the other loyalist regiment has managed to deploy and is adding its firepower to the battle, having persuaded Morgan's rifles to vacate the wood with a well executed bayonet charge. Things are starting to look promising on this side of the field.


Encouraged by their brigadier another Continental regiment attempts to stem the tide, whilst the rifles, who are close to losing a base themselves, attempt to reform. The cotton wool ball denotes that they are currently unloaded.

In the end, the British were able to drive back the units facing them, although at heavy cost and it was doubtful that they would be able to do much more. On the British left, the Hessians were struggling to hold on, those damned light infantry fighting particularly well. Unfortunately our correspondent didn't cover this side of the action in any great detail, although it was largely a (losing) firefight.

In the end a great game with each side holding the advantage on their right flank, but struggling badly on the left. As packing up time arrived, we felt that a hard-fought draw was an appropriate verdict.

The rules work on a multiple activation system whereby each unit (or brigade if they are all doing the same thing) has a number of attempts (between 3 and 5) to move, manoeuvre, load and fire etc each turn. The more complicated the action, the harder it is to succeed; so for example moving straight ahead with no deviation is accomplished on a throw of 2+, to wheel requires a 3+, to move to a flank or reform needs a 4+ and so on. Things are slightly harder in difficult terrain such as woods. You declare what each unit or group will do in that turn, but if the first option fails, you have to carry on until you are successful, so often you don't achieve everything you might want, so forward planning and risk assessment are a big part of the game. Getting too close to the enemy in the wrong formation can be a problem - changing formation needs a 4+. One of my British regulars (my best unit) got on the flank of the American light infantry regiment with its first action whilst still in march column, subsequently failing 3 times to form into line and charge, which I had every expectation of doing. Instead they milled around under close range canister and rifle fire - not good!! 

The rules still need a bit more playtesting, but we have found that they give an enjoyable and often nail biting game as you can never be certain how much, or little your units will achieve.

Anyway this is the first in what I hope will be a more regular offering of AARs - something I always enjoy reading on other people's blogs. Hope you found it of interest.