Showing posts with label wargaming. Show all posts
Showing posts with label wargaming. Show all posts

MINIATURE WARGAMING -Laserburn AAR -Who wants a broken anti-grav tank anyway? Well, everyone, that's who!

Science fiction miniature gaming is much more than Warhammer 40K. And while I have still not found the perfect set of rules, I haven't even tried all I own.
The pirate settlement
The settlement seen from a different angle

Having recently completed a large batch of wargaming scenery for science fiction gaming, and being interested in the classic skirmish rules LASERBURN, I decided to put the scenery on the table and do some solo gaming. (I write in the midst of the Covid-19 lockdown.)

Laserburn was first published and copyrighted in 1980. I somehow have acquired two copies, both badly battered and showing their age, but do not ever recall actually playing a game.

Being a skirmish game, I chose two sides. One side was five "Judges," as in the classic British comic "Judge Dredd." Some came from the old Games Workshop Judge Dredd line, others from the newer Warlord Games Judge Dredd range. (The metal Warlord Games line from circa 2014-ish, not the newer resin line from that company.) The Judges are basically hardcore super-cops of the future who enforce the law and punish law-breakers.  I'd considered classifying them as "Heroes" but decided "elite soldiers" was a more appropriate category. They were designated as carrying laser pistols and wearing light armor.

The other force was seven figures designated as "hardened space pirates." These came from a few different companies and ranges, including early GW Warhammer 40k space pirates, a RAFM post-holocaust range, a couple that I believe came from Grenadier Traveller line, and one guy with a mohawk and a laser gun who I could not identify. They were designated as wearing flak armor and carrying either laser rifles or laser pistols depending on the casting and how the figures themselves were equipped.


The scenario involved the judges trying to recover a broken anti-grav tank that the pirates had somehow acquired and were planning to repair. The anti-grav tank came from the Epicast WH 40K line and is some sort of Eldar design. I admit I forget exactly which model but the tank still exists in the WH 40K universe but now looks totally different. I had decided that the weapons could not fire and while the judges could fly it away no one else could make it move. (The judges had brought the keys to the vehicle.)


The Pirate lair with their salvaged grav-tank under repair



Another view

From Left to right, pirate thug (GW early WH40K), repair technician (RAFM), and pirate leader (RAFM).



Four space pirates


Because I have a long thin table, and also because I wanted to keep things interesting, I had the judges approach from two different ends of the table, with the basic plan being to divide the defenders and hopefully capture the grav-tank. 







And thus I began the game. Figures move their entire move one by one depending on their initiative, the higher the initiative the earlier they move. Initiative can change during the game depending on things like wounds and loads carried, and so on. In theory, as the figures move one by one, there is no reason one side would move all their figures before the other, but in this game, as the forces were chosen to be simple, all the judges had identical initiative ratings and each was higher than the pirates, who in their turn had identical initiative scores. While optional rules do allow for varying these a bit using dice to modify a base score, for simplicity I just stuck with the basic ratings, straight out of the book. 


I soon discovered the rules are, indeed, very primitive by modern standards in some areas and one of them is movement. One tabletop centimeter equals one real life meter. Figures walk 10cm a turn or run 30cm a turn Walking and "diving" (undefined) are other options. There are no rules for fatigue or terrain effects on movement that I could find in the 48 page little book. (There is a supplement, which I own, but I made no attempt to consult it. Perhaps they are there. One step at a time. One rulebook at a time. Learn the rules little by little.) 

Seeing no disadvantage to doing so, I had the judges run one by one from the edge of the table either as far as they could go or to the farthest piece of substantial terrain. 

On both sides of the table, groups of pirates reacted, moving towards the oncoming judges and seeking cover. 


Having mentioned that Laserburn has no terrain or fatigue rules, what it does focus on is detailed shooting rules. Therefore when shots began being exchanged, things became detailed. They also became very arithmetic heavy. 

Semi-automatic weapons, which to me included all the laser weapons in the game, are allowed three shots each turn, although I confess I had misunderstood the rules and only allowed them two shots per turn.  As this misunderstanding of the rules was applied uniformly it probably did not affect the outcome but it did slow things down a bit. Besides, it was a solo game so who's going to become upset?          +++++                                             Chances of hitting are determined using a formula, arriving at a number that is a base chance to hit, and then rolling percentile dice. There are multiple factors.                        +++                                                  Therefore a judge, as an "elite soldier," starts with a base chance of hitting of 130 percent change of hitting. Range is quite important, and if a laser pistol is fired at 18 meters range, 18 cm on the table, the percent chance is reduce 3 percent for each meter or 54%, making the chance of hitting 76%. Additional modifiers are applied for semi-automatic fire ( -6% per shot) and if the target or firer have moved. If the target is behind cover, there is also a modifier. If the firer has a serious and/or light wound, each wound also reduces the chances of hitting the target. If one does arithmetic easily, it's not a big thing, but as some players are not comfortable with that or find arithmetic intimidating, this system is not for everyone.                                      +++                                                                   If a hit is scored, three more dice rolls are required. One is for location on the target's body. The second is for armor penetration. The third is only rolled if a wound penetrates armor and is to determine the effect of the hit. Possible effects are instantaneous death, a serious wound, a light wound, or blindness. 
Obviously, this system is a bit time consuming and requires record keeping. 
When the hardened space pirates returned fire, they began with a base chance of hitting of 100 percent. 


The rules also include a detailed hand to hand combat system although no hand to hand combat occurred in this game. Therefore I did not get the chance to try it out. Next game, I'll have to make a point of putting combatants without missile weapons on both sides and see what happens. 




At this end of the table, shots were fired back and forth. Soon one of the space pirates took a serious wound to the body. In these rules, serious wounds are, for lack of a better word, "serious." The combatant became unconscious immediately. Each turn thereafter he remained unconscious unless he rolled a six on a regular dice. As his initiative was now lower, the roll to regain consciousness was done at the end of each turn after the other combatants on his side had been activated and moved.

Again, as the rules date from 1980, at times they show their age. The contents seem a bit disorganized and specific rules are sometimes hard to find. Other times rules or rules clarifications that one would expect in a contemporary set of rules simply aren't there. Therefore, it seemed to me that when a combatant regains consciousness, the first thing he or she must do, presumably, is rise from lying down to standing which takes a third of a turn. 

At one end of the table, two judges exchanged shots with two pirates. All had laser pistols, but armor and base chances of hitting were different.

At the end of the table, two pirates with laser rifles tried to take positions to intercept the three oncoming judges while the other laser rifle armed guard and the repair technician and pirate leader, each. While the judges had an advantage in terms of higher ratings and better armor, the fact that the pirates at this end of the table had heavier weaponry seemed to balance things out well.

Well, three out of the five anyway. The pirate leader and the pirate repair technician did not have any missile weapons at all, and therefore did very little throughout the scenario. In hindsight, the scenario could have been much improved if their role in things had been better conceived before hand. Without any missile weapons they couldn't join in any of the firefights so they didn't do much there. Although they did have melee weapons, one a sword and the other a cane (big stick? club? baton?), they were clearly not tough enough or numerous enough to be intended to be used in the scenario as missile troops. Looking back at things, the scenario would have been much improved if the leader and the repair technician had actually been given a chance to do what he eponymously was supposed to do, repair the anti-grav tank!  Tension and enjoyment could have been much improved if the repair technician were given a small chance (perhaps 2% as a starting point ) of repairing all or part of the systems on the anti-grav tank on the first turn and had the chance increase each turn perhaps by adding 2% each turn or even increase the chance exponentially (i.e. go from 2 to 4 to 8 to 16 to 32 to 64% ) . Perhaps a chart that randomly determines which grav-tank system begins to function first (movement, force screen, secondary weapons, main weapons, etc.) or, alternatively and, I think, preferably, to have them activate in a given sequence with the chance of making them working going back down to 2% each time one activates as the repair technician goes back to his starting point again. Alas!! Missed opportunities! Next time. Next time.


In the end, as the judges converged from two directions on the five remaining pirates, shots were exchanged for a couple turns. The results were two judges seriously wounded and one dead and two o he space pirates dead or seriously wounded.

At this point, the morale rules kicked in and became relevant. Once again, the rules began to show their age. The Laserburn morale rules take up take up half a page, half of page 18 to be specific. Not only that, in this half page they also lump up in the rules for unit organization. Basically, figures must be designated as part of a unit or else as a one man unit. If a unit takes serious casualties, in other words equal to half or more its members dead or seriously wounded, it becomes "shaken." This is automatic and there are no dice involved. Shaken units will not advance on the enemy. As the rules say nothing about whether they could fire or not, I assumed they could and the firing continued although the movement stopped.

[After reading these rules again, it became clear that I did not follow the unit rules properly. I'm not sure if this was a bad thing in a skirmish game with five figures versus seven figures, but, for the record, I should have grouped the figures into units more carefully.]

Eventually the last laser armed space pirate took a serious wound to the body and dropped. Although the leader and the repair technician were still conscious, they were unable to advance on the enemy and the enemy was unable to advance on them. The game ended in a draw.



In conclusion, Laserburn is a set of rules that a lot of people clearly have had a lot of fine with. There's no reason people could not have fun with it today. It has a loyal following and can still be purchased new today ( see: https://www.alternative-armies.com/products/lbr01-laserburn-rulebook and please tell them who sent you.) Clearly, it has its fans.

 On the other hand, to say "Well, surely it contains everything one might need or expect in a set of rules," is just not true. If one were to play it a great deal, one would have to invent house rules for some situations to bring them up to modern expectations (for instance, terrain rules and rules that produce some randomization to the morale results) or find a way to arbitrate and settle disagreements among players. (Ideally, players should meet to have fun and be able to trust each other while working things out in a friendly and cooperative fashion. Of course, this does not always happen.) The heavy dependence on one's ability to do and feel comfortable with long strings of calculations of simple arithmetic makes these rules not for everyone, and could slow down the flow of play for many people.

Still, the solo game was fun, and I hope to use these again some day for a simple skirmish game in the future. They seem like a fun little set of rules if the scenario and setting are well designed and chosen for the rules.
AWI –what rules do you use? Part Two. Skirmish Rules --Old West Gunfight, Sharpe's Practice, and Donnybrook. 



My collection of American Revolutionary War Jaegers, German riflemen and some of the best light infantry of the war


What rules do you use for American War of Independence gaming? Personally, I'm a fan of the "different rules for different needs" school of thought. And with that in mind, it's nice to have a usable set of skirmish rules for the period. Of course, no one wants to do skirmish gaming ALL the time, but it is fun to do sometimes. It is a nice option to have. For this reason, I always base my figures individually, placing them on movement stands for larger scale battles.

There are many different skirmish rules suitable for the period, especially if you play games without rifles

. Many French and Indian War rules would work easily. I don't claim to be an expert on them and won't pretend to be.

I've also heard many good things about a set of rules called Sharpe's Practice.  While intended specifically for the Napoleonic era, they can he used for any conflict of the "horse and musket era and are intended to be played with about 30 to 120 figures per side, with each figure representing a single man (person?) usually but not always grouped in units. There are two editions, and word is that the second actually is an improvement over the first edition, rather than mere tinkering motivated by the desire to force players to buy a new edition of their favorite rules. Alas! I must confess, however, I have not read or played these rules. Some day I hope to invest in them, but at approximately 50$ for a set, I plan to wait a bit before doing so, at least until I get tired or need a change of pace from the rules I am currently using (Songs of Drums and Tomahawks, which will be covered in more depth in the next installment in these series.)

The newest Lulu.com edition

Moving forward in history, sometimes western gunfight rules, especially those that are intended to also cover the Alamo and Texas War of Independence period.   For instance, if one is a fan of the classic "Old West Gunfight Rules, by Mike Blake, Steve Curtis, and Ian Colwill, be assured that everything one could possibly want in a set of AWI one on one skirmish rules is included. On the other hand, it definitely needs to be mentioned that these rules while much loved are considered slow and clunky by today's standards. They are highly, highly detailed and games often move very, very slowly. Each turn of the game represents about a second or so of real time, and a figure running at a full speed sprint moves four yards per turn, or in game terms four centimeters or four inches depending on the ground and figure scale the players have chosen. If a character walks, then they move only one yard, AKA one inch or centimeter. Reloading a musket in these rules takes 18 turns and reloading a flintlock rifle takes 30 turns. While a classic and much loved set of rules that brings back fond memories to many older gamers, they are rarely played these days. When I have played them, normally movement is plotted several turns at  time with players interrupting the flow of things as necessary to resolve key events one turn, one slow, single turn at a time. Are they good rules? Classics, but classics that show their age. If nothing else, the level of detail is great for providing inspiration or usable statistics for other games as in one or another of the many editions, almost anything one could wish for was included some place in the rules, be it gatling guns, steamboats, buffalo stampedes, bowie knives, bullwhips, or pretty much anything else a gamer might wish. And while none of these might be needed for an AWI game, well, what if you want to include a rattlesnake, or a drunkard, or a mounted cavalryman with a lance, or a canoe? Well, they are all in here somewhere in some edition.

Today they have been reprinted  and can by ordered at lulu.com - I am proud to own this new copy, and keep it proudly in storage near my other two copies of these rules, the early one from Lou Zocchi Gamescience and the later one from Newbury Rules.

The Lou Zocchi edition from long ago.
A welcome alternative to Boot Hill, back
in the day.

The Newbury Rules Edition, a two
volume set. Pretty much everything here is
in the Lulu.com edition






Donnybrook is another popular set of skirmish rules that, more or less, arguably, claim to cover this period. Okay, actually, they say they cover 1660-1760, but, again, if one leaves out rifles, then the rules can be used for AWI conflicts. Now . . . let me be clear here. I hate Donnybrook, hate it with a passion. These are absolutely not rules I wish to use, but I have used them to play an AWI game, and therefore include them here. Now the rules are beautifully packaged with lots of fluff, lots of pretty pictures, and lots of bells and whistles and brief descriptions of all kinds of real and imaginary groups and coalitions and special characters who can wander across the table and so on and so on. And, yes, a lot of people have a lot of fun with them, and, yes, if they are having fun and hurting no one who am I to suddenly pronounce that they are having fun the wrong way, but having said all that I must say, I really hate these rules.

The advertisements say: "Besides leading government troops into battle, you can choose mobs of armed peasants, murderous brigands, religious fanatics, sinister cultists, ferocious highlanders, or tribal natives. The book includes the rules, faction lists, weapons primer, random events, seven scenarios, a thrilling battle report, a period and theater guide, and a double sided playsheet. The finished book is 112 pages and contains more than 150 awesome photographs by Mr Hilton!" 

While these claims are true, they are padding, all padding. The rules are mostly very pretty, very brightly colored packaging wrapped around a very, very thin set of rules. Second, and this is my real complaint, they cannot accurately recreate the style of warfare of the period or recreate historical battles.
Some Iroquois marching down a road in a game of Songs of Drums and Tomahawks
First, unit sizes are determined by the quality of the unit, not by any actual historic number of troops present. Which means good luck trying to use the rules as written without modification to represent a historical battle.

Second, and more importantly, the rules do not allow one to use historical tactics and plans that would work in real life during the period depicted, do not work in these rules.

Therefore I remember in the game we played, I had a unit or two of Butler's Rangers and a couple more of Mohawk warriors and we were supposed to raid and attack a village somewhere in the Mohawk Valley of western or central New York. Each unit had a number of regular combatants. (I remember a minor verbal squabble with my opponent when he saw that my "indian shaman / spiritual leader" was a figure of a Catholic priest but he let it stand,)

An obvious strategy would be to march down the road, units in a column muskets loaded and ready to fire. The opponents was to more or less meet them and defend the village.

So, off I went, trying to move a group of three or so units down a road. Alas! Screeching halt. Units activate one by one in these rules. When a unit is activated it could choose between a few different actions, the two most common being move or fire. Which mean I could not march my units down the road in a column. They had to leap frog one over another, moving ahead as activated, the rules do allow units to pass through one another fortunately.

Inevitably one of my units got to the head of this strangely leap frogging group of units (I was reminded of the 1980s US standard infantry tactic of bounding overwatch where one unit advances while another covers it, then they reverse roles, and move forward, one after another. HOWEVER, this is NOT an eighteenth century style of combat.)

Now naturally, when the opponent's units got their chance, they opened fire on the nearest unit, the one closest to them on the road. Of course, I asked, "Can I return fire?" and was told that I could not do that until my unit was next activated. Which put me in the awkward position of having to decide whether to stop all movement down the road (the strange leap frogging movement) and leave them out of range or have the rear movements move up where they could then take fire but not return fire.

Which is an interesting dilemma but one that does not resemble eighteenth century warfare as I understand it at all. If I recall correctly the game ended with a pair of giant melees as my forces and his wound up in hand to hand combat. I forget who won, but if someone asks, tell them I did.

After the game, I whined and complained about how the rules did not resemble 18th C warfare at all and was told "that's because they are a skirmish game. And look at them, see the rules for Scotsmen in Panama and Satanic cults? Isn't that cool?" Yeah, whatever. People have told me over the years that sometimes I am too negative and when other people are having fun, I should not criticize what they are doing if it doesn't hurt anybody.

So, in conclusion, a lot of people think Donnybrook is fun, and when they are using it to have fun, they aren't hurting anybody.

There . . . wasn't that much nicer than reminding people with how much I hate these rules?

I'm a good boy, it seems. 


Donnybrook Rules, while not able to recreate historical combat,
they don't actually hurt anybody and some people like them even if they shouldn't




Another shot of my 28mm Jaeger collection

Next time, more on this set of rules.

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GENERAL MILITARY ASPECTS OF THE WAR






 SPECIALIZED SUBJECTS 

  




OSPREY ARMY BOOKS






OSPREY BATTLE BOOKS



      




WARGAME RULES





Finally, my books . . . 

Yeah, I've written books. Please check them out and see if they interest you.



  







Wargaming --AWI –what rules do you use? Part One -Philosophical Musings






AWI –what rules do you use? Part One

Philosophy of Choosing Wargame Rules

          Previous posts have shown photos American War of Independence, sometimes referred to as "AWI," tabletop games where miniature figures and model scenery were used to recreate real or imaginary battles from this historical conflict. Since posting I’ve received a couple queries asking about what rules I use. Here I’ll prevent a survey on theory and practice on rules for the period, followed by a communication from Marvin Vedder, historian, wargamer, and author of “Crucible of War,”  a not-quite-as-yet-but-coming-soon set of rules for the period.

Pete’s Personal Theories and Philosophies on Wargaming Rules

          First some personal opinions on wargaming rules.  

  •  If you’re going to build up a pair of armies (minimum) to fight battles and play games in a given historical period, it’s a good to have at least one set of rules for that period that will work with the figures you own. This sounds like common sense, but a surprising number of people I know do not follow this and have beautiful figures for gaming but no rules that work with them.


A section of my British forces proudly ready for tabletop battle.
  •  It usually takes some time, effort, and money to find a good set of wargaming rules. And I say “good” intentionally because there is no perfect set of wargaming rules. Expect to read a few, look them over, and try more than one before finding one that you can settle on. And if you are able to play with a few set of rules, remember, flexibility is a virtue.






OK, a Jacobite force that a friend painted up. Not really an AWI force
(Er . . . Moore's Creek anyone? Only this time the bridge could be intact?)
But still a wonderful looking 18th C army. 
  • But sometimes you don’t really need to know the rules to play a good game. A good set of rules, simulates historical reality (or at least approximates it in a recognizable fashion). If one player knows the rules well, and all present understand the way the troops fought and moved, when they tended to break and run, and the different weapons and their approximate effects and ranges, then the player who knows the rules should be able to guide the others who don’t through the game, assuming that a degree of trust exists between the player who knows the rules and those who don’t. Personally, I think it’s fine for the player who knows the rules to participate, but others would disagree and think they should be neutral and merely referee. I can understand this. However, I also think that if you don’t trust someone not to cheat at a wargame, it’s best not to invite them. (Yeah, sometimes it’s just not that easy. Why, why, why do some people cheat that these games? I mean, who, exactly, is it that they impress with their ill-gotten victories? Historical miniature gaming groupies?)
Iroquois at a game based on Oriskany



  • Different rules are good for different things. With that said, I think ideally one would have a few different sets of rules for a few different styles of games. I think that a perfect combination would be one set of rules that provide a smooth, quick battle game that was fun to play, a second set of rules that would provide a more detailed simulation with greater historical detail as opposed to a game, and a third set of rules that would provide a fun skirmish game where instead of a large battle each figure represents a single individual and the scale of the table top conflict is much, much smaller.


Tryon County Militia at Oriskany




  • Finally, it is my belief that once a set of rules for a wargaming period achieves a certain, unspecified level of popularity, if you are interested in the period and wish to game it, then it's worth familiarizing yourself with that particular set of rules just so that you can participate if the opportunity to join in a game using those rules occurs. 
SO, my two cents. Personal opinions only. What do you think? Please leave your thoughts in the comments section. 



More Tryon County Mililtia at the Oriskany Game


Please support this blog. Emotional support quite welcome through subscribing or leaving comments (both free) Or buy some of the cool stuff below, a wide variety of good books on different aspects of the American revolution, all taken from my book shelves. When you link through here and buy one, be it new or second hand, you support this blog. And if that's not cool enough, if you scroll way, way down, you can by books written by yours truly. I hope to do more historical writing in the future. Again, feel free to encourage me by supporting this blog.



GENERAL MILITARY ASPECTS OF THE WAR






 SPECIALIZED SUBJECTS 

  




OSPREY ARMY BOOKS






OSPREY BATTLE BOOKS







WARGAME RULES





Finally, my books . . . 

Yeah, I've written books. Please check them out and see if they interest you.



  



A project in progress. An imaginary 18th C Regiment and artillery crew composed of beautiful women.
Figures from Eureka miniatures.




25/28mm American Revolutionary War British Army

Greetings. I admit I have been neglecting this blog the past month. Why? I've been living in a historical time, coping with the Covid-19 pandemic of 2020. Hopefully by the time you read this, you will be sitting comfortably someplace among a group of friendly people, chatting about perhaps starting a Covid-19 re-enactors group where you can all put homemade masks over your faces and dress up with bad haircuts and such and march around with large packages of toilet paper and such under your arms, telling eager tourists about life during the pandemic, way back when. But as for me, I am doing fine, working from home at a thankless job, and, like all around me, coping.

But I'm back for the moment and hope you will take a moment to not just look at this page, but browse a bit, follow the search links, and see what else is here too. The more people who view more pages, the more motivated I will feel to blog in the future. And I have more wargaming and non-wargaming posts I hope to write and share.

An overview of my British army. Five single battalion line regiments, four artillery pieces, a half dozen figures representing dismounted soldiers of the 16th regiment of light dragoons, a half dozen more representing mounted soldiers of the 17th regiment of light dragoons (both regiments were a mix of mounted and dismounted soldiers), a separate composite unit of six grenadier figures, a separate composite unit of five pioneer figures, one from each regiment, and three mounted officers. 


In the meantime, I finished the core of my British army for wargaming. Auxiliaries, such as loyalists, Germans, and Indian allies will be covered on other pages and some already are, as will be the Americans and perhaps some day other forces too. While I hope to add other units to my British army, this is what I have painted and based so far. I hope you enjoy them. 

A second photo of the army taken from the side.






The units often look a bit odd as the figures are a mix of miniatures produced by different companies and purchased at different times. In the 1980s, this was my first wargame period and I built up British and American forces for the period. These were purchased largely from minifigs (miniature figures ltd) and Custom Cast / Iron Brigade figures. The former have a nice variety of figures and used to be produced in the USA in Pine Plains NY. The latter, honestly, were chosen because my friendly, local game store of the time (Armadillo Games, now much missed) was able to obtain them from their distributor. Units were built as full strength at a scale of 1:50 -one figure represents 50 men- meaning that a full strength British company was usually one man. 

A few years ago I decided to rebuild and refurbish the army, and do so at a 1:20 scale. I made a decision to mostly supplement the old forces with the newer, slightly larger but more detailed, and, honestly, much nicer figures of today unless I somehow was able to offer or find the older ones unpainted easily. (which happened for the Germans, but those aren't painted yet.) Many of these were purchased second hand and came from a variety of manufacturers but Perry Brothers, Old Glory, Front Rank, and old Heritage figures are all mixed in along with some others of unknown origin. The result, admittedly, is a bit odd looking at times but my experience has been that if people are really bothered by this, they most likely are a bit too sensitive and prickly to enjoy gaming with me anyway. 

On the left, one can see a couple of figures from the 17th light dragoons (old minifigs figures) and to the front are the dismounted dragoons of the 16th light dragoons (modern Perry Brothers figures) Behind them are two line regiments, of one battalion each.

My thought at the time was that if the units looked truly odd, I could some day paint a few more British regiments composed of figures from a single manufacturer with a more uniform (no pun intended) look.    



A composite unit of Grenadiers (old Heritage figures) in front of a fortification. Behind the fortification are five pioneers. Each British regiment included a pioneer, a man who was skilled in building things. Old Glory includes a pioneer figure in each British regimental pack they sell and I got these cheap from someone who did not wish them.









Finally, my books . . . 

Yeah, I've written books. Please check them out and see if they interest you.



  









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