Covid-19 disrupted just about everyone’s plans for 2020, and makes planning for 2021 a challenging matter as well! On the personal COVID front, I had my first dose of the Moderna mRNA vaccine 10 days ago (no side effects except some mild expected arm soreness), with dose #2 to follow in early February.
I will keep the allowance to $2000, and hope to come in well below that. If Historicon does not take place, I should end the year well under budget.
I doubt I will be able to match 2020’s production of over 3,700 points, but I’d like to paint at least 2000 points worth.
1) Add to my French and Austrian Napoleonic armies (already my largest, mind you). I have lead on hand for a LOT of Austrians and quite a few French as well. No purchases needed here!
2) Some additional ECW reinforcements (Cavalry and Artillery – Old Glory, already ordered)
3) Paint newly acquired/to be acquired Chariot era additions – Peleset, Libyans, a few Egyptians, etc.
4) Add to my Mauryan Indian Army for To the Strongest! Lead already ordered. I still have some remaining lead for the Macedonian/Thracian forces.
5) Paint the Murawski Polish Horse Artillery and Krakus. It looks like Murawski is now planning to do the Baden Hussars, which will be a Must Buy, even if they don’t get painted this year!
6) Maybe start on my Darkest Africa project- I have a fair amount of lead on hand for that now.
Try to exceed 20 games run/assisted with/played in this year.
Historicon is the big question mark. It looks at least an even chance that it WILL happen this July, although it is likely to be restricted (see the plans for Cold Wars) . That makes it very difficult to plan any games. There is certainly no way I could see doing a Campaign in a Day event there in 2021, but 2022 is a distinct possibility.
For the same reason, I don’t think 2021 will be the year to run a Siege game using Vauban’s Wars at Historicon… but we’ll see. 2022 would be much more likely
One or two games with Field of Battle 3rd edition are likely to be on the roster (? Albuera 1811), as well as one or more games with To the Strongest/For King and Parliament. One posibility would be doing the Battle of Qadesh.
A game with the 15mm Renaissance Galleys (Galleys and Galleons rules) on Sunday AM is a definite possibility.
If Covid looks better by early Summer, it might be possible to consider doing a Campaign in a Day event in Connecticut in late September/early October.
Blogging: Maintain about the same number of Blog posts – circa 100 per year.
Rules: I still have a lot of sets that I want to try out!
There at least 4 different Napoleonic rules sets in the sights – Blogger sets Eagles Cheaper than Brain Cells and 123! Napoleonics, plus General d’ Armee and a Napoleonic variant(s) for Bloody Big Battles (Jared has been using this last with his students).
Several Napoleonic Age of Sail rule sets to try as well – Grand Fleet Actions in the Age of Sail and Form Line of Battle.
Also for my large collection of Superior Starfleet Wars/Galactic Knights ships, play at least one game with those rules, as well as Starmada and Ascension of the Galaxy (from a Kickstarter).
Want to learn how to paint caucasian skin and expressive Warhammer faces with a lot of contrast that brings out every face muscle? Look no further. In this detailed and easy to follow tutorial you’ll learn how to step up your face game.
This tutorial assumes you have a good understanding of how to paint. Underneath each picture are the corresponding instructions. Each step shows the paint(s) I used during that step.
Paints you will need for this tutorial: Tallarn Flesh [out of production, use Cadian Fleshtone or Reaper Master Series Fair Shadow] Reikland Fleshshade Bugman’s Glow Kislev Flesh Flayed One Flesh Doombull Brown Tuskgor Fur The Army Painter Warpaints Matt Black [or Abaddon Black] The Army Painter Warpaints Scar Tissue [or Tuskgor Fur mixed with Fulgrim Pink] Vallejo Model Color White [or White Scar]
If you need to expand your paint collection to follow the tutorial, check out our partner stores Wayland Games and Element Games, which offer an amazing range of paint brands at decent discounts.
How to paint caucasian skin and faces – the Stahly way
Here is my way of painting caucasian skin and faces on Warhammer miniatures, perfectly suited for (Primaris) Space Marines, Astra Militarum, Stormcast Eternals, or any other human figure. When I paint faces, I want a lot of (brush) control, so I use a traditional approach of basecoating, washing, and layering. As usual, I like to use the smallest brush I can find, which is a Winsor & Newton Series 7M 000, but as long as the tip is sharp, with a little bit of practice any high-quality Kolinsky sable brush such as Redgrass Games’ RGG premium brushes will do.
1. Basecoat the flesh with a couple of thin layers of the old Citadel Foundation paint Tallarn Flesh. If you can’t get your hands on it, you can use Cadian Fleshtone, which is very similar. However, Cadian Fleshtone has a poor opacity and needs a lot of thin layers. I recommend getting Reaper Master Series Fair Shadow instead, which is also very similar to old Tallarn Flesh, but has a much better opacity than Cadian Fleshtone.
2. Wash the flesh with pure Reikland Fleshshade.
3. Paint the eye sockets with The Army Painter Matt Black [or Abaddon Black or your favourite black paint], then add two dots of Vallejo Model Color White [or White Scar or your favourite white paint] to the corners of the eyes. Use Bugman’s Glow to paint around the eyes in case you spilled over black. I wrote a detailed tutorial for my way of painting eyes, which I think is much easier than most other painting guides.
4. Bring out your base colour Tallarn Flesh [or Cadian Fleshtone or RMS Fair Shadow] and layer over the skin, leaving the recesses dark. The face above is an angry superhuman Space Marine, so we want a lot of contrast to bring out his expression. For female or younger faces, you want to be more subtle and layer the base colour all over the face, just leaving a few key places in the darker colour created by the wash, for example inside the ears, below the eye brows, and where the skin meets other parts of the model.
5. Next, highlight the face with Kislev Flesh. Kislev Flesh is a paint with a lower opacity, so build up the highlight in a couple of thin layers for a smooth transition.
6. Finally, highlight the face with Flayed One Flesh. Keep this only to the most pronounced features of the face, such as the brows, nose, ears, upper lip and chin. Take a look at the picture and let it guide you where to place the highlights. If you want to add additional shading later, use thinned coats of Bugman’s Glow and paint them directly into the recesses.
7. Paint the mouth with Doombull Brown. Carefully place a couple dots of Vallejo Model Color White [or White Scar or your favourite white paint] on the teeth. If you make a mistake, use Doombull Brown to correct it. Pick out the tongue with Tuskgor Fur and highlight with The Army Painter Scar Tissue [or mix Tuskgor Fur with a little bit of Fulgrim Pink].
And this is how to paint Caucasian skin and faces on your Warhammer miniatures. The rest of the model was painted as explained in this Black Templars tutorial. The hair was painted the same way as the worn leather demonstrated in steps 32 to 35.
To speed things up for army painting, you could start with Wraithbone primer and replace steps 1 and 2 with a single coat of Darkoath Flesh or Guilliman Flesh Contrast paint.
Hope you enjoyed this tutorial. If so, leave a comment or reaction below, and if you got any questions, leave them here so I can answer them for you.
Roger Calderbank play tested my S140 Dominant Hill – A Tilly’s Very Bad Day Scenario and gave it a thumbs up, so I thought I’d have a go. Jamie came over and took Saxons as the Red Army and I took Imperialists as the Blue Army. Tilly’s Very Bad Day of course.
Summary: A great game. Six game turns. 1.5 hours game time. Seemed balanced but ended in a decisive result. We will play it again.
Scenario Game 1
I do like the look of Tilly’s Very Bad Day with my Big Bases. The games look like
In this review, we’ll have a look at an army specific scenery piece, the Aeldari Webway Gates, originally released in 2018. This is an absolutely enormous Xenos terrain set, and an option for both Eldar Craftworlds, Aeldari Harlequins, and Drukhari Dark Eldar.
The set is currently only available from gamesworkshop.com, at an RRP of 30 / 29 Euro. Included is a Webway Gate comprising two identic sections.
The comes with a black and white assembly guide and four sprues of plastic, two unique sprues included twice. There are no alternate builds or alternate parts, the set builds exactly what is depicted on the box art. When assembled, the Webway Gate is huge, with a height of 33 cm it towers even over a Wraithknight. Thankfully, the upper arches have push-fit connectors and can be removed for easier transport.
The Webway Gates nail the Eldar / Aeldari asthetique perfectly, with the rounded organic shapes, segmented plates, ribbed understructure, and two very Aeldari shaped statues that merge with the arches. The Gates are sculpted in pristine condition, like they would have been freshly erected by a Bonesonger. Personally, I would have preferred a more ancient look with some cracks and broken parts, similar to the small rubble pieces you find on a lot of Aeldari models such as recently released Howling Banshees.
Some parts of the model are based on older concept art by Roberto Cirillo, who no longer works for Games Workshop. I was only able to find this tiny little image, but you can see that the statues are almost exact copies of this concept art on the left.
The Webway Gates are very tall models with a height of 33 cm, they will likely be the largest and most dominating terrain piece on the table. I actually feel they are a bit too large, and if they would have designed them slightly smaller, then maybe there would have been some space on the sprues to include some alternate build options like another pair of heads for the statues or a broken arch.
The models assemble quickly, but because of the two part design, there are lot of unsightly seams that require filling with liquid green stuff or a similar plastic filler. In some areas, like on the legs between the statues, it’s almost impossible to remove the seams, so I just kept them.
Rules-wise, the Webway Gates add another deepstriking option to Craftworld armies. However, because of the large footprint and the fact that only a single unit per turn can enter the battlefield, their use is rather limited, so you might want to save them for narrative games or use them as standard terrain.
By now, the Aeldari Webway Gates are direct only and thus only available from gamesworkshop.com or select retailers that stock direct only models. When this kit was released in 2018, the RRP was a reasonable 32,50 Euro / £ 25, and the model was available with discounts at our partner shops Wayland Games and Element Games, but with the recent price increase in 2020, the model’s RRP increased to 40,00 Euro / £ 30, which is quite a lot for a tall, but not very substantial kit.
Before I start the AAR, a recap of events leading up to this battle:
The top of the map are the positions of the main French and allied forces. We are concerned about the situation in the bottom left. This represents the situation at the end of the previous day following the Battle of Tourane Peninsular (see previous AAR). The Dutch/Belgian brigade (orange 2) had been defeated and is now retreating towards the coastal village of Tourane (22A13). Col Best’s Hanoverian brigade (yellow 4) managed to escape and now begins his trek to rejoin the main allied forces.
D’Erlon with 2 infantry divisions and 1 cavalry division (blue 6) is determined to destroy the Dutch/Belgians who had been a threat to the French flank. The latter prepares a last stand at Tourane determined to see the French suffer badly.
The Battle of Tourane (Holland)
French v Holland/Belgium
Total French 364
Total Allies 225
Scale = 6mm (Baccus)
Rules – General de Brigade
30th March 1808
0900 hours (max 32 moves)
ORDER OF BATTLE
Note: the numbers in the 3rd column are the number of bases, the 4th the number of figures, and the final column the Skirmishing (SK) factor.
3′ x 3′ table
Dutch/Belgians defending 22A13 & 14
French attacking from bottom of map.
Terrain Description –
From top left clockwise
22A14 – Pebble beach (difficult), firm ground.
22A13 – Pebble beach (difficult), firm grazing land, hedgerows, village of Tourane (hotel).
Marcognet’s 3rd Division the French right supported by Bruno’s cavalry brigade.
4th Division with 3rd Division far left of photo.
Gobrecht’s lancers on the far left of the French position.
The Dutch/Belgian right flank looks on in apprehension from their positions behind hedgerows and fences.
View towards Tourane with Chasse co-ordinating the defence from the village centre.
Turns 1 – 3
The action opens with a largely ineffective artillery barrage from both sides. Here the French 3rd Division begins to advance.
Pegot’s brigade of the 4th Division on the right also move out towards the Dutch positions.
Dissatisfied with the poor performance of the initial artillery barrage, D’Erlon decides to waste no more time and orders a general advance. He wants this matter dealt with quickly enabling him to rejoin the main French force. Here the 4th Division advances but frustratingly 2 battalions become unformed passing through the artillery battery (middle top).
The Dutch artillery battery accurately targets the massed columns of Grenier’s brigade (upper middle) with their cannon balls passing through a battalion of the 25th Line causing casualties before bouncing through to the 7th Hussars behind knocking a trooper down.
It is now turn 3 and the 35th Belgian Chasseurs in the foreground take the opportunity of opening fire at long range on the advancing French columns. The two French battalions suffer a casualty each.
An overview at the end of turn 3.
Turns 4 – 5
An overview of turn 4. Infantry brigades from bottom to top: Grenier, Noquez, Brue and Pegot.
Pegot leads his brigade towards the waiting Dutch/Belgians. The 13th Dutch Line on the left opens fire on the massed columns inflicting casualties but not sufficient to halt the advance.
Pegot orders the charge. The two battalions on the left, the 1/29th and the 1/8th Line receive a volley as they charge in but again are not concerned about the casualties they suffer and clash with the defending Dutch troops. Neither side gets the upper hand with the Dutch tenaciously fighting back. The melee will continue the next turn.
To the right, Pegot joins the 2/29th Line who successfully charge home in the teeth of fire from the 2nd Dutch Line. The French are more successful forcing the defenders to retreat although they do become unformed in the process.
Noquez orders the 1/21st and 2/46th Line to charge the 35th Belgian Chasseurs defending the hedgerow. They come under highly effective musketry as they charge forwards losing heavy casualties. The 2/46th Line falters and in doing so inadvertently disorders the 1/21st and thus bringing to an end their charge. The 1/46th advancing in march column along the road suffer casualties from the Dutch artillery.
At the eastern end of the French position, the 1/25th Line (middle of photo) loses heavily from remarkably accurate fire from the Dutch artillery battery (a double ‘6’ thrown). Losing 5 figures in addition to 2 previously lost amounts to almost a third of their number. They initially retreat but the veterans fail to recover their morale on a subsequent rally test and disperse from the field. 1st blood to the Dutch!
The remaining two battalions of Grenier’s brigade wisely angle their attack away from the Dutch artillery!
An overview at the end of turn 5. The only formation not mentioned so far is Brue’s brigade who continues to advance towards the wood (top middle) held by the 36th Belgian Chasseurs. Their only action so far to exchange skirmish fire. It is early in the game but so far a promising start by the outnumbered Dutch/Belgians.
Turns 6 – 7
Turn 6 overview.
Top left of photo the continuing melee between the 2 French battalions and the 13th Dutch Line took a dramatic turn when the French 1/8th Line rolled a double 6. 5 casualties were inflicted on the Dutch for the loss of 1 and Detmer received a light wound. Incredibly the Dutch hung on for another round of melee!
The situation was completely reversed in the middle of the photo when the 36th Belgian Chasseurs rolled a double 6 firing on 3 French battalion columns. Brue’s horse was shot from under him but he survived unscathed. The centre battalion, the 2/95th Line, retreated in disorder unforming its neighbouring battalions. Brue was quickly on hand to rally the 2/95th.
With Detmer recovering from his wounds, the 13th dwindling 13th Dutch Line would be continuing the fight without his steadying influence. Now outnumbered by more than 2:1 by the French surely their time was up. Nope! They once again fought the French to a draw but the larger numbers of French meant more casualties suffered leaving them rather threadbare.
Bottom left the 2nd Dutch Line successfully rallies from retreat.
Another charge by the 1/95th and 2/85th Line battalions made contact with the Belgians before they had time to reload. They successfully broke into the woods causing the Belgians to retreat.
In the middle of the photo Noquez ordered his entire brigade to charge the 35th Belgian Chasseurs holding the hedgerow. A devastating volley from the Belgians scythed down numerous French resulting in the 1/46th Line, which had been advancing along the road, to flee the field. The 2/46th Line routed but was fortunately for the French, brought to their senses by the intervention of Noquez (middle left). The last remaining battalion, the 1/21st Line, had become unformed.
The half horse artillery battery has been brought up to support Noquez but made a poor showing of its opening salvo failing to cause and damage. The 1/21st Line, now reforming, received another volley from the Belgians inflicting 3 more casualties.
On the French right, Bruno ignored his change of orders to stay behind the cover of the hedgerow, electing instead to maintain his original orders of supporting Grenier’s infantry brigade. In doing so he placed the 7th Hussars directly in front of the Dutch artillery within canister range. The Dutch duly obliged cutting down 3 of their number. A furious Jacquinot approached Bruno but it was too late to recall them fearing more needless casualties. Bruno was ordered to attack the battery and hopefully eliminate the threat without too much damage.
Grenier in the meantime ordered his two surviving battalions to assault the Dutch conscripts defending the hedgerow. The 2/25th Line on the left faltered but the 1/45th Line charged home. The Dutch stood no chance in the face of a double 6 rolled by the French! They lost 5 of their number and the flag. This was all too much for the 4th Dutch militia who routed.
Disastrous news was to come for the Dutch. A musket ball found its way to Chasse who had been stood at the entrance to the village between the two buildings at top of the photo. He was killed outright. Detmer would now have to take command.
Following his change of orders, Bruno ordered the 7th Hussars to charge the Dutch artillery. A blast of canister downed only one of their number but the Hussars were simply too fragile having already suffered heavily and they faltered.
Elsewhere, Chasse had already begun pulling his troops into the village for a final stand. A militia battalion now occupied the hotel complex to the west of Tourane.
Turns 8 – 9
Overview at end of turn 8.
Pegot leading the 2/29th Line charged into the newly reformed 2nd Dutch Line and after a brief melee caused the latter to rout.
The 13th Dutch Line finally succumbed having held off the 2 French columns for 3 turns of melee. The casualties it suffered took it substantially past the 50% dispersal point. With no where to flee it surrendered. Pegot had now secured the French left flank.
The 36th Belgian Chasseurs have now evacuated the woods leaving Brue’s brigade to fully occupy it.
Having rallied from their retreat, the 36th Belgian Chasseurs were in the process of reforming when they were charged by the victorious Pegot again at the head of the 2/29th Line. In their disordered state the Belgians stood little chance and were forced to retreat in the ensuing melee.
The 35th Belgian Chasseurs, having done a superb job holding off Noquez’ brigade, was ordered to withdraw to avoid being outflanked by advancing French troops.
They continued to withdraw in good order as Noquez ordered what was left of his brigade to pursue the Belgians.
The 1/45th Line having captured the hedgerow now had to reform. Fortunately for them the nearby Dutch conscripts did not have it in them to mount a charge.
Having reformed the 1/45th Line now charged the hesitant 17th Dutch Militia who responded with effective musketry. Although only one casualty was suffered it was enough to cause the French battalion to falter.
Meanwhile Bruno ordered his battered cavalry brigade to retire to a safe distance from the annoying Dutch artillery. The latter though proved less effective no doubt to tiring crews.
Turns 10 – 11
With the area west of Tourane now devoid of Dutch/Belgians the 4th Division was free to make its way towards the village.
The 4th Division approaches the large hotel complex dominating the western side of Tourane which had been occupied by Dutch militia.
Noquez closed the gap on the 35th Belgian Chasseurs as they stepped back in good order.
Having closed sufficiently, and supported by the 2/95th Line of Brue’s brigade in the woods, all 3 battalions were ordered to charge the Belgians. The Chasseurs calmly poured a steady volley of musketry into the advancing columns inflicting a total of 5 casualties between them. Both battalions of Noquez’s brigade retreated in disorder. The 2/95th faired a little better but nevertheless failed to charge home faltering. The French horse artillery battery fired shot through the narrow gap open to them knocking down one of the Belgians but had little effect on the unit’s cohesion.
The 1/45th Line, now in an unformed state, was charged by two Dutch militia battalions, one of which was towards its flank. The French lost their nerve completely and routed prior to contact. The 17th Dutch militia now took up position next to the artillery (middle of photo) with the 19th acting as a reserve.
Determined to salvage some pride in his brigade, Grenier lead the 2/25th Line in a charge on the 17th Dutch militia. The latter faltered in the face of the charge but subsequently fought tenaciously in the melee pushing back the French with heavy loss.
Detmer, having ridden into Tourane to take charge of its defence was faced with two units in need of rallying. He selected the 36th Belgian Chasseurs to join and the subsequently rallied. The routing 2nd Dutch Line however failed to rally an was lost to Detmer. They only failed by 1 on the dice roll. Had he joined them they would have rallied!
Detmer now placed himself in the centre of the village to co-ordinate its defence.
An overview at the end of turn 11. The French 3rd Division covering the area nearest the camera, were in a particularly poor state having suffered a severe mauling. Emphasis now would be placed on the 4th Division at the top of the photo to finally deal with the Dutch/Belgian defence.
Turns 12 – 13
An overview at the end of turn 12 with the French 4th Division now descending on Tourane (middle right).
Bottom left, Grenier has rallied is two surviving battalions placing them in line formation ready to engage the Dutch with musketry.
Noquez successfully rallied the 1/21st Line but the 2/46th Line fled the field. That left Noquez with just the one weakened battalion.
As Grenier advances, an artillery duel breaks out with neither side getting the upper hand. One crew member from each battery is killed.
The 36th Belgian Chasseurs have taken up position to defend the perimeter of the village facing the rather daunting prospect of fighting off the approaching columns of the French 4th Division.
Brue’s brigade concentrated on attacking the Belgian Chasseurs (right) with Pegot’s brigade focussing on the hotel.
The Chasseurs poured a volley into the approaching French inflicting casualties on each of the 3 massed columns. This was not sufficient to stop them with all 3 charging home. Luck ran out for the Belgians with a double ‘1’ dice roll in melee in contrast to a high roll by the French. Despite Detmer having joined the Belgian battalion, they were comprehensively routed with heavy losses.
The 6th Dutch Militia defending the hotel complex put up a spirited defence against two attacking French battalions but their inexperience showed. They were pushed out of the building with the French following up to occupy it.
The 4th Division now swarmed across the village perimeter and into the hotel.
The 35th Belgian Chasseurs, who had now successfully pulled back from its forward position, defended the southern perimeter of Tourane. They were attacked from two sides. The 2/95th Line charged from the front, and the 2/85th Line which had maintained good order following the melee with the 36th Chasseurs, charged toward the flank. The Belgians again gave a good account of themselves, badly shooting up the 2/95th leading to a catastrophic failure of morale leading to them fleeing the field. The 2/85th had not such problems and piled into the Belgian flank.
This proved too much for the 35th Chasseurs who were forced to retreat having lost the melee.
Grenier had now advanced to within effective musket range and began exchanging musket fire with the Dutch Militia.
The routing 36th Belgian Chasseurs failed to rally and promptly surrendered. This brought the Dutch/Belgian force down to its break point. The loss of Chasse weighed heavily on the Dutch and proved to be critical in the break test. On seeing morale collapse in his surviving conscript battalions he knew there was nothing more they could do and offered his surrender to the French forces.
The Dutch/Belgians are marched off to captivity:-
In the end, Chasse’s Dutch/Belgians punched above their weight and capability. Given that half his force were conscripts and he was outnumbered, it would be a tall order to beat off the French. It could have happened though! The French 3rd Division were neutered and were no longer strong enough to make any impression. Had the same feat been achieved with the 4th Division it could have been a different story.
The casualty rates speak for themselves. The French lost 71 (24 recovered) to the Dutch/Belgians 51. The outcome was nevertheless a serious blow to the Dutch/Belgians. The loss of the entire brigade along with two battalions from the 2nd Brigade of the 3rd Netherlands Division amounted to over half of their infantry force.
For D’Erlon the 2 victories within the Tourane Peninsular came at considerable cost. In total he lost 100, or almost 25% of his force. He will spend the rest of the day allowing his troops to rest before heading out to rejoin the main French force.
I am constantly looking at ways to make the AAR’s quick and easy to read through, especially given the number of photos I post. For this AAR I recounted the action with details in the photo caption boxes and unsure if this is an improvement or not. I would be grateful for your views which I will bear in mind for future postings.