The Corinovans are in retreat, “B” division has been destroyed holding the coastal city of Viana and now inland, “A” division is dangerously exposed to isolation by the rampant Gombardian forces.
Remnants of “B” division and elements of “C” division in retreat, continued to try and intercept Gombardian thrusts on “A” division’s eastern flank.
My previous Fauxterre post covered the strategic situation that lead to this action.
The game
Essentially this is an escalating engagement and I simply used the scenario from Neil Thomas’ “An introduction to wargaming”. His World War Two rules reflect his simple yet interesting approach you can find in his more popular books like one hour wargames, C19th Century European warfare or ancient and medieval warfare.
The rulebook offers four scenarios
Encounter
Frontal assault
Surprise assault
Escalating engagement
I opted for an escalating engagement action reflecting the chaos of a rapid advance experienced by both sides.
I took the real world unit lists in the book and came up with two slightly different lists for the Gombardians – plenty of armour like Germans while the Corinovans were more likely to field infantry like the French.
I used my own table for observation – everything had an observation rule to help cause friction that’s required for a solo game.
The scenario set victory conditions based on three shared objectives – the winner having two or all three at the end of the game. I had a count down variable tracker but this had not expired when one side patently had run out of forces.
The three objectives were the
Town
Sawmill
Orchard
Both sides quickly acquired either the sawmill or town.
It remained simply to fight it out for the orchard.
As the table was created first before selecting the scenario it was also the case that the opposing forces diced for arrival points.
Each side had 9 units and deployed 3 units to start but I also applied scenario requirements that all six remaining units arrived on an improving odds dice throw each turn.
Here is some of the key action.
The base cloth can use its grid but today I am using Neil Thomas rules with measured distances Gombardians enter the town The walled orchard – soon to be the centre of attention In the distance an old sawmill nestles beneath the hillThe gombardians venture cautiously through the townThe Gombardians enter the orchardUnknown to them the Corinovans had entered the orchard at the same time in some strength, fighting eruptsThe gombardians already had one of the three objectives- the townMore gombardians pass through the town while the Corinovans have already taken the third objective – the old sawmill. Both sides have to secure the orchard to meet their orders
The action now centres on the walled orchard
The gombardians are beginning to wear down the Corinovans in the orchardThe Corinovans launch an attack past the orchardMore gombardians arriving through the town A defiant single soldier from the first gombardian assault hangs on frustrating the Corinovans The newly arrived gombardians decimate the Corinovans attacking past the orchardThe Corinovans benefit from some excellent barrage though, in turn decimating the gombardians
The battle moves toward a conclusion
The gombardians are now driven back to the town areaA few Corinovans hold the orchard and so have secured the “two objectives” orders. The gombardians have failed and decide to withdraw leaving the town in the possession of the Corinovans.
The Gombardians had arrived with armour which fits the scenario of a fluid front in the campaign situation. But they did not have enough infantry to take on the Corinovans in the congested orchard area.
The army lists therefore helped create an asymmetric game and the armour heavy force on this occasion lost.
My nearly mechanised campaign has a number of objectives.
First I wanted a solo campaign story generator as well as a scenario generator without too much effort.
So I guess a board game if you like, at least in ease of play.
A hex map with counters would seem the obvious solution in fact memoir 44 might have been an obvious choice.
Except I wanted some other things.
The second objective was to create a feel for the period. Reading some books of late – Rick Atkinson’s the day of battle, America in Sicily and Italy 1943/44 reminded me senior generals were often looking at maps with pins on! – no hex in sight and no stacking counters.
So what to do? Well the first problem was that they had printed maps of the battlefield and the whole theatre. Lower rank Americans went on buying sprees in bookshops for maps of Italy and Sicily when the invasion was finally disclosed at the last moment. The military mappers could not provide all an armies requirement either with resource or in fact access to documents.
I was not about to start producing my own imaginary maps (I do fantasy historical) in great detail either.
So while my Fauxterre armies have only very slowly appeared I very quickly got a campaign going but then put it to one side as figure painting, scenery making and other periods took priority.
Recently I have restarted the campaign including reaffirming context and also actually meeting the final objective.
The final objective was to see scenarios and table top games spin out of the campaign story.
This campaign is all about Gombardia and its invasion of Greater Rugia. The Gombardians launched a series actions to effectively detach the whole south of Rugia from the wretched and ramshackle Rugian Empire.
While an invasion on the western seaboard stalled when their allies the Bosaran Republic failed to overcome the petty kingdom of Burgas and an insurrection in Rasovia failed the Gombardians had better fortunes when they invaded Gheria. The Rugians initially caught out had stopped the western seaboard invasion and suppressed the Rasovian insurrection and eventually halted the Gombardians in Gheria.
Suddenly the Gombardians felt they might lose the initiative and so they lost no time in trying a different approach.
Gombardia had enjoyed massive economic growth while embracing ever more authoritarian rule. The Zendrean oligarchy had focused on expanding Gombardian influence in the inland sea of Emor. Rugia and its long eastern coastline complete with various offshore islands became a tempting target.
Now Gombardia aimed at taking much of the southern Rugian eastern seaboard and there was little international interest in the matter except to sell the warring parties weapons and even troops.
Greater Rugia southern lands
The Gombardians had previously earmarked Dorinova as an invasion objective with another offshore archipelago providing a stepping stone to a mainland assault.
Now the high command were required to renew the abandoned plan albeit with slightly less forces.
In the event Dorinova’s ruling elite showed little enthusiasm for war and surrendered within days of the invasion starting. Resistance continued in pockets but was soon ended.
Too late the Corinovans, who had shifted their forces north to aid an expected Rugian counter attack in Southern Gheria, realised the threat on their southern border.
To make matters worse the Gombardians did not wait for spring before launching the inevitable attack into Corinova.
The Gombardian plan was simply to invade Corinova and then catch the Southern Rugian forces in a pincer against the Gombardians already fighting in north east Gheria.
The invasion commenced on the 1st February 1930 taking advantage of an unusually dry and temperate winter. The Gombardians could expect their forces to move swiftly on good roads heading north for Gheria.
Corinova looking north with the Dorinovan border at the bottom: Despite the surprise the Corinovans managed to shift a number of divisions south before the invasion began. The coast road was held by the B division with A division protecting its western flank.The Gombardians move up to the river milas and the border. The Corinovans felt unable to hold the border river line with B division already retreating to its doom at Viana In the east on the coast the Gombardian 6th corp are about to destroy the Corinovan B division defence at Viana.
“A” division still held station west of “B” division facing unknown forces to their front but yet to appear.
Further west 9th corps were making rapid progress into Corinova while 11th corps made more tentative progress in the foothills of the great southern highlands of Rugia.
With the demise of “B” division at Viana, coastal forces concentrated on Otorpica leaving “A” division hanging. The division retreated slowly northwards luckily without facing meaningful opposition.
That said, mobile Gombardian forces sought to control key junctions as they pushed north.
One such action led to rare encounter in “A” division’s sector at Vila nova Familica.
This will be the subject of the next Fauxterre post part 4.
Meantime “A” division continued its retreat to a position due west from Otorpica on the river Odrou.
The campaign uses simple measurement with a focus on the logistics tail of any fighting forces. The combat resolution is essentially the table from Avalon Hills 1954 “Tactics” board game. These can obtained online.
I used the games design notes also downloaded from the web. These helped me produce a very coarse set of rules.
Naval is currently excluded while air impacts are crude and aimed simply as a disruption result for ground forces.
To help the solo friction required I dice for variable division strengths only when action takes place and also the use of three separate corps for the invasion allowed random allocation of divisions leading to the uneven arrangement to be seen on the maps.
The defenders also have limited multiple choices in reacting to the enemy who are necessarily visible, although really obvious moves are still diced for with very low risk of unlikely alternatives.
The result has given me a rich back story that allows context for standard scenario driven table top games. The net result for this solo wargamer is more meaningful table top actions.
And the real map and pin combination has also worked for me in terms of avoiding the classic hex mapping which was too abstract for me in this case.
The fuzzy logic maps have blown through my hobby time creating some most enjoyable campaigning for Fauxterre 1930.
Problem is I was meant to be prepping for analogue hobbies painting challenge No.16!
So today instead of painting I have been gaming.
On the coast the Gombardian 51st division has been thrown against an escarpment which conveniently for the Corinovans popped up on my fuzzy map. The Corinovans are in retreat after the fall of their southern city of Viana and the demise of “B” Division. Now “C” Division has to hold back the Gombardian advance to enable remnants of “B” Division, two other shell divisions and the paraphernalia of the Corinovans southern army to escape north to fight another day.
On the larger scale map the white arrow on red indicates the apparently quiet town caught between opposing flank divisions while on the coast serious action is taking place between “51st” and “C” Divisions
To add another layer of detail for this holding action by “C” division I chose to give Chris Kemp’s “Not Quite Mechanised” ruleset a run out. I bought the rules at Partizan after participating at a couple of shows over a few years – talk about slow burn!
Some cornflake packaging, scissors and pens delivered two divisions
I opted to simply put two roughly equal divisions on a board with the defender on a ridge of hills.
As Chris says – always ensure your attack has a healthy 3:1 advantage.
It was fun for the umpire!
Meanwhile…….
A lone plane flies over a quiet town somewhere in greater Rugia.
Which only leaves me to wish all of you who visit my blog a merry Christmas and happy new year – I hope your 2026 brings you joy.
Here is a small scale map used to show a part of greater Rugia – the red framed white arrow indicates some action being gamed.This larger scale map is used to provide more local detailThe two maps together which represent real geographies and are patently different but for my purposes it matters not – they are near enough.
Welcome to my fuzzy logic mapping !
The small scale map is 1:500,000 and typically I am using these for corps/division actions
While the other map at 1:125,000 is for division/brigade/regiment actions
Of course the scale is extremely nominal under my fuzzy rules.
So AHPC16 is upon us – well the 21st December is storming towards me far too fast.
In previous years – well the last two to be exact – first year I started preparing on the 21st way too late and then last year did prepare one primed unit beforehand but held off having a plan before knowing about the themes which then derailed me with a sci fi bug.
I found I was doing stuff (deciding about theme models or simply digging out figures to clean and prime) but not actually painting colour – much before the January deadline loomed into view!
So this year I started my plan in November!
And I have primed some of the planned pieces.
And I decided to ignore the theme and just see what came along.
And lucky me this years three themed pieces have fallen nicely into place within my plan.
Declining Empire should see some planned 1848 Hungarians appear
Childhood toy memory fortunately gets the wild geese treatment from the 1700’s
And rebels hopefully will see some Covenanters appear before the various deadlines
Alas last years failed star of my show might fail to appear yet again. As its anniversary related this is a constant theme – I started my 28mm stoke field armies in 2015……still not much progress ten years on!
And now I have scenery options nudging their way into my plan.
I was hoping to get some more Fauxterre 1930 kit done.
Then there were the 1848 Hanoverians, 1848 Neapolitans, 1700 French Dragoons, 1848 Roman infantry all crying out to be on the plan – the list goes on and on.
Way too much of course for this painting snail, which having done a plan shows so well. It means the exercise has proved its worth already.
However real life is very very busy right now so I might fail on all fronts!
Fauxterre 1930 remains a work in progress, no gaming for eons and painting units seems endless. This could be because I get distracted!
In this case distraction of the aviation sort occurred at a couple of wargame shows.
The Other Partizan in 2024 fielded a luscious blue biplane. A suitably inter war affair still includes cavalry and tech like biplanes although I think this demo game was Russian Civil War era.
I was gifted an old second hand biplane and eventually it ate my brain and had to be made. And thus triggered me digging out a bricks and mortar store purchase – another biplane.
Of course these models offer little to an empty wargaming battlefield!
This has been my Fauxterre experience – lots of distractions.
Anyway first up lots of make photos
Planes creep into the production lineBiplanes are fiddly but we got thereThe Czech transfers were ancient compared to the Henschel onesAirfix Henschel was easy to build with good connections The Kovozavody model instructions looked almost as old as the aircraft!Instructions were ok fit was reasonable if a bit off in placesThe Two Plane build
And then came the painting which took a lot longer than I expected. Then the Matt varnish would not Matt. At least both transfers went on a treat.
Plane from 83 squadron of 5th Air Regiment in Brno Another letov S-16 this time from no. 63 Squadron 2nd Air Regiment in Olomouc – a crack squadron of very experienced pilots.
Did I tell you I had two S16’s……
Airfix Henschel 123Just the one plane in Spanish civil war markings for the German legion
So my Fauxterre forces have some bombers and fighters to go with a floatplane spotter. Progress of sorts!
Simply to find such a rare beast in a bricks and mortar setting made me buy it. I mean I had no interest in anything beyond my recently set limit of 1870 (up from 1735 due to discovering the wargame delights of 1848).
I bought it, I read it, I was energised! Suddenly I had this idea to start a small side project with limited objectives.
Buy from real shops – bricks and mortar
Use the book idea
Limit the forces to those in the book
Use Fauxterre
Fauxterre has become my catch all imaginations world for gaming ahistorical forces and situations. Although it is really fantasy that term implies dragons and otherworldly ideas. So Fauxterre 1930 was born – one of several realms……
In this case instead of Red v Black I would have Ochre (Vossakia v Azorians) Brown. Ok so the Vossakians look a lot like Russians and the Azorians have more the a passing resemblance to early war US troops.
Charles Grant used readily available models and figures in 1/72 and 1/87 and also used hannomags for both sides.
The theme with ahistorical imaginations gaming is you can mix it up.
Despite deciding to follow the book process I did not want the book period of late WW2. Instead I wanted prewar – biplanes, poor tank development and hardly any blitzkreig etc. ok so monoplanes and tank modernisation would figure alongside motorised units. In other words a bit of everything.
And then I created two projects after rushing to buy the figures in my local shop which I liked. Yes the plastic soldier company Russians were suitable for 1930’s use and so were the US soldiers (1942 m1 helmets though) but for some reason I had a split personality moment and opted for them to be later prewar!! While some other shop bought figures became early prewar: This was solely due to wanting some Adrian helmets in the period. Of course in TORCH 1942 you get Adrian helmets up against M1’s but that’s yet another story.
Confused? Yep the problem with making it up is being consistent with your invention……….no chance!
Back to Fauxterre 1930. I quickly got plain infantry for both sides painted then read about the PSC US support troops scale problems – this typical dip in the project track simply derailed the whole thing!
It’s just one of those things. Since then the project has acquired a lot more equipment (all in the paint queue) and other figures (all in the paint queue) and even some aircraft – yet more distraction.
Finally though, I have managed to heave some figures over the line.
Back to the Russians again, I do like the sculpts (except the flat guy who seems to be reaching between two walls…..)
Anyway first up we get some machine gunners
Then we have some mortars light and medium?
Then we get a couple of anti tank rifles
And finally a couple of 37mm anti tank guns.
In the foreground gun said squeezed sculpt is almost facing camera – ok he looks alright after all……..just real shoulder ache.
Not sure when the next completion might appear though. Either way these chaps will join the infantry who have already had some escapades
I was gifted this seaplane in a poor state. It was found in a clearance box at a car boot sale.
Some minor repairs to the floats struts plus my first ever plane support – magnet and all, then my current favourite background thrown in for good measure.
Fauxterre 1930 is my “nearly mechanised” campaign – long in the planning with little progress on the armies.
Essentially Rugia is under attack and their coastal command have had to draw in naval resources to cover potential invasion activity by their arch enemy Gombardia.
No idea about the kit or the plane modelled. I thought about a repaint but for now it’s fine for my solo campaigning – only my eye is offended if at all.
Who knows I might even actually build another plane after last year’s (2023/24) inaugural camomint 1939 reconnaissance spitfire in AHPC14.
“News from the front sir, the April breakthrough failed………………for gods sake why?…………. ……………………………………..Apparently a lot of kit just wasn’t ready sir……………………..}#%^*^<~|~\{}{]}#$$ ………..ranted General MukerZpreeeder.
Kits are not conducive to wargames painting targets………. And then I got to the bit where you source your own windows aaaaaargh. Repeat – always read all the instructions first, Repeat – always……..
Oh well, it was worth a try.
Sadly the very fine weather meant all manner of outdoor activities took hold this month.
Maybe there will be an afv August – don’t hold your breath though.
Still there is always John and Zauberwurfs mighty works to appreciate.
Jumping on the back of John at just needs varnish and Zauberwurfs duel over some mechanised models I determined to follow up my AHPC15 logistics Lorries.
Well it seems experimentation is the order of the day. Instead of just painting some vehicles in plain military colours I seem to have drifted into a look at contrast colours, and it’s a right mess. I had no plan – just paint a lighter base colour and let the contrasts do the rest.
A case of too dark base coat for the contrast- this model had a dark green undercoat first.
Not the best outcome since I undercoated in grey or white then the Vallejo olive green seems to be quite translucent. End result is the shading is just highlighting my poor main colour work.
This contrast looks promising even if my lazy base coat work is a disasterThe nuln oil looks well oily while skeleton horde would be ok on the right base colour! Black undercoat was fine though…..