Showing posts with label 28mm Seven Years War. Show all posts
Showing posts with label 28mm Seven Years War. Show all posts

Monday, April 21, 2025

Mustering Into Service: Rostovski Regiment (SYW Foundry Figs)

Marching out of the basing depot and mustering into the Czar's service is this new regiment for my Russian Seven Years War army.  These are 28mm Foundry figures, Russian infantry in red waistcoats, and they fly the banner of the Rostovski Regiment (flags by Adolfo Ramos).   They are mostly painted using the Foundry tri-tone system.

The Rostovski Regiment was formed under Peter the Great and fought in several of the big battles in Eastern Prussia, including Gros-Jagsersdorf and Zorndorf.


I always try to add Foundry's character packs to my large units and there are some tucked into these bases.  On the left below, Fyodor still wears his servant's wig that he felt privileged to wear as valet to young Sasha Grigorevich Solovev.  Now that the master is a lieutenant commanding the colour party, Fyodor is his self-appointed bodyguard. 

Private Gervasi Stepanov is mindlessly cheerful and always does his best to improve morale.


Private Morozov is getting a bollocking from his corporal for picking his nose in ranks.


Isaak Osipov is boasting about the rabbit he shot while on picket duty, "Clean through the skull, like that Jager I potted at Gros-Jagersdorf, remember?"  Looks like I need to revisit Isaak's bayonet with some silver paint!

Captain Sergei Kovalev inspects his men before they go on parade.   The good captain is on a single base for games using Sharp Practice.  I like how the Foundry Russian officers in this set all carry carbines, it gives them a business-like look.


Father Mikhail Mikhailovich blesses the regiment's colours.

Good opportunity to put all of my Russian SYW army on parade.  I definitely need more light cavalry!

Many thanks for looking, and blessings to your brushes!  Happy Easter.MP+




Thursday, February 13, 2025

Some 28mm Horse and Musket Civilians

Not all the figures in this post are freshly painted except for the gent in the brown coat and hat, but the rest were done later in 2024 and I don't think I've blogged them here, so I guess they count (count for what?  points?  prizes? 🤪).

Groom leads a horse out of the barn for a gentleman.   The groom and horse are from Foundry's 18th century civilian range, the gent in the hat is a Front Rank figure from their Napoleonic civilian range.  The barn is I think from Warbases.


It's funny what you see in photos that you don't see otherwise.   The poor groom looks like he has a bandage on his nose, when in fact I think it was just some pale flesh highlight that looked ok at the time.  I'll have to have a hard look at him and see if he needs fixing.   The gentleman is sold by Front Rank along with a packhorse, and I think he's meant to be a pedlar, but I decided to make him look a bit posh.   His clothing is probably too early 1800s for a Lace Wars game, but tant pis as they say. 


 MDF cart and cast metal horses from Warbases.  The kit includes a resin casting of straw as a load for the cart if one wishes.   The farm labourer is from Front Rank's Napoleonic civilians range, enjoying a tankard while stopping at a pub.



These figures could be used just as table dressing or as characters and plot points in a skirmish game like Sharp Practice.  That gentleman going for a ride could actually be a spy with valuable intelligence.   The straw in that cart could be hiding contraband or a deserter.   The farmer with the pitchfork could be a dashing intelligence officer in disguise or maybe he's just Theo from Plotzen. 
  

Thanks for looking.  Later this week, some ancients figures, and maybe a test drive of the Hail Caesar rules.  
Blessings to your brushes,  MP+

Monday, February 10, 2025

Seven Years War Russians in Two Scales

 First, a WIP of my latest big project, a 36 figure Russian regiment in waistcoats from the Foundry 28mm SYW range.   All my Russian infantry to date are in green coats, so this unit will stand out on the table, and the red is a nice look.   If I'm lucky I get a few hours a week to plug away at these guys, and have developed a sort of Zen like attitude towards painting one colour at a time on all 36 figures.


At the same time, I've had a look at these 15mm Russian SYW figures from TundraWorks, a Canadian company based in Ottawa.  I ordered an army pack during their Kickstarter last year and have just gotten around to looking at them.

As others have noted online, these pewter figures seem slim, but people also tend to say that they look good when painted.   I thought I'd give this batch, also in waistcoats a try.

As things get fraught between Canada and our neighbours to the south, it's good to know that there are home grown sources for figures.  Tundraworks has a line of Lace War and Napoleonic figures, which can be ordered from their Kickstarter page, though how one orders seems a little opaque to me.

Cheers and blessings to your brushes,  MP+


Saturday, February 8, 2025

New Years Day Seven Years War Battle

Here's some more reporting on the gaming day I hosted this New Years, which is already well in the rear view mirror!   The players were Conrad, visiting from Ireland (THE Conrad Kinch), and David.   CK is a total grognard, whereas David was playing his second war-game ever.   We used figures (mostly Foundry and Front Rank) from my collection, and the rules were the very dependable Honours of War by Keith Flint, published by Osprey.

CK set up his Russian army, giving his commanders ridiculous names like General Timoshenko Hortonivitch.   To stretch my limited collection, we used three base units, which worked well enough:  regiments had a decently sized footprint on the table and gave both players enough units to manage while having a decent range of tactical choices.


The Russians had an advantage in infantry: two brigades of three regiments each, while the Prussians had one brigade of four.   Both sides had a grenadier regiment, and the rest of the troops were line.   The Prussian advantage lay with their better generals.  The Honours of War rules are unforgiving with the Russian subcommands, who statistically tend to be worse than their Prussian counterparts.   Thus Conrad had three dim and doddering brigade commanders, whereas the Prussians had two competent ones and one dashing general.   This would give the Prussians a huge advantage in initiative and twice allowed a Prussian brigade to get an extra move.   To offset, I should have given the Russians another battery.

Prussian lines arrayed for battle:


Given some coaching, David, the novice player, decided that the best thing to do with his Prussians was to be aggressive.   He ordered his cavalry forward, the hussars on his left and the heavy brigade of horse on his right, see here thundering forward.


While the fifes and drums called his infantry forward in the centre.  Frederick is seen on the far right, plotting the course of the battle.


The Prussian and Russian heavy cavalry collide on the one flank, and engage in a massive scrum in which the Prussian horse gradually and slowly get the upper hand.


The battle was actually decided on the Prussian left flank, where sadly I don't have any photos, but after defeating the Russian light horse, the Prussian hussars were able to exploit an extra move thanks to their superior commander, and start rolling up one of the two Russian infantry brigades.   Conrad was an excellent sport, coaching David on how to use his cavalry to best advantage in the situation,  even though he was working to defeat himself in the process.  Well done, CK.

The decisive moment was the impact of the Prussian infantry brigade on the Russian centre, where the bloodiest moments of the battle occurred, but when the smoke cleared, two Russian regiments had been mauled for the cost of one Prussian, and the Russians were at their break point.

Here, Frederick is being congratulated by happy Silesian peasants, who are trying to sell him snacks and souvenirs.


A decisive Prussian victory achieved through good sportsmanship by both players.  My friend David is keen to play another game, if I can get him away from working on his model railroad layout, and I continue to be impressed by the HOW rules, simple, easy to teach, and highly playable.   Also a thrill to get the bulk of my slowly growing Seven Years War collection on the table.

Cheers and blessings to your die rolls,

MP+

 



Thursday, December 12, 2024

Prussian Musketeer Regiment Mustered Into Service

 I'm very happy that this large Prussian regiment for my SYW project is complete and now mustered into service.   These are Foundry 28mm figures, and since they are sculpted wearing jackets without lapels, I painted them as Musketeer Regiment No 3, Anhalt Dessau.  This regiment had a mixed war record, but redeemed some earlier fumbles and won back Frederick's regard for its performance at the Battle of Liegnitz.

Here we see the entire regiment drawn up and practicing its musketry drill, under the watchful eye of Der Alte Fritz.  That parade ground looks quite idyllic!


The uniform for this regiment was fairly utilitarian:  dark blue coat with red collar, cuffs and turn backs, white waistcoat and breeches, and black gaiters.   As usual, I used Foundry tritone paints over a black undercoat.  There are 36 figures in this unit, so I developed a kind of zen-like detachment to the painting.  It helped that the core of the unit is in two poses, so that broke the monotony a bit.  I think I started this project in September, or possible earlier this summer.  It's been a while.


I'm of two minds about firing poses.  They add some variety to the army, and look good in game photos (the thin blue line making an heroic stand) but the bases look a bit strange when in march column formation.   I wanted the second rank to look like they were ready to step forward and fire once the order was given.


Command stand,  the poor drummer getting that fife right in the ear!  The flags are by Adolfo Ramos in Spain,  I think he's the best in the business.


Two hard bitten NCOs.


A closeup of the firing line.  The entire unit is 6 stands of six figures each, plus the two single mounted NCOs.   I wanted to see what a smaller unit of only two or three stands would look like for larger scale games such as Sam Mustafa's Might and Empire, and it doesn't look too bad at all!  Of course, not every two base regiment can  have it's own standards, but the command stand would perhaps serve as the centre regiment of a brigade in the larger scale battles.



Hard bitten NCO training his troops to fire three rounds to the Austrian's one.  His can will be liberally applied.

Rear view.  I like the look of six figures to a base, it conveys the closely packed formations of the period, but I sometimes wish if they were four to a base, it would be easier to play SYW Sharpe Practice games, as the SP size for a group is eight figures.   I have tried playing Sharpe Practice with six figure groups and it works, but troops are more fragile.


Well, thanks for looking.  Next in the SYW queue is a regiment of Foundry Russians in their distinctive red vests, which is a good look.  Prussian reinforcements in 2025 will include a grenadier regiment (I should make it a colourful one), von Kleist's Freikorps lancers, and some Friekorps or garrison infantry.  Hopefully I can master the same zen like detachment to paint more of these large units.

Cheers and blessings to your brushes,
MP+




Friday, August 30, 2024

Some SYW Front Rank Russians


Another short post to show off some projects completed over this summer.

My Seven Years project uses 6 infantry figures on a 2x2" base to give the nice packed ranks that I associate with the period.    As part of breathing new life into units painted long ago, and now being rebased, I needed some more figures to flesh out my Russian units.  I remain deeply thankful that Gripping Beast picked up the Front Rank range, which I started collecting some three decades ago, but in small numbers as I was on a graduate student budget at the time.   Now I can afford to pick up more of these castings to bring the units up to the new standard.

These are painted in the famous red gaiters of the Apsheronsky Regiment, which was apparently awarded them as an honour after Kunersdorf where they "fought up to their knees in blood".  The story is undoubtedly exaggerated but it's a nice piece of visual chrome for the tabletop.



It's taken me a while to master the Zen like detachment necessary to paint multiples of the same figure, but one advantage of the method is that after a while the paintbrush just seems to know where to go.


I currently have over 30 SYW Prussian musketeers on the painting desk, and I'm still hopeful that I can get them all done before the leaves have finished falling.   We'll see.   At any rate, my SYW project remains one of my main lines of hobby effort and continues to be enjoyable.

Thanks for looking and blessings to your brushes!

MP+


 

Saturday, August 17, 2024

EX THUNDERING DICE 2-24: A Wargames Weekend

It's been ages since I've posted any sort of games reports here, and truth be told, I do very little face to face gaming these days due to a lack of local opponents.   However, my friend James and I managed one of our occasional gaming weekends, which we have christened EX THUNDERING DICE.   I think this was our fourth or fifth over as many years.   Last weekend James made the two hour drive and as the host I could offer the gaming room in the upstairs of the old rectory where I currently live.  It's a lovely space and filled with natural light during the day.


 It was also a chance to give James this piece for his Napoleonics collection, a 28mm Front Rank figure, Archduke Charles, for James' Austrian force.   Seeing as James usually plays Sharp Practice, the Archduke may qualify as the biggest of Big Men.  He certainly has a big hat!  He's painted using the Foundry tritone system.   I don't paint or collect 28mm Napoleonics, but Front Rank's figures may yet tempt me.


James and I started by playing an 18th century game using my 28mm collection of Prussians and Russians.   We had a friend of mine, David, an avid scale modeller who was getting his first test of miniature wargames.   We used Keith Flint's Honours of War rules from Osprey, and chose the introductory scenario, in which four units deploy to protect a river crossing, from five attacking units.   It might make more sense to defend the other side of the river, but that would have made for a tedious game.   Both sides had one regiment of line cavalry, which immediately charged.  David's Prussians were eliminated, while the Prussians barely survived with only one hit remaining, and would sit out much of the fight to recover.


From then on, David had to divide his remaining force of two infantry regiments and one gun section against three Russian infantry regiments.  It was a brave effort, but he was eventually swamped by numbers.  We had enough time remaining to reset the table and try another battle with more troops, just to give David another chance to move some troops and roll some dice.   I think he enjoyed it, and left with a stack of surplus wargaming magazines and a promise to try it again.    


We were not very familiar with the HoW system but we found it fairly easy to pick up.   The challenge with these rules is to keep a reserve and, if possible, pull units back before the accumulate five hits and are then removed from play.    Given that musketry is quite deadly, this is not easy to do, especially in a game like our first scenario which uses a small number of units, in which case it's a quickly resolved knife fight.  It took us a few turns to remember the shooting rule which makes it slightly harder to cause a hit against superior troops (eg grenadiers) but easier to cause a hit against inferior troops such as friekorps.  As James pointed out to me, this rule reflects the varying morale and cohesion of targeted units rather than the shooter's marksmanship.

The game also reminded me that I have more work to do on my SYW collection of Russians and Prussians before I can offer a game with more than two small brigades per side, so I had better get cracking.

In the evening we played a boardgame of a Punic Wars battle in Spain (Baetis Campaign from the most recent issue of C3I magazine, which was a kind concession from James since his taste doesn't run to hex and counter games.  I'll post a review of that game separately.

The next day was mostly taken up with Quar, which is James' latest passion project.  I only managed to get a few photos of the table before we began.   Once we started I was occupied trying to run a very large force, and did poorly.  There are more photos on James' blog here.

I have huge respect for the way James dives in a project and single-mindedly pursues it.    The Quar, a race of sentient and warlike anteaters, have clearly seized his imagination.    It's World War One but in a transposed setting, I suppose in the same way that Flintloque transposed Napoleon's into a fantasy setting.   I confess that I don't quite get it, as the troops look like WW1 French and English troops only with pot bellies and snouts, and I'm not sure why one wouldn't just play WW1 straight up.  On the other hand, I like the whimsy of it, which steers clear of the grotesque aspects that make Turnip28 rather repulsive to me.    We used the Osprey SF rules, Xenos Rampant, which seemed to work well enough. 

I had what I thought was a decent plan, but a bad run of dice over several straight turns, which made me a little grumpy, for which I do heartily repent, as grumpiness in a gaming partner is never attractive and can be a deal breaker over time.  


After dinner we reconvened and broke out my ACW collection, which includes some old Minifigs that I first painted while watching CNN's coverage of the first Gulf War, so that shows my age, I guess.  We decided to revisit Sam Mustafa's Longstreet rules, which James and I played a lot of about a decade ago when we lived closer to one another.     We each took five infantry units (3 Eager Recruits and 2 Seasoned Veterans) and a battery.  James threw his two Texan regiments against a wood defended by one of my regiments, and quickly shot them out of it.   We discovered that in these rules, defending in covering terrain messes up your shooting for little gain in return.


The main action was in the wheat field, which changed hands repeatedly.  I had an edge here, as my battery was within canister range for much of the fight, and, as they say, dealt terrible execution.  It took us a few turns to remember that in Longstreet, firing zones are straight ahead, without the customary 45 degree arcs to either side.  At the end of the fight, I had pushed the rebs back across the wheatfield, and my fighting Irish in reserve had contained the Texans that had won the fight in the woods.  A close victory to the Union.


It had been a while since we'd played Longstreet, and I think we were both favourably impressed.   Our memories of the card playing was that it could seem gamey, in that one can have the perfect attack teed up only to be foiled when the other guy plays one of the rare but annoying interrupt cards.   However, cards are usually better employed for different reasons, such as ordering a move through difficult terrain, or trying to preserve units from multiple shooting hits against them.    It's always a choice, and the choices do a good job of simulating a commander's limited bandwidth in a horse and musket battle.   While we had both instinctively put commander figures on the table, they had little to do, as the command and control rules all live within the card play.  Perhaps we missed some rules about command radii affecting card play?  All in all, Longstreet is a fun and playable system for a brigade sized battle that can be resolved in a  few hours.

We finished the second day with a viewing of the old Kubrick film, Paths of Glory, which James had never seen but which came up as we were playing our Quar game.  James was a little surprised that the second half of the film was a courtroom drama, but it's a masterpiece of the antiwar genre, and brilliantly shot in black and white.   The tracking shot of Kirk Douglas as Col. Dax walking through the trench and among his men prior to the attack is one of the memorable scenes in cinema.

We said goodbye after breakfast and hope to meet again over the gaming table sometime this winter.   Good to see a dear old friend and to get some games in.    I shall spend the next months looking harder for a gaming opponent in or near Collingwood.  Maybe David will want to try again?

Blessings to your die rolls.

MP+


Wednesday, April 3, 2024

Front Rank 28mm SYW Prussian Cuirassiers Swell the Ranks

 A bunch of Front Rank swells swell the ranks.   Trotting off the paint bench are these 12 figures, representing the 5th Margrave Friedrich von Brandenburg Cuirassiers.  They been consuming my time off and on since just after Christmas and I'm happy to get to the finish line with them.


As noted, the figures are Front Rank, and I'm so glad that this venerable line of figures was picked up by Gripping Beast.    I just chose the regiment because I like the number 5, and liked the blue on beige uniforms.  I used this page from the invaluable Kronoskaf website as a guide.  The flag is from Adolfo Ramos and the paints used are mostly from the Foundry tri-tone system.




The newly mustered regiment passes in review in front of Der Alte Fritz and are cheered lustily by their cavalry colleagues.


Some shots of my completed Prussian army thus far.   




Next in the Prussian Painting Queue  (PPQ) is another musketeer regiment (No 3 Anhalt-Dessau) and some pesky friekorps, including Von Kleist's uhlans (very pretty, but can they fight?).

Thanks for looking and blessings to your brushes!

MP+ 











Monday, March 25, 2024

First Thoughts on Henry Hyde's Shot, Steel and Stone Miniatures Rules

 Not that they are especially new, but I've spent the last few weeks learning a set of horse and musket rules by Henry Hyde called Shot, Steel and Stone (SS&S).    I've been looking for a good set of rules suitable for the Seven Years War period, and added SS&S to my shopping cart when I was buying some books on the Caliver website.  They are also available on the Wargames Vault webstore, and are fairly inexpensive.

My first impression of SS&S was that the subtitle, "The Bare Essentials", described it well.  The black and white book weighs in at about twenty-ish pages but was attractively bound in a soft cardboard cover.   The B&W photos show ranks of the old school figures that Henry unabashedly loves, and help give these rules their nostalgic feel.    However, Henry's been busy augmenting these rules with a whole set of "how to" videos on his You Tube channel, done in his loquacious and enthusiastic style.

Since I had my Turkish 18th century army on the table (see my previous post here), I decided to put my Russian troops down and have a go.  This may have been a mistake, as it's always better to learn a new set of rules with fewer units, but I couldn't resist the visual appeal.   As you can see, I didn't put any terrain down, as I wanted to focus on the core mechanics.

Here are four things I especially liked about these rules.

1) Limited Friction.   Commanders and subcommanders can have three ratings, basically Good, Average, and Poor, which determine their command radii and the bonuses they can give their troops.   However, at the start of each turn, each commander's ability is checked by a die roll, meaning that even good commanders can have a bad moment, and vice versa.  This effectiveness check imposes a limited friction on the battle, so that a bad roll means that a commander's units will move more slowly and be less reliable in melee, or (again), vice versa.   Thus, a wing of the army will not lose a turn, as in some other rule sets where initiative rolls are required, but that wing might perform erratically to the good or bad.

2) Basing Agnostic.   Like other rules sets, bases don't have to be of a certain size as long as the size is standard, and movement and range is measured in base lengths (my bases are generally 2 inch squares, so that's easy to work out). Unit strength is measured by a number of bases.  Bases can be removed by shooting hits or by melee results.   Large units have better morale than smaller ones, and generally when a unit gets to half its original strength, it's basically spent and will retire.  Each base gets so many dice for shooting or for melee.

3) Morale System.  In SS&S units have three levels of quality,  A (elite), B (line) and C (poor).    Morale checks are taken before charging, when being charged, after melee and after shooting hits are taken, etc.   The quality of the unit and its size are among a range of factors that determine the morale check modifier, including:  unit posture (eg, advancing or retreating), hits taken that turn, current size vs starting size, formation (eg, skirmish vs close order), threats to flank and presence and proximity of supporting units.  

That sounds like a lot to calculate, and will remind older players of WRG rules sets and the days of yore, but Henry's supplied a clever little matrix that makes the process fairly easy to work through.  

Of course, the dice will be perverse.   Here my Elite (A Class) Russian grenadiers caught a unit of Poor (C Class) Ottoman skirmish bow in a charge and amazingly the skirmishers held their ground and fought the grenadiers to a standstill, with casualties tied on both sides.   Of course, two of those grenadier bases were newly painted and having their first outing, so the new unit curse naturally applies.


4) Disruptions

Units can acquire Disruption points through events such as being charged by cavalry, crossing difficult terrain, routing, routers passing through, second round of melee, etc.   Disruption points adversely affect morale checks and combat.   Units that do nothing except halt and reform can remove two disruption points per turn.   

Other things worthy of comment:

Shooting and Artillery:  

The shooting rules seem well thought out.   Musket armed infantry, the queen of the 18th century battlefield, are pretty effective (3 dice per base) whereas skirmish troops get one dice per base.   Shooting, like morale, is reminiscent of WRG, with modifiers awarded or denied based on firer's troop quality, target density, first volley, and so forth.    However, hits do not become kills automatically; the targeted player gets a saving throw for each hit.  One blogger who was also reviewing SS&S said that he was inclined to jettison the saving throw for solitaire play, but that he would keep it for FTF gaming as it adds some fun and uncertainty.   Seems fair.

One thing I did learn was that artillery is pretty deadly, especially at short range, and smoothbore artillery hits can only be saved on a 6 on 1d6.  Because I had put all my SYW models on the table, the Russians had four guns (see photo below), which were able to chew up an advancing unit of janissaries long before they got within range.    I would keep the artillery to a minimum.


Cavalry:   

Horse, especially shock cavalry, are potent but can be seen off by good order infantry in line.   In Henry's rules, there is no need for 18th century infantry to go into square, though fighting the pesky Turks with their light cavalry hordes, I could see the wisdom of the Russian practice of the divisional square.  Here, some Russian musketeers, with artillery support, see off armoured spahis.



Evade moves:  

Light and skirmish troops have the option to take Evade moves, though I found this a little confusing and wished that the rules had an index as it took me a while to track this down.=.    Evaders need to pass a morale test if charged (I think, I need to reread the rules) and then have the opportunity to take a full move with an evade bonus, or shoot (with a move penalty) and evade.    With the Ottoman skirmish horse archer units, for example, they pretty much evade automatically, so they were mostly ineffective but pesky.  I decided that iuf they were to evade, it must be a full evade move straight toward their friendly table edge, and if that took  them off the table edge, too bad.  One could house rule this so that they were lost if they evaded off the table, or took a full turn to regroup before entering the next turn.   
Of course, another approach would be for the Ottomans' opponent to have sufficient light cavalry to keep the skirmish horse away!   As it was, with only one hussar unit on the table, the Russians found the skirmish horse quite annoying.   

Some final points.   Besides his YouTube channel that I've already mentioned, Henry is very active on social media (he's on Bluesky - @battlegames.bsky.social) and today he just posted some errata and clarifications.  Henry also has a Facebook page for SS&S where he has been good about answering questions, so these rules are very well supported by the author, and are obviously his passion project.  That's a huge plus for me.

While I've written about these rules through my own lens of SYW interest, Henry is clear that they could easily work with Napoleonics, and there are some modifiers and rules (eg infantry squares) that are specifically for that period.   SS&S also includes rules for fighting in built up areas which would allow for some siege battles, as well as a colonial section, so it's quite versatile.

While there are other SYW rules that I want to explore (eg, Keith Flint's Honours of War), I will happily try SS&S again, and think with a little investment in time it could serve well.   Any game with five pages of charts and tables will require that sort of investment, so I would say it's more for grognards than beginners, especially those of us who remember the WRG days and secretly miss them, but the rules seem fun and playable.  


Friday, March 22, 2024

Ottomans On Parade: A Resurrected Army

 Some years ago I started something called the Resurrected Armies Project, where I would revisit an old wargaming project and try to breathe some life in it, assuming that the project made the cut (my 20mm WW2 collection was rehomed rather than resurrected, but that's another story).

Recently, after finishing a unit of Assault Group janissaries as seen in my previous post here, I wanted to see how my entire Ottoman army looked on the table.    Some of these figures are quite old, and some, like an ancient Minifigs janissary regiment (the chaps in red) have been recently rebased.   There's more cavalry rebasing to do.  

Here's the entire army.


The total collection can field three units of skirmish bows, two units of janissary infantry, two units of levytype guys with choppers, three units of skirmish akinci cavalry with bows, two units of armoured spahi cavalry, two medium and one heavy gun, and several command figures.  A unit of tufecki musketeers is in the painting queue.


The heavy gun.  I have no idea what make of figures the gunners are.


Gunners in blue and janissaries in red are ancient Minifigs.


The flower of the Sultan's cavalry.    There are a few Assault Group spahis mixed in with God knows what else.   As you can tell from the banner, my Arabic is a bit rusty.


Newer janissary regiment and behind them some bare chested fellows, once dubbed the "Turkish love slaves" in a game ages ago


It's embarrassing that I have so many Ottoman figures and know so little about the Turks in the 18th century.    I've looked at several SYW rules sets and there are no lists for them (there might be an Ottoman list in the very old Age of Reason rules by Todd Kershner, I should see if I still have my set).  Generally I would rate the skirmish troops as low quality, the artillery and janissaries as varying from low to line/trained, and the spahis as line to good, able to go up against European heavy cavalry.

The secret of an Ottoman army should be superior numbers of horse - even a multitude of bad horse units can threaten and engulf the flanks of a smaller, superior force, which is why the Russians favoured large brigade or divisional squares when fighting the Ottomans.

What are your thoughts on how to rate and use such an army?

Cheers and blessings,

MP+

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