Miniature Figures Review
Redoubt Enterprises new 25mm ACW, NAP &
First in the Field skirmish rules

by David Barnes



Redoubt Enterprises new 25mm ACW Camp and Signal sets, French Napoleonic Peninsular Voltigeurs, and skirmish rules First in the Field for Peninsular War
49 Channel View Road, Eastbourne, E. Sussex, BN22 7LN, and Miniature Service Center, 1525 Bridge St. #163, Yuba City, CA, 95993, USA

I will begin with the last, "First in the Field" rules for Peninsular War Spain, 95' Rifles, et al, by Bill Johnson and David Ratcliff. I have been interested in the Peninsular for more than 30 years and have a reasonably large library of books on many aspects of the conflict - even more romances like "The Spanish Bride" by Georgette Heyer. A "factional" account of Harry Smithe (later General Sir Harry Smith) meeting and marrying Juana - the lady whom Ladysmith, the town in S. Africa is named after - all in the Peninsula.

Now then; the sub title of the rules is "A Skirmish Game for the 95th Rifles in the Peninsular War." The catalogue sheet asks "Why not get a set of Riflemen, Guerillas, Voltigeurs and French Foot Dragoons?" Forty figures plus the rules for a special price of 30 inc. P&P. Ask for the "F.F. Special Set."

I have already reviewed the Riflemen, Guerillas and Foot Dragoons, very lively these were. The Riflemen included Captain Sharpe and Sgt. Harper - indispensable fictional heroes these days. The rule booklet is 40 pages, not including the cover. There are 21 pages of rules, 6 pages of optional rules and 4 scenarios at the end to start you off, covered in 10 pages. In the center of the booklet are tables which should be carefully freed from the retaining staples and photocopied several times. There are 6 characters per sheet. Also with these tables are 2 pages of "chits" with various categories written on the: "empty," "Loading 1," Loading 2." Cut these out and, if I were you, stick them on bits of stiff card for ease of storage and less likelihood of loss.

The illustrations are all provided by Peter Helm of "Redoubt" and are 25mm figures of his Peninsular War range. Things needed besides figures and scenery, buildings etc., are two normal dice, i.e. 2xD6 and the photocopies of the character sheets.

The sequence of events is pretty normal for skirmish rules of all sorts, though your weapon can misfire or jam. The latter is optional. The No. I Dice for order of movement is carried out for all characters in the game and numbers allotted indicate the order of play for each character. 'Me word "bound" in these rules means one complete cycle through the sequence of events.

The characters have FIVE characteristics: Initiative, Dexterity (incl. Horsemanship), Strength, Close Combat Skill and Firing Skill. More complicated details appear for each characteristic in the rules. They are determined by rolling 1D6 for each. Except firing skill, which is 2D6. This is an important point as you are pitting a few riflemen of the 95' against more French, sometimes guerillas and maybe deserters.

At the start of the game each player rolls a D6 for each of his characters. Add the die score to the Initiative factor and the character with the highest score moves and acts first. Any ties roll a D6 unmodified to see which of the two goes first. Figures can crawl/sneak, walk, run or stay still. Mounted figures can walk, canter, and gallop - but only change pace one stage at a time. Also the degree of turn is limited by your mounted speed. The faster you are going the more limited your turning ability.

The accuracy of various weapons is well thought out. The Baker Rifle is accounted for along with the Sergeant's Volley Gun. He can fire than only once every ten moves - so he also carries a Baker (He's a big fella!). Always shoot the enemy nearest you (That's infantry lore as well as these rules!).

With these rules your Capt. Sharpe character can take on several enemy at once, with luck he'll survive too. There are interesting sections on "dodging" and "Distraction" and "suppression" which means the character suppressed makes no movement for that bound - a kind of "cringe" phase.

A Quick Reference Sheet is also at the center of the booklet to be unstapled - I suggest photocopying and pasting on card to counteract the ravages of beer cans, sausage rolls, etc. being placed on it.

The four scenarios are in the Sharpe tradition and look fun to play. When you've done those, there's plenty more in the many reprints now available of books written by Officers in the Peninsular. One scenario however gives "shooting the horses" as an option for stopping the treasure coach. How would our heroes escape with the loot one asks oneselr.

Next, the ACW Camp Set.

ACX10 A group of six soldiers in camp, standing, kneeling and squatting with mugs and plates - ties in very well with:

ACX11 Camp set, stand of arms, packs and a fire with bubbling coffee pot. These two can be the start of many skirmish scenarios. The surprise attack on the camp, the escape of the prisoner, the recce patrol. You can think of more. A good idea to have armed figures to replace the eating and drinking figures with when it comes to action. A scale of dice for each figure could be used to discover state of preparedness. Add "wounded" figures for sleeping soldiers. Your imagination is your limit! There are separate heads included in the price as usual. Two stands of 3 muskets are included in ACX11 plus four piles of kit and a well modeled stone-ringed fire place with coffee pot & frying pan. A diorama maker's delight.

ACX12 Set of six signalers in various dress including officer in frock coat with binoculars; one with signal flags; note pad; shouting, waving with open hand (for which one can make a signal flag easily) one with a large - map case(?) and separate arm. These can be arranged round:

ACX13 Log built observation/signal tower with many uses. A diagram comes with this for construction details. Look at the "logs" carefully and offer up "dry" before gluing. Without "superglue" be patient and it'll all go up eventually. I used a card base to start my construction off.

French Napoleonic Peninsular Voltigeurs Light flank troops for the French Battalions.

FR61 Voltigeur advancing. Musket 45*, campaign wear, trousers. Huge plume, handy pose.

FR62 Running, musket at trail, short jacket. Separate arm; holding on his shako with the other.

FR63 Advancing, firing, short jacket, Crouching, an often seen unstable platform for a shot, but well modeled.

FR64 Kneeling, firing. Short jacket. More chance of hitting something in this position. Mind you, "Voltigeur" means "vaulter" in French, so perhaps they were just meant to make a general nuisance of themselves until the big columns of line came up.

FR65 Hornist running, slung musket. His mouth is wide open and he looks too out of puff to sound his horn. It's the lovely curly one as one on the King's Own Yorkshire Light Infantry badge (of old, i.e. 1950's).

FR66 Officer. Waving his curved saber and pointing. Gorget at his throat. Buttoned gaiters. Very lively. Drawings now, not to scale. Oh yer - prices - ACW ACX10, 11, 12 3.60 each. ACX13 Signal tower is 7.20. Additional heads 50p per pack. Napoleonic Voltigeurs are 60p per figure. All at the time of writing.

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