My first serious miniatures army was 15mm Napoleonics, which I painted while I was in high school and college. After a long wargaming hiatus, I decided to sell my 15mm armies and get back into the game with 6mm armies. I found myself unsatisfied with the scale, being unable to tell armies of different nationalities apart at the benchmark three feet, so I sold those units and started over yet again with 10mm. I enjoyed that scale a lot, but a lack of opponents and a rule set that stirred my passion, and my failure to take advantage of the scale to create larger units cooled my enthusiasm. So when I joined the Ambler Gamers, I happily upgraded to 28mm. So Napoleonics have the distinction of being the only period I have gamed in four scales.
The immanent publication of Sam Mustafa's Blucher rules caught my eye. I have long wanted to try a game that captures an entire Napoleonic battle, rather than just the maneuverings of one corps (at most) against another. I looked at Volley and Bayonet, and while I found parts of those rules interesting, there did not seem to be enough substance to the rules to make repeated play desirable. Blucher's mini-campaign system piqued my interest, and the activation system establishes an unpredictable pool of command resources that promise to add nail-biting excitement to every turn.
The game seems to cry out for big bases filled with small minis. I still had some unpainted 10mm French Guard units from Old Glory in my basement, so I made a few tests with cardstock bases. While I supposed I could have simply played the game with groups of bases from my 28mm figures (they would make nice 80mm x 80mm squares), I wanted the start over, yet again, with 10mm. For those of you keeping score at home, this will be my fifth go at Napoleonic armies.
|Some cuirassier goodness.|
|Voici les Grognards!|
Next up: some artillery units, line infantry with skirmishers and integral artillery, and perhaps some Russian grenadiers.