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"AAR - Frontier Skirmish using "So Convenient for Hewing"" Topic

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802 hits since 13 Jun 2021
©1994-2022 Bill Armintrout
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Ponder Supporting Member of TMP13 Jun 2021 8:54 a.m. PST


Frontier skirmish using So Convenient for Hewing, played at the Hobbytown in Frederick, Maryland on Saturday June 12th. Select photos shown below with 25mm Figures.

Red forces --- enter 1 unit per turn starting Turn 1
Senior Leader, Red Jacket (veteran, so 2 command chits)
Three units of 6 figures Indian (warrior, so 1 command chit)
Indians enter at northern board edge.

Initial Blue forces
Senior Leader, Buckskin (a lone hunter), also designated as scout stand (veteran, so 2 command chits)
1 unit of 5 figures Settler militia (warrior, so 1 command chit
Settlers are dispersed in their fields at start.

Blue reinforcements
Senior Leader, Colonel Phillips (veteran, so 2 command chit)
2 units of 7 figures local militia (warrior, so 1 command chit)
The first militia unit would show us 2 turns after the Indians were spotted by the Settlers, the 2nd unit would show 3 turns after.
The entry location would be rolled randomly 1-3, east road, 4-6 west road.

2 militia KIA, one from each unit
2 Indians KIA, 2 Indians captured

Red Jacket wounded, but he left the board under his own power (never fear he will recover and raid again.)

No cattle stolen by the Indians, although the Indians did make off with the baggage from one of the militia units. Fun game!

Photo 1 – Game board, view to the north. Indians visible at their entry locations on the far edge.

Photo 2 – a militia unit & baggage

Photo 3 – Colonel Phillips, militia senior leader

Photo 4 – Red Jacket, Indian senior leader

Photo 5 – Deer

Photo 6 – an Indian unit, unit leader in foreground

Photo 7 – Buckskin, following the trail of the wounded deer, spots Indians skulking in the forest.

Photo 8 – Indians at the woodline, and unsuspecting settler working in the field

Photo 9 – Indians fire and miss. The white markers were used to indicate figures needing to reload.

Photo 10 – Run away, settlers head south, fleeing the Indians.

Photo 11 – Settlers ready the south farm for defense.

Photo 12 – Indians move south down the holler.

Photo 13 – Two turns after settlers spot the Indians, a militia unit enters on east road.

Photo 14 – Another turn later, the other militia unit enters on the west road

Photo 15 – After first fires at the south farm, many Indians cower.

Photo 16 – But the militia unit, fails morale and falls back! Green markers indicate a unit which fails morale.

Photo 17 – Indians fire from the woodline, and then charge militia on the east road.

Photo 18 – A dangerous situation, the militia falls back into the creek.

Photo 19 – Indians make off with the militia baggage

Photo 20 The settlers inspired by Buckskin, attack the flank of the Indians.

Photo 21 – A militia unit follows the Indians north

So Convenient for Hewing was written for Dark Age skirmishing. The Rule modifications used in the game:

1) Firing 1d6 per two firing figures. Rounded up.

2) Must reload after firing. Any action may be used to reload; however, reloading uses a command chit.

3) Figures firing are spotted.

I have an additional mod planned for firing through smoke. Not tested yet, but provides a "cover" saving throw (+2) to the targets. Thus, reducing the effects of fire.

A scenario specific rule used, if a militia unit lost their baggage, that militia unit suffered a -1 morale penalty.

Ponder on,


huron725 Supporting Member of TMP13 Jun 2021 1:20 p.m. PST

Nice table and AAR. Thanks for posting.

Ponder Supporting Member of TMP14 Jun 2021 8:03 a.m. PST


So Convenient for Hewing is now available from



Ponder on,


Ponder Supporting Member of TMP05 Sep 2021 8:57 a.m. PST


I am planning to run games with The Musket Mod for So Convenient for Hewing at Barrage (Sat morn) and at Historicon in November (Thurs even & Fri morn).

Ponder on,


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