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One of the three three games featured at this month's club meet was this Donnybrook meets Hawkeye and Chingachgook using Mr Steve M's growing collection of 28mm French Indian Wars figures.
I had dabbled with this set of skirmish rules back in December last year with a scenario set up in Deepest Darkest Congo during our Xmas gathering at Chez Carter.
Deepest Darkest Africa with Donnybrook - JJ's Wargames
In that game Chas had made some adaptions, as the rules encourage you to do, to cater for a large number of players. This series of games, as we managed to play three scenarios during the day, was a smaller set up and thus allowed as to play the rules in their more purest form, ie as written using reload cards and special events, plus all the main types of characters.
During the day we played three fairly standard skirmish type game scenarios starting with an Escort mission, with a British escort accompanying a party of important ladies, an ammunition and pay wagon, attacked by a French raiding party with a potential British relief force on the way.
We then had a go at a British Rear Guard mission aiming to hold the French forces from leaving the table via the British base line for a fixed number of turns and then a straight up Meeting Engagement off the march with two equal forces looking to break the other sides army morale first.
|The table set up for the 'Escort' mission|
As we changed things around through the day I grabbed some pictures of the action, principally from the Escort and Rear Guard missions, for your amusement; and with a seemingly endless supply of skirmish level rule sets hitting the market and with myself just having ordered Sharp Practice 2 this week, thought I would share my impressions of how these rules play.
|All round defence as the ladies take shelter in the main house during the "Escort" mission|
All the game activities are driven by the draw of these cards and the deck is reshuffled on the drawing of the Turn end card. All very straight forward.
|Colonel McCloud commands the regulars to help protect the wagons on the road|
There is a point system in the rules to work out the number of units you can field and their quality determined by faction (army, outlaws, civilian mob etc) and table size (4' x 4', 6' x 4') which simply determines whether you get to field a 4, 6 or 8 unit force, with units ranging from 4 elite, 8 drilled or 12 recruit infantry figures. The cavalry units, which we were not using, range from 3 elite, 6 drilled and 9 recruit troopers.
|Rangers cover the rear as the British go 'firm' in the "Escort" mission|
In addition we fielded characters such as drummers who for example would give +d3 inches on movement or sergeants who could order a unit to reload instead of waiting for the reload card and others.
|French irregular forces move in|
|French regulars block the road preventing escape and relief|
|French militia move up through the woods|
|More French regulars prepare to move in|
|The French firing line - pushing forward in the "Rear Guard" mission|
|The British rear guard defenders hold the line as the pressure grows|
|French fire increases as the British prepare to pull back|
Donnybrook definitely falls into the list of options and if you haven't played them, then keep them on the list of possible options.
|The French light forces led by the Indians feel out the flanks|
|The two lines close and swap volleys|
|Skirmish fire from the tree line|