Indian Mutiny at Devon
Wargames
Pictures by JJ, Game Report by Mr Steve.
Scale : 28mm
Rules: The Devils Wind, Rules for Wargaming Battles from the
Indian Mutiny
Game organiser and Figures: Chas and probably someone else,
I wasn't really paying attention.
Mutineers (sorry, that should read Heroic Defenders of Liberty) occupied a small village and barricaded the hell out of it |
As it was the first time most of us had used these rules two
battles were arranged , first there would be a smaller skirmish style game with
limited forces so that people could get to grips with movement, firing,
casualties and morale etc. The longer the Mutineers could hold back the British
then the more time would be earned to allow the main force to erect defences
for the second game later.
Frankly not much happened in the first game and as we
quickly mastered the necessary rules we moved on to the bigger bash.
In the main game the Mutineers (sorry, that should read Heroic Defenders of Liberty) occupied a small village and barricaded the hell out of it , we also had two guns which we sited in the centre of the board and some cavalry that did what all cavalry do and that’s look pretty and do nothing.
Cavalry that did what all cavalry do and that’s look pretty and do nothing |
The serene centre units so beautifully coordinated were now adding large dash’s of red to their ensemble through the judicious application of large cannon balls |
The serene centre units so beautifully coordinated were now
adding large dash’s of red to their ensemble through the judicious application
of large cannon balls helpfully supplied by the Mutineers artillery, the peaceful
and calming effect of their uniform choice didn't appear to be working but
fortunately they did have a lot of “Pluck” (its what the rules call morale) so they
held on.
Sepoys with “Heroic Chaps” who were tagging along, “just to help out, don’t you know, what, Pip Pip “ |
After two hours the game was over, the Sepoys were falling back,
unable to shoot away their enemy and there was no point in trying, instead, to go in
with the bayonet, the centre was holding but now having to stand a lot further
apart to occupy the same ground, the British left was closing on the village
but very thinned out and it looked unlikely they would be able to force out the
indigenous population.
We all agreed that the best option for the British would have been to have sat just outside musket range and shot us to bits with their rifles therefore forcing us to come out and advance on them, whereupon we would have been mowed down.
These rules are ideal for an evening’s game when you only
have 2-3 hours available and not really suited for a club afternoon with plenty
of time despite the large forces we had on the table.
So after we had packed up we had to decide what to do next
as it was still only mid afternoon, we could either watch our colleagues play
their games, go home and help the wife with the shopping or go to the pub. Pint please!
My search for a decent set of Anglo-Sikh rules goes on.
Ah, Mr Steve, nice to hear from you again. You still not like those pastel colours I see.
ReplyDeleteVince
Most impressive armies and terrain, great stuff!
ReplyDeleteCheers Phil. We are lucky in the club with members having a wide variety of well presented armies. It just adds to the fun.
Delete