Saturday, 22 February 2025

French Indian War Action with Rebels and Patriots.


The Devon Wargames Group is known for playing the odd game of French Indian Wars together with Rebels and Patriots (R&P), the rules being a very good compliment to this 'petite guerre' of raids and skirmishes that typified much of the action on the French-Canadian frontier from 1754 to 1763 during this discreet part of the Seven Years War.
 

The rules and this period are popular, facilitating as they do the opportunity of easily pulling together a game large or small with a wide variety of terrain and scenarios to choose from and are not too taxing on the grey matter for the age demographic of our club, which probably goes some way to explaining their popularity; that and the fact that they produce a fun game with plenty of narrative to match the colour of the period, and we certainly enjoy relaxing, rolling bones and enjoying the games they produce.

In this particular scenario we had opposing lines of French and British troops together with their respective Indian and colonial allies contesting control of a French allied Indian village in the centre of the table, with the British in a rather punitive frame of mind, looking to inflict some retribution on the owners for incursions and attacks on their own holdings.


So we indulged ourselves with a broad variety of types composing the two forces from Indians to regular infantry, French marines, British grenadiers, alongside a good smattering of irregular types such as coureur des bois, rangers and American colonial militia chaps.




The Indian village, using the lovely sculpts from Grand Manner, would prove to be an interesting challenge as British troops trying to occupy the place put themselves at risk from small parties of fanatical inhabitants charging out from the buildings and demanding a certain amount of circumspection as over confident occupation attempts triggered such attacks.


Meanwhile as the opposing lines attempted to close, the air became a buzz of ball as the muskets blazed away over the intervening ground causing any type of cover to become a bit of a premium.



In the end we played two games during the day with both sides swapping table edges to come at the objective from a different set of obstacles, and in both games a common theme developed as the French used their cover to thin advancing British ranks, whilst fanatical Indians sought to come to close combat as they braved the musketry that saluted their advance.


I hadn't played R&P for a while and wanted to reacquaint myself with their nuances as they along with Fistful of Lead-Big Battles are among my thoughts to use for my own AWI Mohawk project and as with all rule sets there are aspects that you find you love and others not so much, with thoughts turning to modifications and tweaks as required.


All these ideas though have to be considered with care so as not to detract from the original themes of play and the simplicity that attracts one in the first place, and so this game was very helpful in reminding me what I particularly enjoy about R&P and the few things I might change, principally around commanders.



The other thing this game reminded me, was the pleasure of some lovely figures married with nicely turned out terrain to compliment any ruleset one might choose and hence the camera was kept fairly busy during play, and I hope you enjoy the results.


As regards my play during both games, things improved from game-one, during which my rangers got trounced by a large group of Indians in the woods, that went on to overrun my flank and thus turning the British centre that was rather busy fighting hard to get control of the village, as depicted in the picture above.



The lessons with the Indians in the first game stood me in good stead though, as they came under my command in the second game, managing to charge in among some 'redcoats' preparing to present arms as they emerged from the tree line, before they were overwhelmed in a flurry of yelps and tomahawks, a moment captured in the picture below - thank you John for the lessons and the principles have been duly noted!


As always, its the folks one enjoys these games with that make them the experience they are and so I should thank Mike C for organising our games and letting us enjoy playing with his FIW collection, together with Stephen H, John R, Flaky Dave, Nathan and Jack for creating the fun of our two games.

Cheers chaps
JJ

Saturday, 15 February 2025

A Punic Rumble using Hail Caesar.


The Devon Wargames Group has grown rapidly in recent years, from a club that entertained around ten to fifteen members a month and two to three games, to one now boasting some forty members and regularly hosting four games for twenty to twenty five members at any one meeting.

I say at a meeting, because to facilitate the demand for games the club has had, for the last four years offered two meetings a month in the first quarter instead of our usual one, and recently for the last two years added April to the two meeting schedule, seeing in recent times eight games a month not being uncommon.


So this marvellous Hail Caesar, Punic War battle, hosted by Mr Steve was indeed one of the eight games played in last month's roster of meetings.
 
Our two armies arrayed for battle with the Romans on the left and the Punics on the right.

The two armies can be seen as the respective commands arrayed their battle lines, with both Romans and Punics choosing to anchor one flank on the temple and sacred grove that were known to be found in this specific part of the Iberian peninsula, securing their opposite flanks with cavalry operating on the higher ground at the opposite end of the table.

The other end of the opposing lines with the temple and its grove off limits to each side with the threat of unspeakable curses and seven years bad luck to any miscreant that despoiled its sacred grounds.

Opposing lines of heavy infantry glowered at each other across the open plain beyond the temple, the Romans in their cohorts of silent ranks contrasting with the yells and battle horns blaring from their Punic foes.

The Roman cohorts flanked by archers.

Slingers to the front lead the Punic line forward.

On the high ground the Punic cavalry presented a formidable threat with heavy and medium armoured, shielded horseman, backed up by ranks of javelin armed skirmishers.

A formidable force of Punic cavalry

The Romans in the opposing line were outnumbered five to three in similarly clad and accoutred men, but supported by their Numidian allied light horse, very able at overcoming heavier less manoeuvrable opponents with their hit and run javelin attacks, and also capable of harrying a beaten foe from the table.

The Roman cavalry with Numidians out front behind javelin and slinger armed skirmishers.


The Punic infantry, a mixture of Gauls and Iberians, advance with skirmishers to the fore.

Our battle followed a predictable process of the infantry making steady progress into the plain with both sides skirmishers attempting to get at each others heavy types, whilst on the flank the Romans aggressively advanced looking to fight their battle as far forward as possible to buy time for their infantry to seal the result in Rome's favour before any enemy cavalry might try and intervene.

Punic heavy and medium cavalry backed by attached javelin armed skirmishers.

The massed ranks of legionaries are given the order to advance.


As the two opposing lines advanced the Roman cavalry pushed forward at a steady trot, noting the unsteady advance of their opposition and with the Numidians emboldened to press the advance further, feeling out the flank of the Punic line.

The Roman commander orders the cavalry forward.

The Punic cavalry advanced to meet the Romans but the odd blunder interfered with their progress allowing the Romans to press their line more rapidly with the Numidians seen far right feeling out the enemy flank.

Meanwhile in the plain the Roman infantry line advanced steadily.

Taking full advantage of the disjointed approach of the Punic cavalry due to unforeseen blunders amid their ranks the Numidians attacked the exposed flank of one of their number, further adding to their woes as they won the ensuing close combat and proceeded to chase the enemy from the table.

First clash as the Numidian light cavalry get the drop on their opposition, first flanking them and then attacking them from the rear as casualties caused them to break and flee. 

It seemed the rest of the Roman cavalry line had embraced the boldness of the Numidians as they jauntily trotted into close combat with the enemy inflicting casualties in the approach and all seemed well with the first close encounters going in Rome's favour, that was until the wheels fell off, and suddenly the lost Numidians were joined by two Roman medium cavalry units, off table and out of the battle.

The only positive that could be gained was that the fight to overcome the Roman cavalry had battered the Punic horse quite badly and had taken up time allowing the two infantry lines to close into javelin range.

Oh dear, how sad, the Roman cavalry is all but broken and dispersed save for one unit close in to the infantry line, but they have battered the Punic horse in return with white dice among the rear ranks indicating the damage done and effectively taking them out of the battle.

Meanwhile the two infantry lines closed and the pilum flew as both sides prepared for the inevitable clash of arms.

Thus it was left to the steady legionary to decide the outcome of our battle and they lived up to their billing, thinning enemy ranks with a shower of pilum before closing to drive the enemy back from a remorseless stabbing wall of shields.

Not a great place to be skirmisher between serried ranks of heavy infantry

The Punic line is in trouble as it recoils before the might of Rome's legions

The Punic line was only going in one direction when time was called on our game as a well-earned beverage awaited at the all important post game wash-up in the local pub.

Much fun was had by all and thank you to Mr Steve for bringing his lovely collection of toys and terrain down to club all the way from deepest darkest Cardiff and to Stephen H, Steve L, Ian Mc, Nathan and Gavin for their company and fun of the game.

JJ

Saturday, 8 February 2025

Peaky Blinders, 'You'll never take me alive Copper!' - 'What a Gangster' or perhaps that should be 'What a Blinder'.


Editors Note: One of the games at this month's club meetings was a reworking of What a Cowboy to include gagsters from the 1920's, the rules for which appeared in the Lard Magazine 2023 and have been reworked here, by our Gamemeister Chas, to run this Peaky Blinders game based on the very successful TV series.


Over to Vince who posted the following AAR of the game.

Just a note to thank Chas for running a most entertaining episode of "Peaky Blinders". With the Mafia, IRA and corrupt cops to contend with, the Peakys had their work cut out. That couldn't be helped with a Chinese lorry full of drugs broken down and just asking to be "helped out", though. 


Arriving by canal boat (why couldn't we have a shiny car like everyone else ?), the Peakys headed to take on the Eyeties. Well all except Arthur, who feeling the effects of the drugs, was staggering round the dock.

Tommy led the way letting his Tommy gun do the talking and wounding some Mafia hoods. At this point Inspector Gadget tried to shoot him in the back, but Tommy reacted like a lead character, spun round and shot him dead. 


With the Police blowing their whistles and screaming "Here, we want a word with you !", some unpleasantness unfolded with half the Mafia gang. Outnumbered, Tommy died like the main character he was, only to be revenged by Arthur. Who needs a clear head when you have a Lewis gun?


Meanwhile the IRA kept jogging round the cinema in the Brummie fog. Eventually they decided to pick on poor Polly, a defenceless lady (OK, her gun might have gone off by accident) and cut her down.


With the Police and Arthur shooting it out, the IRA boys calmly grabbed the drugs and made for the exit. Their top boy was nearly away. Enter a drugged up nutter with a Lewis gun. He had a clear shot, all he needed was a clear head. The drug dice rolled and "Big Arthur" showed up for the only time in the game. Three long bursts of .303 can really ruin a Paddy's day and he dropped to the pavement.


With a local Peaky/Rozzer truce in force, a new Paddy went for the drugs. One of the Force's finest let him have a Lee Enfield bullet in the back. 


The Police grabbed the drugs, but with the Peakys having killed their Vendetta target, Inspector Gadget, and adding all the kills and subtracting the casualties, it finished at 1 point each for the Police and Peakys.


Arthur disappeared into the fog, like the spaced out anti-hero he was. There was a wild party at the Police station that night.


Many thanks to Chas for running a great bash (ex-Clotted Lard), with beautiful bespoke terrain. All played in a friendly fashion (as friendly as you can be when trying to murder each other) by Bob, Andy C and Chas.


All I can say is, "We was robbed !" Bloody coppers.

Vince