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Showing posts with label Colonial. Show all posts
Showing posts with label Colonial. Show all posts

Friday, 3 February 2023

Rorke's Drift 28th January 2023 - 156th anniversary of the fight on 22nd January 1879

Rorke's Drift 28th January 2023 - 156th anniversary of the fight on 22nd January 1879

I have been a keen wargamer for a number of years and have always loved the South African theatre of operations, in particular the Zulu wars.



The game was played using the rules “The Boys from Isandhlwana” by Chris Pagano, a simple effective and accurate set that play well, especially in respect to Rorke's Drift.

I had made some minor tweaks for having characters in the game...

Lt CHARD

+1 Morale within 6” / 1x re roll shooting dice / 1x re roll Morale dice if fail within 6”

Lt BROMHEAD

+1 Morale within 6” / 1x re roll shooting dice / 1x re roll Morale dice if fail within 6”

Cpl SCHEISS

+1 table Melee when in fight

PIP the dog

+1 table Melee when in fight

Chaplain “Ammunition” SMITH

+1 Morale within 6” / 1 re roll shooting dice

Lt ADENDORFF

1x re roll Morale dice if fail within 6”

Pvt HOOK

+1 Morale within 6” / 1x re roll Morale dice if fail within 6”

Commissariat DALTON

+1 Morale within 6” / 1x re roll Morale dice if fail within 6”

Colour Sergeant BOURNE

+2 Morale within 6” / +1 table Melee when in fight

Sergeant WINDRIDGE

+1 Morale within 6” / +1 table Melee when in fight

Surgeon REYNOLDS and Medical Orderlies Cpl ATTWOOD and Pvt McMAHON

Any wounded with 12” of their figures are moved to hospital for recovery check in sequence (5) At this point wounded are rolled for 1-7 incapacitated or Dying of wounds, 8-10 light wound, patched up and sent back to barricades... they are deployed back at Reynolds and move off from there next turn.

The game was set for six of us to play, 4 Zulu, 2 British, but we had one short so had 3 Zulu, myself, Mike B, and Lawrence, 2 Brits being Ian and “Jammy Dice” Paul, more on that later...

The British had the 10 Characters and 8x6 figure squads, deployed for the defence of the Drift, the Zulu had 8x16 figure units x 3 commands, each player having an Induna so over 384 Zulus on the board, the Zulu units, being allowed to be recycled 1 for free, and then possibility of 2nd recycle on a 10 on a D10 the next turn available, then 9 and so on...

The British command set up their defence around the perimeter of the Drift and allocated 1 squad to build the redoubt from a pile of mealie bags, they would through a D10 each turn requiring 24pts to complete, they didn't know that though... they chose not defend the hospital or loop hole the store house either.



The Zulu commander deployed one Impi on the South end, and two on the North, however the British had significantly more squads covering the Southern ramparts...



And so the onslaught began, the Brit players took a gulp of tea, a deep breath and we began, afterwards they expressed their dismay initially on how many Zulus there were approaching them, but after the first round of shooting and Zulu morale took place they seemed slightly calmer. Almost too calm...



The rules have a clever sequence of play, at first glance you think, mmm not sure but then it all makes sense when you get in the flow of things happening...

SEQUENCE of PLAY 1) Zulu Movement 2) Brit Missile Fire & Zulu Morale 3) Zulu Melee & Brit Morale 4) Brit Movement 5) Brit Hospital 6) Zulu Missile Fire 7) Brit Melee

Basically Zulus move 6” plus D6, British fire power is devastating, usually hitting on a 4+ on D10 out to 48”, I don't think Paul had less than 90% success rate with his shooting dice, and Ian was near that, needless to say the Zulu ranks thinned rapidly.



Charge after charge tried to get to melee with the defenders, but when they did they were met with fire and bayonet, causing a few casualties here and there but the Zulu dead were piling up high, we were testing there guns alright, Lawrence had basically used his regiments in short time and was starting to recycle units which started to break up his attacks piecemeal, however in the British turn is a section called Hospital where they roll for casualty return, at one stage we thought we had done good with the Brits having 5 casualties, but on a roll of 8-10 they come back around surgeon Reynolds as fighting fit and may return to the lines where needed in the next move and you guessed it “Jammy Paul” rolled that all 5 came back!




We tried and tried to break into the compound area...



Attack after attack ...



Attacking different areas...



We managed to get in a couple of times but were forced back over the barricades...





But again and again the Brits either fought back and won or took step back and fired again, at one point we broke in killing Dalton and Bourne, casualties were mounting on the defenders but yet they still hung in there...






Unfortunately we had run out of time gaming at the club, this could have gone either way at this point, the defenders were dwindling, but managing to fall back in areas to form second lines in strong positions, and the Zulus well, I had just about recycled my units, I know Mike was near end of recycling and Lawrence was into his third batch! So there were not going to be many more Zulus, although we had plenty on table without casualties it would not be long before they were blooded and washing their spears.

All in all an excellent but very tense game so many times I thought we had them only to be thrown back, helped with great company and great banter thank you gentlemen Ian, Mike, Lawrence and even Jammy Paul, may we wash our spears again soon.


Nathan

Wednesday, 29 October 2014

Indian Mutiny - The Devil's Wind


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 
One of the games at the October meeting was a 28mm Indian Mutiny run out using “The Devils Wind” rules; I was keen to try this set as part of my on-going search for something I can use to re-fight the Anglo-Sikh wars in 15mm.


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
Faced with the daunting prospect of attacking a heavily defended village the Imperialist oppressors and their lackeys (sorry, that should read the British forces) moved onto the table, Their Sepoy’s were massed on our left flank, the centre although only thinly held was very artistically made up of units in lovely pastel shades and then on our right were their British regulars and other European’s forces.

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 Sepoy’s moved into close range and proceeded to shoot it out with the defenders and not surprising lost out despite their numbers. (The Sepoys had the same ratings for both H2H and firing as the mutineers but had lower morale) I would like to say it was mainly through my skill that I flung back this attack but it was probably because I was getting a 50/50 saving throw for being in cover and they didn't. The fact they stood for so long at all was only through the assistance of a couple of “Heroic Chaps” who were tagging along, “just to help out, don’t you know, what, Pip Pip “.


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
More successful was the British left , made up of their European units they advanced onto the flanks slowly pushing back the Mutineers , their application of Peace through Superior Firepower was proving effective but at a cost. Shooting works like this: throw to hit, then convert to a kill, and then a saving throw if any.  They may have been better shots then us but troops in the open don’t get a saving roll.


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.

Sunday, 23 March 2014

28mm Sudan Battle using TDLIUE "They Don't Like It Up Em'"

This was a fictional battle set in the Sudan utilising my 28mm collection, playing with the Two Fat Lardies rules TDLIUE "They Don't Like It Up Em'"  - held at the Devon Wargames Club, where we had a record turn out of over 20 players, I was hosting for 8 players with me Umpiring the game...
Chaos was bound to ensue...

Advance the Columns...

The scenario was set during the Relief of Gordon at Khartoum, the British forces had sent a column to the city but had been fought to a standstill, and was retiring in good order but "low on ammo" towards the Nile to meet up with the main Imperial force, having 3 columns landed and advancing to the city, and to meet number one column, who were being pursued by a large Mahdist force...

View of the map from bottom left of the Empire deployment area, with the Heliograph section on the hill...

The TDLIUE rules are from the Too Fat Lardies Christmas special, working on the basis of card driven initiative system, each Brigade/Rub have their own card, but each player, whether Damn Fine Chap or Mullah, have their own card as well, which adds extra initiative, on a die roll they command that many units. the combat shooting and moving is quite simplistic with each unit having four action dice to be divided into firing or movement, camels and horse having bonus' to their movement, Fuzzy's ignoring first level of movement cover effect, as this is their home. Fighting is simplistic but very bloody... I like these rules for this period and find them quite effective and realistic for the period...

Sir Chas "Mad Dog" Carter was leading the Imperial forces, with Steve, Jack and Vince as his loyal subordinates.


 The Empire forces...




Each Imperial player had a force under his control and a Damn Fine Chap, which had a small sub plot to try and accomplish in the game as well as surviving.

First Brigade.
Brigadier General. Steve

Coldstream Guards (Elite)
Cameroon Highlanders (Aggressive)
49th Infantry Batt. (Regular)
The Post Office Rifles (Elite)
Mountain Gun

Your column is “low on ammo” and returning to base to resupply, you may come on in any top corner, you need to get to the far end of the table and rejoin your forces and resupply, but as first Brigade and the superior commander you must do this in good order and fight your way back and give a good account of yourselves.
Your DFC 1 has an outstanding feud with DFC 2, as he stole your beloved child hood sweetheart, who happens to be the generals daughter and your way of aspiring to the top ranks, if you can leave him out to dry or kill him if you have the chance, honourably if the opportunity arises.

Second Brigade
Brigadier General. Vince
Naval Infantry - HMS Lion (Regular)
Naval Infantry - HMS King Edward (Regular)
Indian Infantry (Regular)
Indian Infantry (Regular)
Gatling Gun
Gardiner Gun

Your brigade has just landed off of the Nile Gunboat HMS Lion, you have been commanded to go and rescue the first brigade as their commander needs all the help he can get to pull his men back from the debacle falling upon him.
Your DFC must attempt to rescue his beloved wife to be who has been left stranded by the retreating forces, she will be with a young officer leading the Heliograph group, but beware there may be enemies about. She is the generals daughter and also your way to the top ranks...

Third Brigade
Brigadier General. Chas 
Camel Corps Batt. (Regular)
Camel Corps Batt. (Regular)
RA Field Gun
21st Lancers (Elite - Aggressive)
Bengal Lancers

The Third Brigade falls to your command of course, as the most dashing hansom fellow in the army, it was only right that you were chosen to lead this cavalry brigade, then they attached some of those dreadful camel boys onto your brigade, and a damn cannon just to slow you down, at least the camels will be of some help if things get sticky!!
Your DFC 3 has his younger brother on the field somewhere, he is out scouting for the general and has one of those heliograph contraptions with him, mummy has asked that you keep him safe at all costs, if not daddy will be cutting of your allowances, and you do not want that!!!

Fourth BrigadeCavalry
Brigadier General.(Extra kudos for commanding these damn fuzzy chaps) Jack
Egyptian Infantry (Regular/Hesitant)
Egyptian Infantry (Regular/Hesitant)
Egyptian Infantry (Regular/Hesitant)
Sudanese Infantry (Regular - Aggressive)
Egyptian Cavalry (Regular-Hesitant)

That damn incompetent general has given you command of a damn bunch of fuzzy chaps, they can’t even march let alone fight, to top it off he has given you the command of the munitions and supplies, do you look like a damn quarter master!!!!
You have to decide who gets what within the brigade, your troops have landed and are marching to the aid of all the brigades as they are facing an ever increasing enemy, looks like this could be the big one.
Prove yourself here DFC and you will be the next brigade commander of decent troops.
 


with that they deployed on the table...
Damn Fine Chaps Sir Steve, Viscount Vince, Sir "Mad Dog" Carter, and Pasha Jack.
The Mahdist's forces was led by Everett, his loyal followers being Andy, Andy and new boy Phil... 
They had forces hidden on blinds, that they moved around the table until the empire troops spotted them or the Fuzzy chaps decided to spring forth...
 The Fuzzy's Mass for the Mahdi...
They had the tough job of Killing all the Imperial troops...
Let battle commence...

 "Oh Bearded Leader, show us the righteous path to victory..."
Damn Fine Mullah's Andy, Andy, Everett, and Phil...

Chas and the DFC's deployed their troops on the board, Steve with column No1 on the board retiring back to the main column, and the other chaps deploying across the bottom of the board...

The Heliograph section and skirmisher escort up in the hills spotting for Sir Chas "Mad Dog" Carter.

Everett "Oh Bearded One" and his loyal Mullah followers deployed their blind markers coming on the top end of the board chasing No1 Column and swarming towards the others Columns advancing into the fold...
The Mullah forces deploying on blinds initially, with No1 column in the far distance...
Early few turns saw the Empire forces advance forward, sending out the cavalry forward to spot, antagonising the Fuzzies to break cover, and No1 Column hastily forming square as the Fuzzies swarm in to attack, Everett forms his Nile arabs up to attack, and Phil's Fuzzy Wuzzy's come in from the flank...
Steve's No1 Column on their leisurely stroll back to the Nile...
Never fear relief is on the way...


"Form Brigade Square!!! incoming Fuzzy's..."


"Advance the cavalry..."

Early stages with the blinds advancing towards the square and the relief columns...


Heliograph Section up in the hills with views of the Empire forces advancing across the plains...

There is a multitude of fighting at No1 Column, thousands of Fuzzies and Arabs swarming around the square, the square holds, fighting off numerous attacks, but taking severe casualties, but inflicting even more...

Hold Them...

But, after much firing and fighting, the square of No1 Column falls into chaos, the two sides die to a man, but stunts the advance, the Highlanders and 49th form battalion squares trying to fall back on the relief slowly coming forward.

Fuzzies swarm over the dead of what remains of the square...
and advances on the remaining British units...


 The square breaks...
Meanwhile the Blinds of Andy and Andy surge forward in the centre and on the their right, trying to take the Heliograph section out, and sweep around the Egyptian flanks, the Generals daughter is in peril, and luckily for her the card is drawn from the pile for the gallant leftenant to act, he mounts his steed and pulls her up and rides off, telling his men to hold he is off to get help and rescue the lady... 


"Ah Sir, Fuzzies, and there seems to be rather a lot of them sir?!!"


Trotting off with the lady in tow to get help...
The Egyptians forming battalion squares in the distances...


Fuzzies attacking the hill...

Meanwhile in the centre the Mahdist Camels and Fuzzies formed up preparing to attack, readying themselves, whilst the Empire cavalry surged forward with the Bengal Lancers and the 21st, being led by Mad Dog Carter, they get the drop with the cards favouring them, so Mad Dog, dismounts his camel troops in line behind his camels as cover and charges forward with his Lancers, causing severe casualties and confusion in the Mahdist centre... the turn ends with the second Tiffin card being drawn, and low and behold the cavalry get the drop again and in he goes again with gallant charges again and again stalling the centre for a while...


Lancers, Charge!!!!


Action in the centre...

The fighting on the flanks becomes more and more desperate, with the 49th and Cameroons holding off successive attacks, the Naval Brigade of Vsc.Vince advances forward in line and deploys the Gatling and Gardeners to the front mowing down the gallant fuzzies whom come within arc of fire....
The remains of No1 Column battalion squares fighting off yet another attack from Phil's Fuzzies...

On the Empire left flank Pasha Jack decides to put his Egyptian's and Sudanese Battalions into square to try and fight off the growing Fuzzies advancing towards him, with his artillery on the back hill, they will support them, surely? The Heliograph detachment successfully hold the rocky high ground and push Andy's Fuzzy's back once more, however there are always more of them forming up to attack... 
Corporal Jones card
"Move along nothing to see..."

The TDLIUE system operates with card system, in there are two tiffin cards, when both drawn ends the turn, but there is also a Corporal Jones card, which then indicates a special event card is drawn, this can effect various events good and bad for both sides...

The cards are pulled, and a special event of the Heat effecting the ammo, reduces the Empire firing by -1 effect, until the fresh ammo is distributed, in the subsequent turn another special event occurs with the Empire forces being affected with Water shortages, this reduces their movement by -1 on each die rolled, luck of the cards... or not as the case may be...

 Form the men into square if you would...
The heat starts to takes its Toll...
 The situation on the left flank...
After several charges with both the Lancer units Mad Dog Carter leads the remnants back behind the firing lines of the Camel Corps, as the Fuzzy Camel units mass forming up after being thrown into chaos by the Lancers, and their infantry mass beside them slowly advancing out of the cover they formed up in.
With that the Camels advance forward toward the Egyptian squares and the Camel Corp lines, they pour in round after round at the advancing masses...
"Allah Akbar..."
Camel Corp firing line, and the firm Naval brigade firing line in the background...


Fuzzies forming up, Fousands of em...

As the game started to draw to its final stages, the Cameroons were the last of No1 Column, being led by gallant Sir "Ladyboy" Steve, the square fought like demons holing off thousands of Fuzzies, as they drew closer to the firing line of Viscount Vince's Naval brigade, and the deadly machine guns, however Everett and Phil's final cavalry charges managed to break the line in one charge only restored by yet another charge by the lancers, and superior fire power, they were surprised by the vast distance the cavalry could cover...

Andy's fuzzies manage to overwhelm the Heliograph section on the hill, massing towards the Egyptian squares... but under artillery fire of the Egyptian guns, the other Andy's Fuzzies advanced towards the squares but was taking volumes of fire...

The final turns saw the fire power dwindle the fighting effectiveness of the Fuzzies, and the level of casualties on the Mahdist units was effecting their movement and overall morale, at this point I decided the Mahdi would draw his troops back to fight another day...
Steve's square holding to the last man!!!

DFC Sir Steve with his square...


 View along the line in the last turn...
The Mahdi draws his Mullahs back to fight another day...
My thanks to all the guys that played the game, and put up with my whimsical umpiring throughout...