Monday, 6 August 2018

Sharpe's Kidnap - A Fist Full of Lead Scenario


A short scenario for Fist Full Of Lead

Stop Press: I wrote this before I checked the photos and sadly they all got deleted when I lent my camera to Mrs Shed...Arggh

Oh well here is the scenario and some I had taken and saved

Hi Folks – it another Monday night action report and this time the Shed saw the return of Fist Full Of Lead – Horse and Musket. The theme of Monday’s night game was a return to our continuing adventures of Sharpe in the Peninsular.



I decided that the table would a relatively simple affair featuring a few buildings I have constructed for this period. Set in the middle is the complex described as the Convent with the attendant church next door. This was the first time we used my moss green fleece throw. It’s a completely different green to the one we have been using before and the colour just seems perfect for a Mediterranean feel. Throws are becoming more normal in the shed these days as they allow hills and high ground to be seamlessly fitted into the landscape. Furthermore the pile of the cloths help the roads and rivers ‘blend’ into the ground. I have two these throws (each 2.4metres long) which is sufficient to cover most of the big table.



Rather fortuitously I had some time on the train travelling home from work that allowed me to develop the scenario. We have found through trial and error that these types of games have to have a scenario set. This forces the players to make decisions, it creates a narrative and delivers a verdict when it is all complete. The more background you can add to the scenario the better. One of the advantages of playing Sharpe and his chosen men is that the backstory has already been created and folks have a notion of how the characters should play.



Sharpe’s Kidnap

Prelude

Lieutenant Sharpe- following the last fracas in El Dudno I assume that you are now quite recovered from your exertions. The fact that you were unable to secure Marshal Messina’s plans is no matter – we beat them soundly at Talavera.

It has come to our attention that the partisan known as El Trumpo has gone rogue and is believed to trading information and fake news with the French. Your mission is quite simple apprehend El Trumpo and bring him to justice. It is very important that you capture him alive and bring him back for trial.

We know that El Trumpo is holed up either in or near the Convent of Her Blessed Virgin near the village of Saint Joseph. The area is behind French lines so beware of French patrols.



Starting Point

Sharpe and his chosen men are approaching the convent from the south west (the building on the banks of the stream) – its dawn and a mist lies across the valley. At present the mist reduces all visibility to 8” but with the sun rising it is expected to burn off quite quickly. Each turn roll a d6 and add this sum to the number of inches of visibility – when the sum gets to 24 the mist has burned off.

The Mist has however caused some of the chosen men to get lost. Each Chosen (not Sharpe or Harper) man rolls a d6 on a 5 or 6 the man has become separated from the party. Roll a further d6

1 – the chosen man has become totally lost and will not play a part in the battle
2- The chosen man is just behind Sharpe & Harper and will enter the table from the SW a turn later
3 - - The chosen man is just behind Sharpe & Harper and will enter the table from the SW two turns later
4 – The chosen man may enter anywhere along the southern edge
5- 6- He has become hopelessly lost – roll randomly where he might be on the table (if in a building- he is placed outside)



The Guerillas

El Trumpo can be placed anywhere in the Convent or the Church (player decides) his remaining men are placed off table but are in the following locations. El Trumpo is not allowed to leave the environs of the chapel/convent.

-          One is in the tower as a sentry
-          2 are in the church
-          1 is the convent



The French Patrols

Unbeknownst to Sharpe the French Spy Ducos is in the area intent of catching up with El Trumpo to get the latest intelligence – Ducos is riding with five French Dragoons – they are all mounted. The French enter on the road from the North. They have stuck to the road and are less likely to get lost because of the mist – if they roll a six then dice as above.


Winning the Game

Sharpe wins if he is able to capture El Trumpo (beat in a HTH combat to subdue) and remove him from the table (Southern or Western Edge)

The French/Guerillas win if they successfully drive off the British and ensure El Trumpo stays alive.


The game

Sadly no full report as no photos but safe to say the Frenchies and Guerillas got stuffed - Sharpe once again died but Harper was able to fulfil the mission. Was it balanced - jusdt about the French dice throws were awful




Saturday, 21 July 2018

Battle of Adwalton



Last Tuesday night Mark and I got together to play another scenario from the excellent Pike & Shotte supplement  - to Defy a King. If you are into this period I can wholeheartedly recommend this book – it has a number of excellent scenarios, rules on sieges and many more army lists to cover the period.

This time we elected to fight a rather one sided affair called the Battle of Adwalton Moor…

The Forces arranged for Battle


In terms of background the real battle was fought on the 30th June 1643

Things kicked off when c10,000 Royalist troops marched on the Parliamentarian stronghold of Bradford. In defence of the town, Lord Fairfax advanced with 3,500 men and the two armies met on Adwalton Moor. The two to one advantage was to prove decisive.

William Cavendish Earl of Newcastle commanded the Royalist Army of the North.  His deputy was General James King (later Lord Eythin).  General George Goring the lieutenant-general of the Horse was absent from the battle having been captured by Sir Thomas Fairfax at the Battle of Wakefield on 24th May 1643.

Ferdinando Lord Fairfax commanded the Parliamentary Army with his son Sir Thomas Fairfax and Sergeant-Major-General John Gifford as his subordinate commanders.

According to British Battles.com  The Royalist army comprised some 6,000 Foot and 3,000 Horse and Dragoons. The Royalist army brought to the battle a powerful train of artillery including two demi-cannon nick-named ‘Gog and Magog’.

The Parliamentary army comprised some 4,000 Foot and 1,500 Horse and Dragoons.  In addition the Parliamentary army was accompanied by a large crowd of local countrymen, termed ‘clubmen’ and armed largely with agricultural implements.

The Royalist Foot was short on firearms with a large proportion of pikemen.

The Parliamentary Foot comprised mainly musketeers.

The overwhelming number of Royalist pikemen eventually forced the Parliamentarians back and when their lines broke, the Royalist cavalry completed the victory.

The victory ensured Royalist control over most of northern England for the rest of that year.





As far as the terrain was concerned we took the map from the book – the distinguishing feature were the rows of hedgelines that the Parliamentarians defended.

Again in terms of forces these were taken straight from the book with the same dispostions

The Royalist Army mustered with 10 Regiments of Horse
Six units of Pike
Six units of Musketeers
And two medium pieces of artillery

Facing them were

3 units of horse
6 units of musketeers
3 small field guns
And two units of clubmen


The Parliamentarian Forces watch the enemy approach


Clearly the stronger the side the Royalist march forward - their cavalry wings spurring forward


The Right Wing edges forward

Whilst the Left tries to sweep round

The Left Cavalry wing swiftly engages with the rebels on their rear right flank

Its timer for the plodders to do their work...

Desultory fire from the Rebel ranks has no impact on the advancing pikes


The Royalist right wing cavalry ride up to the hedgeline and exchange fire

The Governments forces are now taking a beating across the line

Breakthrough - the first pike block forces a line break - the cavalry swift to sieze the iniative

The local clubmen are no match for trained troops

The Royalist cavalry finally win in the rear


The Parliamentarian left wing crumbles - infantry guns and horse all charged down


A Kings Pike forces their way up the road

The Parliamentarians are now in full rout


A complete victory for the King


A great little game - there was always going to be one winner but fun all the less...

More soon


Thursday, 12 July 2018

Ambush on the Nile Part 2


So last week we played a big Sudan Colonial game using the Men Who Would Be Kings ruleset – If you haven’t read that one can I suggest that you head there first and read that one before this post. Don’t worry there will be a link at the end of that post to bring you back here.


Last week’s game was a massive win for the locals – the sight of Dervishes pouring over the dunes and butchering the plucky Brits was somewhat out of keeping with the period but made for a fantastic game. So how did the same game play with a completely different set of rules?

This time we were going to use our trusty favourite Black Powder and I think it is fair to say they delivered an equally fascinating and exciting game.

Scene of some of the heaviest fighting - horses, camels, guns, natives whats not to like

The orders of battle, the set up and the terrain were exactly as before. The only difference being the assignment of commanders – each player received two Commanders with the British being given better ratings. Even the players who fought out last Mondays encounter fought in exactly the same position using the same troops.

Unfortunately there is no battle report but rather a delve into some of the variations of the games. I have chucked in a few photos

In the first game we saw the British slaughtered by a more numerous native horde and perhaps this justifies the points system in play for TMWWBK ruleset. Had the forces been evenly matched on points the result might have been different. The second game saw the result reversed and arguably a better result for historical accuracy. Again the battle was fought in about 2 hours – a rapid game of highs and low points for both sides and certainly some very tense moments. Last week it was evident that the British were going to seriously struggle but this week my forces held their own and delivered their own killer blows to the Mahdist forces. Perhaps most importantly in the first game it was quite evident that the British were going to come off second best quite early on, the second game was a much more tense affair and had die rolls been different the Mahdists could have inflicted some serious damage.

The rear of the column held up well through out the game



Throughout the second game virtually all the British troops suffered casualties and many hit shaken status but there commanders were able to withdraw these units and keep them in the field through rallying orders. Both sides played with no break points.

Why did the same game play out so differently? There was clearly a combination of factors here which I have explained in the past when we tried a comparable exercise with a Zulu game.

Dressing the lines - command rolls much more effective


Firstly the command activations are so very different. In the TMWWBK every unit has an activation value – fail that and the unit doesn’t move/fight/fire but you move onto the next one. The activation levels for both sides were fairly comparable – ie the British Infantry were as likely to move as the natives. In BP the units are commanded by designated commanders who give orders to their troops. Depending upon the success roll could move once, twice or three times in a turn. We certainly had more movement , flanking attacks and positioning in the Black Powder game and given the that command ratings of the British were better than their opponents they were the more likely to carry out the commands.

British Infantry taking continuous fire from the locals

The Black Powder game certainly delivered a more dynamic narrative with cavalry sweeping forward. Guns being overrun in the flanks and regularly watching your troops not wanting to move forward (both sides)

Clearly command actions had a part to play but so did shooting – unlike TMMWBK where you have to order your units to shoot everybody who can shoot /fling spears can do so after their moves. This automatic firing coupled with the fact that you only roll a few dice for fire effect with BP units significantly changes the dynamic. Both sides had rifle fire but for the Dervishes to win they had to get their fanatical spearmen into charge range too inflict damage. On several occasions the mad fuzzies not only suffered casualties on their approach but were literally blown away by closing fire as they launched their assaults. The vast majority of British casualties came from the Dervish rifle units who although not as effective as a British line were able to both disorder and inflict losses. Arguably greater coordination between the Sudanese rifle units and their spear wielding colleagues might have delivered better results.

Cavalry charging - as they should


Another key difference were the saving throws of each unit and the punishment a unit could take. In TMWWBK each time a casualty is taken a figure is removed and by default the fighting prowess of the unit is diminished. This clearly worked in the Dervishes favour in the first game as there are no saving throws but for the BP game not only did the Brits more often than not have better morale (save) they also benefited from their stalwart nature( in BP British Infantry typically get to reroll one failed save and automatically pass their first break). Ultimately this meant the British units had a better battlefield staying power and this was reflected in the final result – every unit had suffered casualties but only one had been wiped out.

At the height of the battle the British were in serious danger of defeat


In summary a combination of greater firepower, better commanders and more disciplined units albeit numerically smaller won the day in our Black Powder game and yet got slaughtered to a man in TMWWBK rules. Clearly for big battles the Black Powder rules are going to give a more historical result but in defence of TMWWBK they were never designed for big battles.


Some of the fiercest fighting was along the river bank


Following the conclusion of our games we sat around and chatted about the two versions. Both games had been equally fun and so very different but I believe there was a concensus that the second of the two games had proved the better and more playable (not having to remove individual figures from the field of play) might have had something to do with it. Furthermore we all agreed that the scenario is crucial in any colonial game. Had the British been in their defensive lines from the start it would have just been a slaughter and not a great deal of fun for either side. The Ambush scenario provided the Mahdist side with an opportunity to win and that all you need for a Colonial game to succeed.

What these games also provided was a wonderful spectacle on the table top and hopefully these games (and others in the future) vindicated the many hours it took to paint the units. Indeed there are still several units I want to add to the collection and once I have completed my Khartoum build I have a mind to turn my attention to these.






Tuesday, 10 July 2018

RAF Flypast 100th Anniversary

Earlier today I took the opportunity of taking my lunch hour in Green Park London (along with 10's of thousands of others) to watch the commemorative flypast celebrating 100 years of the RAF.

It was great and very British - well done to the RAF !

No text just a few pictures (cursing the fact that after 40+ straight sunny days in London the event was on a day when it was overcast).

The camera was set for high speed hence the rotors on the planes and choppers look static
































Its coming home !!!