Tuesday 20 February 2018

Sharpes Pursuit - A Fist Full of Lead AAR


Hi Folks

As promised the Shed saw its first action of 2018 last night, the temperatures in SW London hit a barmy 10 degrees outside so it was warm enough in the shed (16 degrees)

I was joined by Mark and Rolf and we had already decided that the night would witness our inaugural game of Fist Full of Lead (Horse & Musket). 

I’d had the pleasure of trialing the Western derivative of these rules a few weeks ago and was suitably impressed to invest in them myself. Not wishing to start another genre I decided the Horse &Musket period would be perfect as I can field my Napoleonics, Pirates and French Indian Wars within this timespan.

More details on the rules etc can be found here

As a ruleset they are very simple to grasp with each player controlling only a handful of figures (typically five). This is skirmish gaming with each figure representing one man. 





I wont spend too long explaining the rules but suffice to say combat is very simple and figure activation is done by standard pack of playing cards. Each player draws the number of cards for the figures he has and starting from Kings the players work down through the cards in their hand. Some of these cards have other benefits that affect the actions the players take, eg Jacks add bonuses to combat, sevens allow rerolls and sixes automatically reload weapons. Aces are of course wild.

The Cards produced by Wiley Games (but you can use any playing card deck)


To prepare for the game I prepared character reference sheets and as you can see our first game featured Richard Sharpe and his squad of riflemen.

As I decided to create a bit of a narrative for the game so Sharpe and his chums all got some special abilities and were pitched up against more numerous basic French.

Rolf took command of the Greenjackets whilst Mark & I controlled the French.


Above the Rifles Character Sheet

Below the Basic French template - did not have time to customise




What I can say is that this game delivered a wonderful narrative, it sped along at a great pace and all those taking part had great fun.


Ladies and Gentlemen doff your Shakoes and prime your muskets as I recount the story of ......


Sharpe’s Pursuit

1809 Portugal


Lieutenant Richard Sharpe having recently taken command of his small squad of rifles has been instructed by Major Hogan (the notable explorer) to meet up with a guerilla agent at a small farmhouse north of Talavera. This agent is reported to have the orders of battle for the advancing French Army commanded by Marshal Soult.

Unsurprisingly these orders would be invaluable to Wellington.

Sharpe and his men have observed the farmhouse from the outlying hills and have determined that the building appears to be occupied by a few French looters. Hopefully the spy (under the guise of Father Esperanto) is still alive and can still be secured with the papers.


Pictures of the farmhouse -



Sharpe must waste no time and get into the farm.

The Riflemen may approach the farm from any direction – they may make this decision once the French are placed

There are five French Looters – each looter rolls a d10 and places that looter that number of inches (according to the d10 direction point) from the centre of the farmhouse complex (they could be
outside the walls or inside the building)

Initially Sharpe and his men may approach unobserved but each turn the French player may roll a dice on a 4+ the British have been spotted.

…………………………………………………………………………………………………………
As soon as any guns are discharged the French will be alert to the advancing British
…………………………………………………………………………………………………………
The British may leave any side of the table to get to safety
…………………………………………………………………………………………………………
(Unknown to the British )Once gunfire has been sounded a unit of French Dragoons may join the fray (they will be mounted). The number of dragoons will be the current number of riflemen minus one
They will enter randomly from one of the roads – they appear on a 6+ (with +1 per turn thereafter).
…………………………………………………………………………………………………………
(Unknown to the British at the start of the game) Father Esperanto has unfortunately been tortured and with his dying words reveals that the Orders have been secreted in the Church of the Blessed Mother in Rosalejo some 5 miles to the west. Father Esperanto confirms that the French know as much and a rider was sent back to the Marshal

This concludes part 1 of the game followed of course by part 2


Can Sharpe get to Rosalejo before the French ?

…………………………………………………………………………………………………………
If Sharpe is unable to secure the orders then assume that the mission to Rosalejo has been instructed by Major Hogan.

Sharpe will travel to Rosalejo he has he has all his men back under his command bar any that were killed in action (any with more than 1 wound will retain one wound)

He arrives on the Northside of the village (through the orchard)

The French arrive on the Southside at the sametime – the French have two squads of infantry (9 men plus one officer) – The officer is mounted

The orders are in the Chapel (centre of the town) in a locked chest.

Again Sharpe must collect the papers and may escape anywhere from the Northern, Easter or Western edge. The French may collect the papers but must escape along the southside of the board
……………………………………………………………………………………………………………………………………………………………

So how did this play….


Lietenant Sharpe snapped shut his telescope. He’d seen all he needed. There were five French soldiers milling around the farm in the valley but no sign of Father Esperanto. The agent he had to meet to procure Marshal Soult’s orders of battle, perhaps he was hiding in the buildings.

He spoke quietly to his trusted Seargeant and directed his force towards the vineyards. He would approach from this direction in the attempt to surprise the force in front of him. The Vineyard wall would offer cover almost up to the gate.

The Rifles creep through the vineyard


His men, accustomed to this type of action crept forward. Their hands away from their triggers lest they alert the unsuspecting targets. As the British move forward towards the wall they heard a cry…’Sacre Bleu’. They had been spotted.

Quickly the British Skimishers advanced towards the gate, with Cooper and Perkins trying to gain entrance via the side building. Soon the air was popping with lead shot and the pall of gunsmoke hovered over the once tranquil Spanish Farm. Daniel Hagman, the best shot in the company kept up a steady rate of fire pinning the French in the tower.

Daniel Hagman gives covering fire behind the Vineyard wall whilst his pals advance 
By now Harris, Sharpe and Harper had reached the gate only to be encountered by fierce resistance and despite Harper's seven barrelled gun they could not get a foothold in the courtyard. These French were tough. But the diversion on the gate was working 






– Perkins had gained access to the farm and had discovered Father Esperanto tied up and beaten. He revealed that the orders were safely hidden in the Church at Rosalejo a few leagues north of the farm.

Perkins, armed with the information fled the farm and shouted to Sharpe - time to get out of here boys...they began a steady retreat

The sound of the gunfire finally alerted the local patrolling dragoons and giving no thought to the farmers produce charge headlong across the field towards the retreating British. Sharpe raises his rifle and dropped one rider as he crosses the wall.



The Dragoons give chase to the fleeing greenjackets - sporadic rifle fire forces most to dismount and withdraw to cover...all bar one who reins his horse in and charges Sharpe


Sharpe draws his cavalry blade and receives the charge....



But the Frenchman's horse knocks him to the ground and winds him (actually he died but that would spoil the story). The victorious Frenchman's smirk is soon wiped as Hagman puts a bullet between his eyes. Hagman drags his commander from the field

With the rifles fleeing the scene the French looters bravely exit the farm and take a few failed potshots




Part 2 - Events in Rosalejo

The small town of Rosalejo was a few miles from the farmstead but knowing he had no time to spare Sharpe drove his men hard towards their destination. time was of the essence and could he secure the papers before the French

The town was set up in my new gaming area so little time was taken shifting from one table to the next. Sharpe and his men come in through the Orchard. The Church is in the centre of the town



Aside from a few locals everything appeared quiet in the town...


Perkins and Hagman dashed forward to the church - the wily old poacher covering the street


By now the squad of French Soldiers had arrived in the town (picture below- left edge) and these ploughed forward into town intent on the same goal


The French pushed forward to the church


The advanced French scouts prepare to enter the church from both entrances


They charged in with loaded weapons - the noise inside the building was deafening



The next two to three turns saw the French and British wrestle over the church - five frenchmen lay in pools of blood (namely thanks to Sharpe) and Perkins, Hagman and Cooper all lay still on the church floor.

Sharpe and his blade were deadly


French Snipers were doing the damnest top stop the Brits from getting to the church but they weren't very good shots



Harper dashed into the church and grabbed the chest containing the papers - he fled into the street avoiding the fire from the advancing French troopers






Armed with the Papers seargeant Harper ran on through the Church and through the Orchard. Sharpe covering his exit. Once again the brave riflemen had done their job for King and Country....

The End

In summary  - a great game and a rulset that delivered first time round

For the next part of Sharpes story head hear

Sharpes Hazard

9 comments:

  1. Super batrep. Great story and photos. Plenty of atmosphere. Thanks for sharing.

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  2. The Rifles certainly had their work cut out , however they stuck to the mission and acheived their objective with some luck and a dash of bravado . The game is fast , wonderful and allows just this kind of narrative . It would be easy to see a certain Mr Cornwall stealing this for a script .

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  3. Great looking game, the town looks particularly good, glad you're back in the shed!
    Best Iain

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  4. Great game! Looks splendid, sounds exciting! Grand to see The Shed restored to action.

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  5. Great games. You should give Sharpe the "9 Lives" skill. This ignores the first "Out of Action" roll. Send me an email. I'll send you a playtest version of "Buccaneers and Musketeers" it's the swashbuckling supplement to Horse and Musket.
    -Jaye

    ReplyDelete