Earlier this year I painted up a few Plains War Indians and some US Cavalry to pitch against them. It was about time that some of these chaps saw some action on the table.
I am currently writing up a homebrew set of rules for this period and given they are a long war from completion I decided to use that trusted set called Black Powder. Much of the inspiration for my scenario and all the stats etc came from the Black Powder 2nd edition where there is a great scenario for this specific period. Indeed one of the things that worked so well was the randomness of the natives movement. More on this shortly.
Interestingly before we started this game there was some nervousness from the one of the players that was this a particular sensitive subject to actually game. Personally I can see both sides of the arguments and would argue that the asymmetrical wars of the North American plains were in a sense no different to the colonial wars being fought in Africa during the latter half of the 19th century. I think we can all agree that the motivations that created these wars were very wrong when looked at from a modern perspective but they were fought at a time when views were very different.
This small engagement (I say small because of the few figures we had on the table compared to previous games) was fought by myself (Indians) versus Mark and Alastair leading six troops of US Cavalry.
The game initiates with 'A' troop pinned down in Gold Creek with their supply wagons by a couple of dismounted Indian warbands. A further three mounted Indian Warbands are on the back edge of the table ready to enter the fray. The remaining 5 US Cavalry troops are off table ready to save the day.
A troop pinned down by the locals |
Each turn the Indian player would roll a d6 - on a 5/6 a further warband would appear along the back edge. Should one not arrive a +1 is added to the die roll for subsequent turns. The objectives were simple the Indians had to break the US Cavalry - ie shake or rout 4 plus of the six troops. The US Cavalry had to rout or drive off the table over half of all the Indian units that appeared on the table during the game (for example if the Indians had a total of 9 units during the game the US cavalry would win if 5 were destroyed.
Cavalry coming to the rescue |
Both sides had three commanders - this was crucial for the Indian players as the only way of guaranteeing the warbands would go in the direction you wanted was to use a follow me order. All units unattached from a leader rolled 2d6 and consulted the native movement table.
Troops move up in support |
Native Indians advance forward |
To maker matters worse for the Indians was that they were 'poor shots' which necessitated them rerolling one hit each time a unit shot.
Advancing towards the creek |
Despite planning for a mounted charge my foot braves nearest the creek decided top charge forward - a fierce melee erupted in the waterway. Honours were even and then the cowardly cavalry attacked the flanks driving my Indians into the happy hunting grounds.
A splendid debut for the new collection there!
ReplyDeleteyeehaw
ReplyDeletea very good debut for a new shed period
ReplyDeleteGreat game and Black powder worked really well for this. Hands up... I was the player suffering the moral angst about Cavalry vs Native Americans. There are some musings about it on my blog here...
ReplyDeletehttps://wargaminggallimaufry.blogspot.com/2021/06/7th-cavalry-skirmish-and-some-moral.html
Great looking game!
ReplyDeleteThe game sounds like it was a lot of fun. I love it when the troops are unpredictable. It’s no fun if they always do what we want. Another beautiful table and beautiful collection.
ReplyDelete