Showing posts with label 28mm Plains Wars. Show all posts
Showing posts with label 28mm Plains Wars. Show all posts

Tuesday, 20 July 2021

G Troop is in trouble - A Plains War Skirmish

Delighted to report that the games are now back on in the shed full time and to make up for lost time I am now hosting a couple of nights a week. 

The latest report to hit the blog see a return to the Plains Wars and a simple scenario called G troop is in trouble. Once again we used the rules laid out in the Black Powder v2 scenario.

G Troop patrolling the Badlands


Scenario Background

Whilst on route from Deadwood to Fort Wayne  G troop of the 7th Cavalry  was ambushed by a large party of renegade Indians. Unfortunately the wagon train was carrying the Fort Wayne's paychest and the Soldiers want their money. Fortunately a rider in the column escaped and informed the Fort Commander where the ambush took place. It is understood that the column’s horses have been driven away and that the remnants of G troop are facing a massacre unless help arrives.

Captains Kestrel and Captain Tennents have been tasked with retrieving the paychest and rescuing what remains of G troop. Both Captains decided that in order to ensure success they would approach the Wagons from different directions.

Dismounted unit




US Cavalry Command - Mark K & Stuart

Each troop has its own officer/nco and has a command rating of 8.

The troops will enter the table on a successful command roll – one troop may come on with a roll from the captain.

Each of the three troops is commanded by one of the Captains – these have a command rating of 9.

The Captains can perform one of following

1.     -   Brigade Order: Command any/all troops provided they are within 9” of figure

2.      - Take command of one unit as a follow me order

3.      -  Offer a reroll to the troop commander provided they are within 9” of troop

4.       - Join troop and rally

In addition a Captain may move 18” per turn (unless with a follow me order)

 

Captain Kestrel is an aggressive individual prone to making bold yet sometimes foolhardy decisions in the fields. He is not the best Leader and as such any rally orders are commanded with a -1 penalty. However he commands a degree of loyalty from most of the men and as such any follow me order is done with a +1 modifier. Captain Kestrel adds +1 die to the HTH in attacks.

Captain Tennents is a more sensible chap with a knack of being able to delegate orders efficiently and succinctly to his men. As such any Brigade Order receives a +1 modifier. Captain Tennents adds +1 to HTH rolls.


The US Cavalry will win the game if they can

a)     -  Recover the paychest (takes one turn to load onto a horse)

b)      - Rescue any members of G troop

c)       - Drive off the Indians - 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)

 

 

The Natives  - John and myself

The Natives are commanded by two Brothers – Lone Rabbit and Walking with Snails. These Chiefs are out to inflict as much damage on the Blue Jackets as they can. They are not particularly interested in the pay chest.

Each Warband is activated by the random table unless issued a follow me order by the chiefs (comm rating 8). The Chieftain adds +2 to the HTH roll. Should the Indian unit with an attached unit be routed it is assumed the Chieftain dies. No replacement Chieftains are available and the loss of a chieftain counts as one unit to the break of the Indian forces.

The Indians will win if

a)      They wipe out G troop and ….

b)      They Shake/force 4 of the other troops off the table.

At the start of the game the two Chiefs have two foot Warbands each and two mounted Warbands. Two of the foot Warbands will be within 9” of the wagons in light cover.

The other two Warbands can be placed anywhere on the table but must be at least 24” from the wagons. The Mounted Warbands will be positioned along the edge of the table.

Each turn the Indian generals must roll a d6 on a 6 a further mounted Warband will appear. Should they fail to receive one that turn a +1 modifier (cumulative) is added each turn until the Warband appears

A maximum of 14 Warbands can be used by the natives. Should they all come on the US Cavalry will need to rout/shake 8 warbands.


The Battle

Within a turn both Cavalry commands were on the table pushing towards G troop.

G Troop was held up behind their wagons against a number of Indian warbands

As the Cavalry tropps advanced passed the rocky outcrops Natives opened fire on the columns


Swiftly one troop dismounted and poured carbine fire into the outcrops driving back the locals.


However damage had been done with the lead troop now carrying casualties


A brave warband charged the barricades - driven back by determined resistance


More cavalry troops rushed to the sound of G troops trumpeter


Over on the far left two troops were pinned down and soon routed by mounted warbands


Falling into disorder the Cavalry minus their mounts awaited their fate.


More Indian warbands sallied forth on to the table


Indians in the rocky outcrops continued to harass the approaching blue jackets


More warbands joined the fray and charged the lead patrols

 

The Cavalry troops were starting to suffer they were becoming isolated from friends and their foes were growing in confidence 



One patrol could now see the beleagured G troop


A second patrol quickly took the gorge and it looked like G troop might survive


With a whoop the Indians massed their warbands and charged the redoubt quickly wiping out G troop and their rescuers


It was at this point wearealised 4 of the six troops were now shaken and with G troop overwhelmed the remnants of the cavalry force had to retire - a victory for the Natives.

Great fun - it played swiftly and the random mechanic for movement of the natives works a treat...

more soon

Thursday, 3 June 2021

A small skirmish at Gold Creek

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


The gamer started with sporadic shooting between the pinned down federal troops and the local tribesmen - as the units were skirmishers and in cover hitting anything especially for the Indians was proving a nightmare



I quickly realised that going toe to toe with the cavalry in a gun duel was only going to end one way - better try a mounted attack. My braves started to use the wide flanks in an attempt to encircle the blue jackets


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.



Despite losing the Indians managed to inflict a few casualties on the blue jackets - hopefully these would add up over time.


With the melee resolving itself in the creek the Cavalry turned their attention to the natives flanking around the sides 


The warbands swiftly slipped through the woods and were ready to charge into the rear of the defending cavalry.



More warbands charged forward on the right flank.



Things were starting to look grim for the dismounted infantry as the the whoops of the native horse came forward quickly.


The Indians readied themselves for an assault on the defenders



They launched the first attack wounding several blue coats but being driven back shaken in the process


Wounded but not defeated the braves taunted the white men from afar.



As the union players (Mark & Alastair) totted up their units they realised that three units were now shaken. Rallying their men became the priority otherwise they would lose.

Could the Indians win?


Another charge was launched into the right flank. Once again the carbines of the US Cavalry drove back the attackers and another warband fled the field.


It was at this point that B troop mounted up and using a follow me order charged after the retreating INdians - routing not one but two units in a desparate charge. 


The US Cavalry won the day ....just


After all the big WOTR games we have been playing recently it was great to play something relatively simple and of course a wonderful opportunity to use my new toys for the first time.

The rules played well. They were extremely frustrating for me as the Indian player but delivered a game that was full of action and suspense.

Take care folks and come back soon

Wednesday, 31 March 2021

The Plain Wars - 28mm part 2

 Good Morning Folks



Finally managed to get round to finishing the US Cavalry for my Plains war project. All the figures shown in the pictures are either from Foundry or Artisan Designs. They are virtually identical size wise.

If you missed the first post in this series head HERE

At the moment I am still deliberating on (and writing my own) ruleset for this period but I envisage both one to one skirmish and company level games. With that in mind and the fact I ended up with a surplus of standard bearers my US cavalry takes to the field in four companies each thirteen men strong . Each company can be fielded both on horse and dismounted.



 


Compared to my Indians (native americans these were a joy to paint) - I even managed to paint in the yellow trouser stripe !



The flags are home made and they are probably too large but they do stand out on the table.




'A' company ready for action




That's it for now - more soon

Wednesday, 24 March 2021

A new project - the Plain Wars in 28mm part1

Good Afternoon Folks

First up I am still alive ;-) ....and better still I have now had my first jab !

I must apologise for the dreadful lack of posts in the last three months. For a variety of reasons (chiefly no gaming) I have not really been motivated to post up on the blog , however that does not mean I have been idle since Christmas. 

From March 29th we will be returning to the historic refights of the War of the Roses games shortly  - from this date six people can mix socially outside. Games will of course be alfresco. 

To keep myself busy I embarked on a new project in January. The decision to start the plains wars project (think Cavalry versus Indians) was perhaps made rather hastily made when I won a surprise bid on ebay for a large amount of foundry Red Indians. With the purchase made I scoured ebay for more figures and eventually I have ended up with over 100 mounted chaps and around 70 foot. These are all predominately Foundry 28mm but there are a few Conquest miniatures thrown in. Simultaneously I have been building the US Cavalry and these will be shared in the next post.

The initial pile of lead below.



Inspiration for uniforms etc drawn from these two excellent books


Horses all mounted on 25x50mm oval bases (Warbases) - ready for priming



Primed with Halfords grey paint


Painted and dipped before varnishing


Riders mounted on sticks...


Block painted before being painted with Army painters strong tone dip


Starting on the foot...



Cavalry take to the field - this is the single largest block of cavalry I have painted for one side. Previously it was my 80+ Norman cavalry - the board for reference is 2ft x 4ft 



Horse bases made up out of hexes - I am working on some homebrew rules and if they work I will share on the blog


Slots for oval bases cut from eva foam - sand and grit added


Painted and flocked


Enough bases made for around 160 figures



Indian riders take to the field on their new movement trays


These chaps look rather fierce



Each movement tray holds hour horses








Foot mounted on 25mm washers - they will eventually be on hex bases as well


A tribal war party





I have also started on some home brew wigwams !!


Come back soon to see the cavalry coming over the hill

All the best and stay safe

Part 2 the US Cavalry can now be found HERE