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.
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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.
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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.
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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