Saturday, May 26, 2012

More from the Rajah of Djalhi

These are Foundry figures. The two servants of the Rajah in the blue turbans came with the elephant previously posted. The sepoy is Mungo Gin, formerly regimental bhisti and a first-class fighting man (now I just need to find the rest of the sepoys, and maybe some sergeants three! ha ha.)

Wednesday, May 2, 2012

Of Mountains and Pachyderms

I managed to finish up some things that have been sitting on my painting desk for weeks. First is another profile mountain. This was intended as a mountain gateway for my dwarves, but after completing it I decided I should've left the middle mountain without a hole so I could use the piece as is as plain mountains, and could also add a freestanding piece as a closed door or an open one. I don't really need the actual hole.

Standing in front of the mountain is Ellie the elephant.

And finally, from Bossanova, the Poltroons. These are light cavalry, commanded by Captain Scramski.

You know the drill, click to make pictures bigger.

Sunday, April 29, 2012

All Quiet. Yeah, Too Quiet.

My apologies for the lack of posts (over 2 months!). I've been busy with so-called "real life", work, travel, etc. Nothing bad and much of it good, but it often leaves me too exhausted to do much with gaming-related hobby stuff the times I'm at home. Hopefully things will slack off a bit soon! Still, I have been making some slow progress on painting miniatures (but probably have too many different ones on the go) and some new terrain pieces. Hopefully I can get some things finished up before May has come and gone!
In the meantime, I'm still alive and kicking.
I recently watched a movie titled either Northwest Frontier or Flames Over India (seems like both titles were showing at different times in my netflix instant queue). It's a good movie and seems like a good source of inspiration for a NW Frontier/India game. The main stars include Kenneth More, Lauren Bacall, Wilfrid Hyde-White, Herbert Lom, among others. The basic premise is an old run-down train is recruited to try to whisk away a small group of people from a besieged Indian town garrisoned by British forces.
I also watched a lesser B movie called Khyber Patrol (with Raymond Burr as an Afghan soldier, which was something to see. He was actually quite good. The movie itself was fine if you take it as it is.). This movie could also provide some inspiration for Colonial games.

Sunday, February 19, 2012

Symbolic?

A megatherium or giant sloth, for "lost lands" types of games.

Saturday, January 7, 2012

Something Cunning This Way Comes

Ah, just a little fox (from Foundry, I believe).

And some more Pathans, from Old Glory.

Friday, December 30, 2011

Song of Lace and Tricornes

Actually, Songs of Drums and Shakos. I used those rules from Ganesha Games for a quick little raid (quicker than I expected!). The rules are designed for Napoleonic skirmishes, but I figured at the skirmish level there wouldn't be enough difference between the earlier tricorne era and the Napoleonic era to worry about.

The situation was a corral of cattle being guarded by the Batrachians (using French stats of course), with the Soweiter forces on a foraging mission/raid. This takes place at dusk so visibility is limited. The scenario is taken from the rules. Here is the initial setup:
The Batrachian forces include Captain le Blanc, Sergeant Gaston and 6 line infantrymen inside the tent, 3 more infantry patrolling just inside the hedge (fence) around the tent, another pacing back and forth at the gate to that area, and 2 more standing at the gate to the stonewalled corral.

The Soweiter forces include Captain MacDonall of the Gunderland Highlanders and 6 Highlander infantry (using the Highlander stats, imagine that), and 1 light infantryman from Ballyfoole. Captain MacDonall sent the light infantryman to the south of the road to infiltrate through the woods and try to take out or at least distract the 2 sentries at the corral. Meanwhile the Captain and his squad of Highlanders approached through the woods north of the road to attack the main camp of Batrachians.

In these rules you roll dice to activate figures, leaders like the Captains, can order a group if the leader makes his activation roll. You can choose to roll 1, 2, or 3 dice and 2 failures on a roll of the dice means the action switches over to the other side. This scenario had some special rules that certainly affected the final outcome of this game.

As it turned out the Batrachians moved first, but under the scenario rules that only meant the sentries moving, circling the tent or pacing in front of the gate. Next, Captain MacDonall ordered the Highlanders to move up to the edge of the woods, and the light infantryman also moved through the woods to the south and up to the lone tree. About as close as he could get to the sentries by the corral without being seen.
The sentries continue pacing back and forth and around. Suddenly shots ring out all around! The Highlanders kill one of the 2 sentries closest to them, while the other sentry falls to the ground (diving for cover no doubt).

The light infantryman is still getting set up (failed his activation roll so play passes to the Batrachians).
The Batrachian officer, Captain le Blanc, reacts to the gunfire and tries to rouse his men, but they are slow to act (they failed their activation roll).
The Highlanders reload their muskets. Meanwhile, the light infantryman takes an aimed shot at the closer of the 2 sentries at the corral gate. The sentry dives for cover.
Captain le Blanc and Sergeant Gaston come out of the tent, but the rest of the men fail to followup (failed roll).
Captain MacDonall orders his men to fire a volley at the Batrachian officers, killing Captain le Blanc. Sergeant Gaston's nerves fail him (fails his morale throw) and the Batrachians surrender. The Soweiter forces will have some beef to drive back to their unit tonight.


Like I said, this game played very quickly, due to the scenario rules that specified if the defender's leader was killed and the NCO failed his morale roll it was all over. The other possibility would have been the NCO passed his morale roll, at which point he would be considered the leader with attendant abilities and bonuses to the troops. Then each of the defenders would have to roll for morale. The NCO could've then called on any of the infantry who passed their morale, and would have stood a decent chance against the Highlanders, I think. Sometimes things just go well for one side or badly for the other.
In spite of that, the Song of ... seem like a good fun set of rules for small skirmish and man to man (or other creatures) actions. I bought the "bundle" quite a while ago, including mostly the fantasy stuff, but this was the first time I got around to trying any of them. I think they will be good for "quickies", especially if I play enough to get the rules "down".

Sunday, December 25, 2011

The Battle of Hill Valley (or, a Pithy Tale)

As I mentioned in my previous post this is a battle on the North-by-Northwest Frontier I played out with the Pith Helmet rules. One interesting thing about these rules, especially for a solo player, is the reaction system where units react to being fired on, having enemy units approach within a certain distance, or upon being charged. Sometimes these reactions can work to your favor, Other times they can get in the way of your plans. Also, casualties are not necessarily gone. I highly recommend reading the reports on the Kelroy Was Here blog and also downloading the rules and the accompanying files which include a battle report by the rules author.

The situation I laid out was a patrol comprised of the Grand Thidwick 1st and 2nd regiments, a unit of Gunderland Highlanders, all with 6 figures including 1 leader and 1 NCO, and using the British stats in the rules. Along with them were a unit of Djahli natives, 'the Mongoose regiment", using the Punjabi stats. They were up against a number of hill tribesmen using the Pathan stats.

I set up some terrain on my table (40 inches square), and placed a die at each terrain element to represent potential forces. When the force was encountered by the patrol, which I decided would mean getting within the range that would cause a reaction test, or If it looked like it was a good time to activate any unit, I would roll 1d6 and place one of the units (randomly determined from several possible units I had set aside) on the table. In the meantime they would still get Action Points as described in the rules and could act if need be.

Here is the valley as the first two units of the patrol, Grand Thidwick 1 and the Mongooses approach along a dirt road.

Turn 1.
As they approach both the patrol and the Pathans react hastily to events (1 unit on each side can use 1 action point - the die next to each unit shows the number of action points they have. I turned the die to 6 when the unit was out of action points - in future games I might try some other sort of markers that don't look so out of place). Luckily for the patrol there were no tribesmen in the first set of hills to their right, but there was a group in the woods and rocks to the left. 6 figures, half with rifles and half with swords and shields. These came charging out towards the column.
The charging tribesmen move in closer and fire at the Grand Thidwick unit, but no one is hit. The Grand Thidwick unit reacts by changing formation into line to face the tribesmen. They then fire off a volley at the tribesmen, inflicting no casualties but still cause them to become shaken. Meanwhile the Mongooses move up and I bring on Grand Thidwick 2.
At this point I decided to bring out all of the native units as that would allow many of them to start participating in the battle. So a unit of 6 rifles and 2 sword and shields armed tribesmen run down off the little outcropping with a lone pine tree and head towards the column. 4 cavalry, half with rifles and half with sword and shield, emerge from the rocks and trees just past the little outcropping. They ride fast towards the column (I moved them 2 moves). On the far hills on the upper left 6 natives with rifles, 1 with a pistol, and 2 with sword and shield pop up, but hold their position for now. And yet another group, with 5 rifles and 1 spear appear in the woods to the upper right. These also hold their position. That's the lot.The Mongooses and Grand Thidwick 2 fire at the first group of natives, inflicting 3 casualties, including the "NCO". The natives' reaction is to hold their ground.

Next, Grand Thidwick 1 also fires at the first group of natives, inflicting 2 more casualties. The Highlanders are brought on board.
2 of the natives are dead, 3 more return to the unit.


Turn 2.
The native cavalry fire at Grand Thidwick1, scoring 1 hit. Grand Thidwick 1 reacts by changing formation to face the cavalry. The native cavalry fire again, scoring 2 hits including the NCO. Grand Thidwick reacts by firing back but score no hits. The Mongooses fire at the second native infantry group as it approaches and score a hit. The natives retreat 6 inches and are shaken. The Mongooses then move up to support Grand Thidwick 1 and fire at the native cavalry, scoring no hits. The cavalry fire back, also missing.

The Highlanders move up, change into line formation and fire at the first group of natives, scoring 1 hit. The natives hold.
Grand Thidwick 2 fire at the first group of natives, scoring 2 hits including the "NCO". The natives fall back 4 inches. Grand Thidwick 2 move forward and fire at the natives again, scoring 1 more hit. All of the natives from this first group are now out of commission (in the "Rally Zone").
The Mongooses fire at the native cavalry again, scoring another hit, this time on the unit's "NCO". The cavalry retreat 4.5 inches and are shaken.
The native group in the far hill, seeing many of their brethren in trouble, decide to move down off the hill and run towards the fighting (4 moves, bringing them close to the fighting very quickly). The Highlanders and Mongooses move up in line to support Grand Thidwick 1.

Now we see what happens to the various casualties. The leader and "NCO" from the first group of natives die and the 2 remaining troops rout. The one casualty from the second group of natives dies. The casualty from the native cavalry returns to his unit. All of the casualties from Grand Thidwick 1 return. The few remaining figures in the first group of natives rally. The second group of natives and the native cavalry also rally.

Turn 3.
The native cavalry move farther down the road and the second group of natives also move in closer. The Mongooses fire at the cavalry, scoring 2 hits, but this only seems to infuriate the cavalry who react by advancing towards the Mongooses. Grand Thidwick 1 also fires at the cavalry, scoring another hit, but the cavalry hold. Grand Thidwick 1 then fires at the second group of natives, scoring 2 hits. The natives hold. The Highlanders fire at the second group of natives also and score another hit. The natives still hold. Then Grand Thidwick 1 fires at the natives yet again, scoring one more hit. The second group of natives moves forward and fires at Grand Thidwick 1, but they seem to be a bit rattled and score no hits. Grand Thidwick hold. The third group of natives, from the hills, quickly move in and fire at Grand Thidwick 1, but also score no hits. Grand Thidwick 1 fires at the third group of natives and scores 1 hit.
The Mongooses fire at the cavalry, scoring 1 hit, which puts them all out of commission (in the "Rally Zone). Then a couple of rounds of firing by the Highlanders and the third group of natives has no effect.
Grand Thidwick 2 fires at the second group of natives, scoring 1 hit, and the natives are now shaken.
At this point all of the native units had used up their Action Points, but the Soweiter forces had points left to use, so I just let them act. This involved a flurry of volleys all along the line, resulting in casualties in all of the remaining native units and all of them becoming shaken (except for the 1 unit still in the woods farther up the road)
Settling up the score, sees the casualties in the first group of natives recover, 4 dead in the second group and 2 returns, 1 dead in the third group, 1 cavalry captured and 1 joining in with the third group of natives and 2 more routing up the valley.


Turn 4.
The Mongooses fire at the third group of natives, scoring 1 hit. The natives become shaken and run away. The second group of natives decide to head the the rocky area below the far hills. Meanwhile the natives in the woods decide to join the fighting, so they move down the road, firing twice at the Mongooses, but scoring no hits and the Mongooses hold their ground. Then the Mongooses return fire at these natives, scoring 2 hits. Grand Thidwick also fire at the same group of natives, scoring 2 more hits. The natives return fire, scoring 1 hit on Grand Thidwick 1.

At this point I decided to "call the game". The natives are pretty chewed up, while the Soweiter forces are doing quite well. It doesn't seem likely that the natives can prevail.

This was a fun game, although I may have to give the natives more forces next time! As it happens the recovery phase seems to favor more non-native forces returning to battle, so the natives tend to get whittled down. Or maybe the Colonial forces got lucky this time. Over all, with note-taking and picture-taking (which I forgot to do at points in the "heat of the action"), I played this out over the course of 3.5 to 4 hours in 2 evenings. I confess the format of the rules was a bit off-putting for me, so I reformatted them to better fit my taste (and my eyes, which means a larger font size!), which resulted in 6 pages including the various tables. Still, it's a very concise set of rules, with some interesting mechanisms that make for a somewhat unpredictable game, especially the reactions to events and the casualty recovery and the Action Points and activation systems, great for solo play. And it seemed to work well on my small table and few figures with only minimal adjustments (really all I did was halve all distances, but not casualties or anything else).