Dux Bellorum Game 31 May 2017

Darius and Attila ran the same army lists as last game two weeks ago.

That is, Darius ran a Saxon army fielding mostly quality troops. This meant the army was small in numbers.

Attila ran a large Romano British army made up of cheap troops, a Saxon ally and one extra command pip.

In the pictures Attila’s army is the closest. All references to left or right flanks are from Attila’s perspective.

Darius was the Defender. As such he selected the terrain. He decided to try something different and set down two Woods in the middle of the playing area.

Darius’ strategy was to wait behind the woods on the left flank and take opportunities to pick off enemy units as they came through. He planned to skirmish on the right.

Attila set up to fight Darius on his own side of the woods. After a while he realised that this would not happen so decided to advance through the woods on the left. To do this he used his ally who had warriors who are not disadvantaged by woods.

Attila decided to try to get around on the extreme right flank.

PICTURES.

Start.Start

This shows the starting positions form Attila’s side.

Left 1.Left 1

Attila is reforming his forces to go through and around the woods on the left.

Right 1 and Right 2.

Shows Attila’s horse trying to get around the right. Darius’ Light Bow are in the woods and move hoping to get some shots on the horse.

Centre 1.

Centre 1

Darius’ manoeuvres to a defensive posture to await the enemy coming through the woods.

Left 2 and Centre 2.

Attila has come through the woods and around the woods on the left and the battle begins. Attila has the advantage in numbers but Darius has the quality.

Right 3.

Right 3

Darius sends in a unit of Noble Riders hoping to destroy or delay the enemy Ordinary Riders.

Right 4, Right 5 and Right 6.

Not Darius’ night again. Attila’s horse destroy the Light Bow in one round and destroy the Noble Riders in the next. Then they can be seen to be galloping around the back of the woods on the right hoping to get into the rear of the enemy in the main battle on the left. They almost got there in time. But not quite.

Left 3, Left 4, Left 5 and Left 6

Show the main battle on the left. Darius inflicts serious damage on Attila’s units but does not destroy any. He is outnumbered and eventually this is his undoing. His army loses enough units and has to take moral tests to continue.

But its only a matter of time and in the end his army breaks.

Sad but true.

It must be said though that Attila had some very lucky early fights that gave him the advantage.

 

Dux Bellorum 17 May 2017

With being unable to attend this weeks gaming it is great to have Andrew W write the blog for this week.

But really Andrew – “Daggmore”?

Unfortunately Daggmore could not make the game today. We missed him.

So it was left to Darius and Attila.

Darius decided to run a Saxon army fielding mostly quality troops. This meant the army was small in numbers.

Attila ran a large Romano British army made up of cheap troops, a Saxon ally and one extra command pip.

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In the picture Attila’s army is the closest. The picture was taken after the first turn.

Unfortunately the 6/1 Demon arose and smite the camera’s battery and thus there is only one picture. The good news is we did not see him again for the rest of the game. The dicing was “normal” (Whatever that is.) – “for you Andrew that is rolling game high 2’s!!!”.

Darius launched his attack with his usual zeal and daring. Unfortunately Darius was a little outnumbered on his left flank. This problem was compounded straight away when Attila’s light foot routed one of his light foot in the first round of shooting.

The fighting on that flank resolved itself into Darius being beaten mainly due to being outnumbered and the staying power of Attila’s shield wall.

In the centre Darius crashed into the Romano British shield wall inflicting lots of damage. But not enough to kill.

The fighting over the next few rounds included many interesting sub battles.

Gradually the Saxon units were routed, mainly because they were outnumbered. This eventually resulted in the demise of the Saxons.

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Denial on Da’ Nile

It was a barmy night when we unloaded our equipment onto the filthy, mosquito ridden docks of Nokando. Here to meet us for the first time, complete with batman, was our brand new commanding officer Major Reginald Frothchild the Third.

The town of Nokando

Born with the proverbial silver spoon, the only military training he had was pushing his toy soldiers around playing that new-fangled game “Little Wars” bought to prominence by the famous author HG Wells.

Why was it always us “Colonials” who had to break in these adventure seeking rich kids who had no knowledge of the local dangers or customs and even less about soldiering?

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Our task was to rid the local town of a small group of bandits who were terrifying the local inhabitants and bringing the dock trade to a standstill. The vast tomb complexes and associated cemeteries were a great source of mummies and naptha essential for the production of the “mummia” powder used in the more fashionable London medical clinics.

Rumour had it that the bandits were being funded by “the Hun” who was trying to deny the Empire of this lucrative if somewhat ineffective commodity.

The trade was to be protected at any cost.

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How were we ever going to succeed when we were being led by Major Reginald Frothchild the Third…………………..and so it began the game was afoot.”

The bandits were being used by Andrew W. and consisted of 3 groups of five unenthusiastic bandits, 2 experienced Lewis gun teams and a veteran German officer.

The Australians consisted of the “green” Major Frothchild, 2 ten man veteran sections, a veteran Vickers Heavy machine gun, the veteran “pommy” medic, Jack Fitzpatrick and his donkey.

The author commanded the “Curse of Nokando” which will be revealed later on.

The F.U.B.A.R. 20th century rules with the casualty supplement were being used with both sides being armed with standard rifles and pistols. The Lewis guns counted as MMG’s and the Vickers as a HMG.

As the town of NoKando was a teeming metropolis the streets were full of civilians, and traders going about their day-to-day business. Special rules were introduced to add complexity to the both players. When shooting at your opponent with civilians in line of sight, any misses had to be rolled as shots against the civilians. The quality difference in the troops meant that the Australians were less likely to miss, but more likely that any misses would result in a civilian casualty whereas the bandits were likely to miss both.

Any civilian casualties were treated as a victory point for the bandits!!! The rationale was that if the bandits inflicted any civilian casualties it just gave them any easy target to rob whereas the “Empire” troops did not want to appear on the front page of the “Times” for “shooting up the natives”.

The Australians won the initiative for the first turn (and for most of the others it should be said) and moved as quickly as possible running across the table. Major Frothchild was sent to interrogate the owners of the local tea house, because unlike the bandits his troops actually fought better without him.

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The only bandits to move were those being led by “Fritz”, and the Lewis gunners who were moving into position to shoot at the advancing Australians. When the Australians took up a position on the roof of a local mosque the bandits opened up. Although not successful they wounded “Sharma the Snake Charmer”. Instantly the earth began to rumble as the “Curse of Nokando” reared up to protect its owner.

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Quickly a message was sent to Major Reginald Frothchild the Third that a trophy befitting his stately manor house was there for the taking. Sprinting towards “the Curse”, pistol in hand, the clumsy Major tripped and fell with the massive cobra rearing and weaving its huge head over the top of him.

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The author rolled for the cobra’s four attacks and with three sixes, each an instant kill in their own right, the Colonials no longer had to worry about the “Major”.

The Colonials returned the fire of the Bandit Lewis gun killing the crew, but to their amazement the “Curse of Nokando” slithered with extreme speed toward them.

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Before they could regain their senses the curse attacked, but being more adept on their feet than the Major they were able to avoid the weaving and lunging head.

The bandits had now moved into the “Old Fort” which provided excellent fields of fire on the advancing Aussies, but several turns shooting from their Lewis gun in the tower and the group on the parapet had no effect.

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Despite realising that it was their shooting that was causing the “Curse of Nokando” to attack the Australians continued shooting at the fort gradually wearing down those on the wall. The “Curse” attacked again this time bringing down another victim.

The bandits decided to charge the Australians moving through the Bazaar with first one unit and then a second, but the brave Aussies held on despite being heavily suppressed.

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A few turns later the hand to hand combat was still going on with the Aussies finally destroying their opponents, but not before the “Curse” brought down two more victims. When “Fritz” fell soon after the bandits were finally destroyed with only a Lewis gun team surviving.

All that was left was to count the cost.

The result was a minor victory to the Bandits with 14 victory points, the “Colonials” on 13 with the “Curse of Nokando” proving the decider with 4 victory points, all from the Australians.

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Another great game that proves the system is robust across a number of periods.

“The dust of Uruzkan” 29 – 30 April 2017.

The weekend’s plan was to have as much Modern  gaming as lack of sleep, bubbly and red wine would allow.

The Friday commenced with a repeat of the Wednesday night F.U.B.A.R. game that ended in the same result.

A mini campaign was organized for the Saturday with the objective to gain “political points” over a series of games to determine the winner. The insurgent, Blake, definitely started on the right foot by bribing the provincial Governor’s wife with chocolate and even having the audacity to try (and succeed I may say) and corrupt the Governor with high class champagne and red wine. The result being a very quick gain in enough political points to achieve victory without a shot being fired.

Despite this, the British had a quick brew (code for more champagne) and tried to claw back enough victory points to at least gain some modicum of respect.

Scenario 1: The Patrol

The Patrol was a simple game where the British had to pass through 3 points on the table to achieve victory. A very aggressive start by the insurgents forced the British to deploy Sergeant Gainsmith forward to “sure up” what was a very precarious position. He fought off two insurgent groups before being medevaced to recover from serious wounds.

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The British were always on the back foot and were forced to retreat leaving their ANA partners to hold the ground over night. With only one area being patrolled by the British the victory points were:

British 1 VP

Insurgents 2 VP

Scenario 2: Interrogate the Locals

With enough civilian groups scattered over the table now was the chance for the British to hit the lead in political points. The insurgents declared their tactics early by shooting at their own townspeople to make them disburse off the table. The tactic back fired when they soon realised that they can only gain political points if the “good guys” (Rule 1 – he who has the blog password writes the history!!!”) failed in their interrogation.

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In between taking the odd pot shot at insurgents the Platoon Sergeant and “Terp” went from group to group. After rolling two ones in a row the “bad guys” (see rule 1) had two more political points to zero. The result could have been far worse as a further roll of 1 for each group would have meant that one of the civilians would have been a suicide bomber and unleashed carnage on the interpreter and any in close proximity.

Finally, the Sergeant who grew up on a farm, was able to obtain some important information from one of the local goat herders.

The damage had now increased with the totals:

British 2 VP

Insurgents 4 VP

Scenario 3: Recover the Scimitar

Alas the scenario was not as romantic as the name conjures in the mind. No trying to recover some long lost weapon of the prophet, because whilst you could argue that it was technically owned by “Big Tony”, you could hardly call the British PM a prophet, although some die-hard supporters might.

After falling way behind in the political war the British were determined to succeed.

With higher morale and the associated initiative, and some aggressive and enlightened patrolling, the Scimitar was only just outside the deployment range of one of the drop-off points. With the hero from Scenario one, Sergeant Gainsmith, now returned to duty things were looking bright for the British.

Sergeant Gainsmith repaired the vehicle in two phases and had it roaring on its way off the battlefield.  Even some hasty RPG shots failed to stop the British from achieving a quick and decisive victory.

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British 4 VP

Insurgents 4 VP

With the game over so quickly the insurgents decide to enable the British to recover from the initial bribery and corruption scandal if they achieved total victory.

I am sure that the Governor’s wife would argue that the corned beef and roast vegetable dinner had already made up for the chocolates, if not the champagne and the red wine.

The Scimitar was allowed to return and the game continued as an encounter battle.

The British patrol phase had allowed them to command the cover of the irrigation ditch, whilst their 82mm mortars were able to bombard targets at will. Insurgent team after insurgent team were destroyed with the battle ending with only the insurgent leader and junior leader left (amazing how these the guys in power always survive).

With both sides remaining on 4 Victory points the weekend was declared a draw and a complete success.

Medevac the wounded – Wednesday 26 of April, 2017

As I was having a Modern Gaming weekend I wanted to start getting organized so a game of modern Fubar was set up for David K and Andrew W to play while I heckled and umpired.

The scenario was an escalating one where the British forces were trying to evacuate 2 wounded from a newly built mosque (see a previous blog). Random forces were being sent to aid in the rescue whilst a rag tag group of insurgents were trying to prevent them.

The early arrival of two “technicals” did not help the British, although a Scimitar did even things up causing damage before suffering an RPG hit.

Instead of evacuating the wounded their number was gradually increasing as members of the rescuing force came under heavy fire.

Even the arrival of a an RAF Reaper UAV with two “hellfire missiles” was unable to turn the tide. A decisive victory to “Insurgent Dave”.

Andrew, if it is any conciliation, I suffered the same fate on Friday night against Blake!!!!

Ahoy me hearties and bilge rats!!

Cor blimey she be my turn to organise a fracas to “blow the man down”.

So you “jack tars” and “lubbers” get ready to “hoist the mainsail” and “splice the main brace” because there is no need to “hang the jib” as she’ll be better than “cracking Jenny’s tea cup” (well maybe not!!).

Be here or be “measured for your chains”. Suitable eye patch and hat required.

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After a very “ship” week I wanted something for our Wednesday gaming that was very, very simple and easy to play.

The rules we used were Pirates of the Spanish Main a “constructible” “whizkids” strategy game. The original game was sold in packs (like football cards) that included a ship and maybe an island, crew or something else and included standard and “special” packs.

We each took a random pre-determined 30 point fleet each.

David K had the Spanish fleet of four small but very fast ships with an explorer.

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Andrew W drew the British fleet with 3 very well armed ships.

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 And David S was the “pirate” with a  fleet of three Buccaneers and a Captain crew card. Yes, that was with a “B”.

The game was the standard treasure game where each player had to explore uninhabited islands for treasure and get it safely back to your home Island.

The standard set-up procedure starts with each player placing islands in turn and then choosing the home island for the player to your left. Three randomly placed treasure tokens (value 1 to 4) were allocated to each uninhabited island.

The games started off very tamely with each player exploring different islands and happily collecting treasure unmolested. Finally enough was enough with David S being the true pirate he was, starting attacking first the British where his ship the Cassandra limped away after receiving a broadside, and boarding from the British and then a ramming from the Spanish.

Revenge, however, was swift as the Sea Nymph who had a Captain token (can move and shoot) quickly dealt with two of the puny Spanish ships.

Meanwhile the British and Pirates were accumulating treasure at will. The pirates were able to ferry their ill-gotten gains back to their home island without any trouble but the British had to sail through seas channels patrolled by both the remaining Spanish and pirate ships.

Little did we know at the time but the British were carrying 17 tokens worth of treasure and the pirates already had 18 back at home. When first one and then the second treasure laden British ship joined Davey Jones the game was over.

We later learned that the treasure is not lost to the depth of the sea but shared equally between the “sinker” and the “sinkee”

This meant that the Spanish received five of the British haul, the Pirates four and the British eight. The final totals being Spanish 6, British 8 and the Pirates 22.

A nice quick fun game. A real pity it is now out of print.

The Art of War or La De La?

I have to say at the outset that although I play to win on the table top I am a strong advocate for anti-competitive and anti-competition styles of gaming (see the other blogs). So it was with somewhat jaundiced eyes that I played my first game of ADLG last night and it bought back all of the good and bad memories of the DBX sets of rules.

The recently produced English version (2015?) is actually version three of the rules and has most of the bugs ironed out. We found the rules are very tightly written and with the reasonable index we were able to answer most rules queries reasonably quickly.

They are a set of rules that are ideal for competitions and the more competitive style of gamer as evidenced by the “explosion” of national and international rankings and competitions in only a few short years. It is also interesting to note that the good players from DBM days are at the top of the rankings again, which says more about the style of game than the players.

Despite this the gaming groups I have attended over the years have all played DBX for years in a non-competitive and friendly manner and were able to divorce this normal style of play and put on our “competition face” when in that environment. If you can say using Eskimos as a Forest Indian army competitive!!!

The pre-game set up is very similar to DBM, and is open to all of the vagaries of that system. My bias is that I prefer pre-set realistic tables rather than a random generated, player tweeked, competition style set-up process. So there – I said it!!

Map drawing is again introduced which seems irrelevant seeing that you are required to have at least one command in each sector and very little advantage can be gained because of this. Deployment in depth has to be done within a command and not by having a reserve command behind another. The result is that a number of legitimate tactics like fighting on a narrower front to utilise interior lines and hit a hinge point are denied.

The Game itself:

With years of DBM experience I was able to pick up most of the concepts very quickly.

Some observations:

  • The game is an element based system with an element equaling a unit;
  • The game relies on both armies having the same base widths;
  • Movement mechanics are similar to DBM;
  • the familiar PIP system exists in a modified form;
  • Units are single DBX sized bases of Cavalry or Light Infantry with other Foot being in 2 or 3 ranks;
  •  Moves are in UD (unit distance) which equates to Base Width like DBMM;
  • Shooting is more effective because of the additional ranges;
  • There is no difference between regular and irregular units;
  • You must have three generals.
  • The rules handle mixed units better than most other systems I have used.

I had a thorough look at the army lists for those armies that I use all the time and also those that I have a strong historical knowledge of.

Most were handled well but there is still the perpetuation of the LMI myth.

I found the limits on some troop types restrictive but workable, especially seeing you are trying to represent an army with 20 to 30 elements.

The Peltast style units seems to be done well treating them as javelin men or light infantry javelin men.

Things I don’t like:

It is still a game of millimetres and while the ability to “slide” overcomes many DBX issues lining up for combat is still an issue. I have to say the Dan Mersey systems handle this in a far superior manner.

The pre-game set-up is arbitrary, open to competition rorting and a waste of time – almost a game within a game.

I still had the capacity to “react” to enemy plans too easily and the dreaded 6 – 1 dice roll is still there.

For a more comprehensive review see:

http://www.madaxeman.com/L_Art_de_la_Guerre_page.ph

Andrew and David S played the game with a Ghaznavid and Early Archaemenid Persian army respectively. The Persian wings consisted of Persian cavalry and Skythian light cavalry on the right, Iranian infantry and Immortals in the centre, and a Greek hoplite ally on the left. The “Ghazis” had a cavalry right, an infantry and elephant centre, and a spear armed infantry left.

The armies were causing gradual attrition on each other until one devastating turn in which the Persians destroyed a number of units. The end game had that particular DBX feel where you were trying to pick off vulnerable elements to achieve victory.

Will I use them again, probably as other group members like them and it will give me a chance to dust off armies I haven’t used for a while. Will they become my major rule set for ancient war gaming?  Definitely not.

The trials of Sergeant Aitkin (or should that be aching) 29 March 2017

Well it was time for another of those damned patrols in the green zone. Insurgent  forces were known to have infiltrated as far as the major irrigation canal through the normal patrol zone and were causing problems for the locals.

Both Dave’s were up for another game of modern Fubar this time using the optional morale and ISAF casualty rules they had just discovered.

Dave K had his usual insurgents with 2 only 6 man green units with RPG and a veteran unit also with RPG. These were lead by a veteran tribal leader.

Dave S had a British force led by Sergeant Aitkin a veteran of twenty years and two squads of 4 veterans armed with a variety of weapons.

As normal the patrol began with Dave K’s insurgents charging forward and the British of David S advancing cautiously trying to position one section on a hill that would provide flanking fire. Suddenly as they rounded a bend in the irrigation ditch both forces ran into each other. With the Desert Hawk airborne providing positive identification (PID), Sergeant Aitkin quickly seized the initiative and the insurgents were quickly in trouble as Alpha squad rained a torrent of fire  down on them.

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When the dust settled no insurgents were left standing.

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Alpha squad moved in position to direct suppressing fire on the insurgent veterans on the hill while Bravo squad failed to activate for the third turn in a row. Massed fire from two insurgent squads caused a hit on one of Alpha squad which Aitkin diagnosed as a T2 (rolled a 3  with a plus one for diagnosis in the field without a medic) requiring medical evacuation (Medevac) as soon as possible.

20170329_204822 Aitkin held their current position while Alpha squad escorted their wounded comrade back to the Medevac area (rear centre of the table).

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Bravo squad finally earned their pay with devastating fire on the insurgents on the rocky outcrop leaving only a single survivor.

With Alpha squad temporarily out of action and Sergeant Aitkin out on a limb the situation was in the balance. David K, seeing his chance, charged Aitkin with his leader and Veteran squad.

Whilst crossing the open ground Bravo Squad was able to bring down the insurgent leader.

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Despite this the veterans continued the charge and leapt into the irrigation canal.

Bravo squad moved to reinforce Aitkin, who brought two insurgents down before they reached him, and another in close combat before he fell.

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Bravo squad could finally draw a line of fire on the insurgents who were about to dispatch Aitkin. The Bravo squad marksman (DMR) fired two shots and Aitkin was safe.

This was enough to break the morale of the two surviving insurgents who ran to fight another day.

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When the Bravo squad finally reached Aitkin they found him dazed, but otherwise AOK (rolled a one on the casualty table!).

With his head aching from the graze on his forehead Aitkin lead Bravo squad back to the Medevac area where they were informed that their colleague had been wrongly diagnosed as a T2 and would be back to the unit in a couple of days (rolled a three with a medic present = “return to combat”).

Although the patrol was a complete success the result was so close to being FUBAR!!!

Kufra campaign continues….

North African Campaign Map2

The Kufra campaign had stalled due severe desert storms and heat (code for we had a myriad of other games we wanted to play).

The campaign was a simple Chain of Command ladder campaign with the results of each battle determining the scenario for the next game.

The Italian army had been gradually falling back with little causalities over the last few skirmishes but were now caught unprepared in the Djebel Uweinat mountains.

Storming the Beaches in July Campaign Map

Both sides were carrying a few causalities into the battle but were nevertheless virtually complete platoons.

In this scenario, a somewhat disordered Italian force is attempting to blunt the advance of a stronger attacker. This scenario was played across the table length ways. The Italians were supplemented by two flamethrower teams and the Australians with a MkVI Vickers tank and an Recce Section of two Universal Carriers.

The patrol phase had allowed the Australians to outflank the Italian left and also to have sweeping fields of fire from within their deployment zone.

The game began cautiously with the Australians trying to out maneuver the central Italian position in the wheat field. The weight of fire was beginning to tell on the Italians as the amount of shock on each unit was mounting up. The Recce section moved their Universal carriers into position to outflank the Italians when the unthinkable happened………

A flamethrower appeared right in front of one of the carriers which was instantly engulfed in flames and destroyed. The second carrier, determined to seek revenge opened fire on the flamethrower and for good measure charged over the top of it and continued into the adjacent section. As the Italians had absorbed so much shock they were unable to get out of the way and were promptly ridden down by the tracked vehicle.

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With the two machine gun sections and their leader destroyed the battle was over. Losses were extremely high for the Italians with only nineteen of the original thirty nine being available for the next battle.

The Australians were in a much better position  with thirty three of the thirty six who began the campaign available for the fight for the Sarra Oasis.

Wargaming – One Little, Two Little, Three Little Indians.

Readers should be warned that this blog is NOT politically correct, and those who might be offended should read Noddy……….oops cannot do that either can we (those who are “ear challenged” might be offended. Oh yes and by golly, isn’t there that naughty boy in stripped clothes?).

Well is was good to dust-off my 28mm French and Indian Wars figures which have not been used in a long time. We always use Musket and Tomahawks rules which give a good simple game.

The scenario was a French settlement that was being overrun by Indian tribes led by “Running Bear” and “Kaw Lija”, their hope was that they could overturn their biased history that had been  immortalized in song by those (horrible???) bards Johnny Preston and Hank Williams.

Table Layout

“Running Bear’s”  Indian Tribe

“Kaw Liga’s” Indian Tribe

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The French Settlement Inhabitants

The Scenario objective was to determine which player David S, David K or Andrew, could achieve the most “little Indian” points. Each player would in turn play the French settlers to see how many points could be scored. Points were awarded as follows:

  • 5 points for killing or routing an Indian chief;
  • 1 point for killing or routing a “little Indian”, and
  • 1 point for achieving a sub plot as the Indian player.

To the normal unit initiative deck was added one event card and the two morale cards to ensure three quick games.

The French player was required to set up first  anywhere within the settlement. The figures could be made up in units  as the player saw fit but must be between 4 and eight figures.

The standard Indian Nations and Civilians lists were used, but with all Indians being “bloodthirsty”.

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“On the Banks of the River stood Running bear….”

Indians over-running the settlement  – three times!!!

All three French settlements were burnt to the ground in quick time with very little casualties inflicted in return.

In the end the scores were:

Andrew – “one little Indian boy” (completed sub plot as an Indian).

David K – “one little, two little, three little Indian boys”(3 Indian casualties)

David S – “one little, two little, three little Indians,  four little, five little, six little Indians, seven little, eight little, nine little Indian boys (some really lucky long ranged shots and a unit of six that routed off the table after a succession of bad morale checks).

Primary source document:

https://www.youtube.com/watch?v=-KXqYHKdA94

A great “Muskets” game with a fun twist that was very suitable for mid-week gaming.