My style of seesaw battle with a cliffhanger finish.
(PS click once on the pictures to see a larger version, twice for the close up view)
PPS Somehow one of the pictures disappeared. My belated attempt to remove the blank photo while keeping the text, completely f***ed up this post and I've had to go into the clumsy html to fix it but the intense fight between me and the computer, which tried to fix my fixes, have made more of a hash. Oh well! 18 Mar 25 )
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The Marines, unable to hit the side of a battalion at long range, advanced with bayonets fixed. |
The Marines managed to force the French infantry back, but had to halt, hold fire and wheel one flank to counter the approach of the French cavalry. The Hussars were on the edge of breaking if the French skirmishers could get one more hit, but with the Highlanders starting to tear down the barricade and the French Dragoons moving (slowly!) to threaten the already tattered Marines, it was all or nothing now.
"Bugler! Sound Charge!!"
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Long Live The King!! |
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The Black Watch rallied well, the artillery and riflemen worked on the small garrison and reinforcements on both side moved forward. |
At last I have managed to take the 2 sets of rules that I started writing 30 years ago, merge and adjust them in light of my experiences and current preferences, skipping over the explanations, and have a shared Quick Reference sheet with minimal serious changes AND have finished a solo game which went very well with a close ending. The QRS is available here: With MacDuff To The Frontier QRS 2024.
(A full set with explanations, etc, might follow if I live long enough.)
Now, back in the day when I first wrote these rules, we used them with 25mm Colonials, Brits in Afghanistan, Zululand and the Sudan, but I was soon experimenting with a F&IW/AWi/War of 1812 small actions version, initially for 54mm, then for 40mm once Rob Dean got me hooked on homecast 40mm's. The games were played on 6'x8-10' tables, usually lasting 4-6 hours, with anywhere from 2-6 players. Later, convention games with up to 8 players and a strict time limit added their own complications, but with two active GM's, they worked. It wasn't really my intent to have 2 different versions of the rules, or to submit them for publication. It was back in the day of dial up modems, monochrome screens, and e-bulletin boards, and as part of a discussion on writing your own rules I posted a copy of the F&IW version I was working on as an example. I was surprised to get a message from Dick Bryant asking if he could publish them in the Courier but didn't object and sent him the more developed Colonial version. Well, he published both and here we are!