Showing posts with label Brethren of Coast. Show all posts
Showing posts with label Brethren of Coast. Show all posts

Monday, April 25, 2022

Sar'nt-major! Get These Men Formed Up!

I'm Done! Tomorrow is a 'me' day. It could be a good day to get back to poking at the table with a paintbrush but I'm keen to try the table out. While trying to tidy up at least some of the mess and clutter at the same time I rearranged furniture and table, I was reminded that I had one collection that was in limbo, waiting for a decision as to whether they would stay active or be pensioned off.     

The troops are once again shuffled to conform to new rules and a new organization. 

In theory, they should be disposed of as not fitting the 'Grand Plan', and seeing little action in the last few years but.......they've earned their spot over the last 2 decades. 

Scenario 15 Battle Report from "Playing through the Scenarios for All Ages (The Red Book)"

They are on the blog header, are in 9 issues of the Noodle, including some of the best issues, featured in many of the games in the "Playing through the Scenarios for All Ages (The Red Book)" and have been getting out at least once a year, most years anyway. 

Hunting down a Pirate Lair by Air (Balloon Borne landing), Land and Sea.
 (Early Edition, Full Battle Report)

More than that, they are also close to my heart and were my first glossy toy soldier style figures, so, they will stay and will have the honour of "First to the fray" on the new table top. They just need to be reorganized and tidied up a bit then a scenario designed or picked.

Their last game as reported in the Newport Noodle in January 2021.

Stay tuned!

Friday, January 29, 2021

Early Edition: Fierce Fighting in the Kapelle.

 Reports have been received of resistance to the Faraway Trading Company's expedition to establish an inland trading post in the Kapelle District.



Details in the Sunday morning papers.

Thursday, January 28, 2021

Wide Open Plains

 After last year's bloody battle on the Kyuquoit frontier (See The Newport Noodle Report <link>), the FTC decided to pull back and consolidate its position in the Kapelle. Finally, in January of the following year, they sent a small expedition to establish a border post. As the cavalry scouting ahead of the column passed through the defile between a cliff and some jungle, shots rang out!  

Leaving the enemy sharpshooters to the infantry, the Lancers spurred ahead, into the wide open plains surrounding the village.

The table is set, the first 2 turns have been played so that I could show some Redcoats on table, and all is set for the game to resume on Friday or Saturday.  (Yes, its another go at the OHW Late Arrival Scenario.)  



Tuesday, January 26, 2021

Return to Kapelle

 "Milord, I have a clever plan".  

So, there I was, part way through reorganizing my 1812 armies into their original 8 figure companies, gluing them on to 3" wide bases and thinking about a small scenario, when it struck me that I wasn't really in the mood for the War of 1812, what I wanted was to have a not very serious bungle in the jungle. 

So, since a bunch of the Colonial units had already been sorted back into their proper units, and there were still some of the 1812 bases waiting for figures,.....

Almost enough for a One Hour scenario with two bases/units per scenario unit.


There's a little bit more work to do, and I need to pick or design a scenario, but I should have a game on by Thursday.



Monday, January 25, 2021

The War of 1812 and Hexes

 This weekend I took a bit of time to look at my options for fitting my 1812 and 1840's figures to the hex grid and do some experimenting.


Eventually I decided that I want to stick with one base units (essentially a Wing or 1/2 Battalion or a Squadron) but that they need to fill a hex. So.......the infantry are reforming back into their original 8 figure MacDuff companies. This is why they were on temporary bases, I wasn't quite convinced it was right.

As a side bar, I also decided that I have no more interest in reworking my 1840's Colonial troops into War of 1812 figures than I have in building a large native army to fight them. So the campaigns against the Black Fox with his pirates and allies will continue after all. Might even build myself a new Adobe fort and town to fit the 40's.

Sunday, May 17, 2020

Where this came from and where its going


A few years ago, when I decided to trim my collection of toy soldiers again (still chasing the dream of having room to store/display and play with all of my "keepers" without duplication of period and game style), I hit one snag. The 40mm, 1840/50's British forces that I had initially created for campaigns in India didn't have an enemy and I had no idea when I was going to find/make one or an equivalent without duplicating my 54's. However, one has only to look at my blog header to see why I didn't want to let them go. Then the Great War bicentennial arrived and I decided that required my attention.
The Queen's troops  storming a Brethren of the Coast stronghold in  2009 during my play through of Scenarios for All Ages,

Now that "my" Great War is done and gone, and some of the Scruby Colonials, the figures that converted my to the shiny toy soldier look (See  Dick Larsen's Enfilade game) are available again, its time to get back to the planned Northern Atlantica Colonial campaign. 

I want it to be compatible with my 40mm War of 1812 as there are a number of units that  can do double duty when I'm in Toy Soldier mode and short a unit. (See "The Fox is in the Henns").


The last game, "The Fox is in the Henns"April 2017

I also want to go back to the look of the early days of these armies (see Blog Header) and of the last big Faraway vs the Brethren game before the Great War came to dominate things. However, I'm planning to stick with small quick games apart from special events so I am not planning the larger armies for this setting that I once dreamt about building.
Air and Sea expedition against the Brethren April 2017. Photo courtesy of The Newport Noodle

So here's what I expect to have available for a One Hour game sometime this week:

Faraway Trading Company
Brigadier Stonefort (Royal Army officer on Loan)
    Faraway Trading Company Troops:        Larsen's Lancers
        FTC Rocket Battery
        FTCM Landing Party (Heavy Gun
        Ross's Rifles
        (1st Kapelle Sepoys - not available)

Royal Faraway Army Brigade:
    The Buffs
    The Green Tigers
    The Royal Fusiliers
    Victoria Rifles

Royal Kyuqoit Army

General: ??
Household Lancers
Royal Grenadiers

Freedom Brigade (Foreign Volunteers )
1st Battalion
2nd Battalion
Brethren 
Mountain Battery

Provincial Forces
Local Scouts
Riders
2 x Local warriors 

Faraway forces currently  available for this campaign.

Tuesday, April 3, 2018

SPECIAL EDITION: THE FOX IS IN THE HENNS


Report on the  Expedition to Greater Henn Island

During the two years that followed the Air, Land and Sea Expedition up the Neverwaussie River, the North-East of Atlantica had been very quiet and coastal trade had flourished. Recently, however, there had been increasing reports of criminal attacks on shipping and coastal settlements in the area and Her Majesty ordered her government to deal with the matter.  Intelligence  reports indicated that an abandoned town on Greater Henn Island had been reoccupied and was being used as a base for the Brethren of the Coast. An expedition was hastily assembled and dispatched by sea.
The Brethren  lurking in ambush in a patch of jungle.
By the time our force of 6 battalions of infantry including 2 companies of light infantry, 2 companies of Victoria Rifles, a Naval 18 pounder and the Faraway Trading Company Rocket Battery had landed, the morning was well advanced.

Having scouted the enemy positions which appeared  to consist primarily of an earth and wood redoubt on a low hill,  General Turner sent Brigadier Stoneforte with the Rifles, Green Tigers and Buffs across a ford on our left while  Brigadier Spye with two battalions of the Brooklyn Fusiliers was to cross a bridge near the ruined town. The Naval artillery and Rocket battery were to deploy in the middle and pound the redoubt to rubble. The Royal Fusiliers formed our reserve.

A balloon's eye view of the battlefield.
As the Fusiliers approached the abandoned town they were met by a deadly volley of musketry. It soon became clear that the Brethren had allies! The presence of White coated regulars pointed to support from the neighbouring Kingdom of Kyuquat but even more alarming was the presence of a body of determined men in a ragtag assortment of Oberhilsian uniforms.

Our first attack was repulsed but the men rallied handily and the bridge was soon taken. A gruelling street fight followed and it took most of the day to clear the town and move forward to assault the redoubt.

On our left flank, the Rifles pressed forward to engage enemy snipers in a patch of jungle while the main columns marched rapidly to assail the redoubt.  Suddenly a band of ragged pirates armed with cutlasses, axes and clubs burst out of the jungle  onto the flank of the lead column. Taken by surprise the Tigers broke and ran, a sight even more surprising than the appearance of the enemy. They bolted back through the Buffs and swept them away as well. 
In the foreground, street fighting rages but in the distance the red columns have skirted the wood and are approaching the redoubt.
With their usual elan, the Rocket Troop galloped forward and deployed. Soon rockets were wooshing up into the air making a tremendous display of modern warfare as their smoke trails wove intricate patterns in the sky. The answering roar from the redoubt showed that the enemy had dismounted some of their heaviest naval guns to arm the redoubt and they knew the range! It seems they also had a furnance and a red hot shot landing square on an ammunition cart caused a huge explosion. The surviving members of the rocket battery were obliged to fall back until a new supply of rockets could be landed. The Naval gunners dragged their guns forward and took up the duel. They were alone and in the open but they knew their business and soon silenced the pirate battery. 
The final assault
At last, the town and jungle had been cleared, the Buffs and Tigers rallied and all was ready for the final assault. A bugle rang out and from both flanks our soldiers rushed forward with a cheer, bayonets gleaming as the last rays of the setting sun hit them.

The last handful of Oberhilse volunteers put up a tough fight but they were too few and soon swept aside. The main body of Brethren fought fiercely but even they started to waver but that old Black Fox  was there and held them to their work. Our men had to fall back briefly and when they renewed the assault, the enemy had gone. 

Darkness comes fast in these parts once the sun drops below the horizon and to chase these devils into the jungle in the dark is madness.  We'll probably never know why they stood to meet us or why they fought so hard to hold us there. Was this only a rearguard to cover the evacuation of stores and treasure? or perhaps to give a larger allied force time to manoeuvre?

In any event, we collected our dead and wounded and retired to the fleet while we tried to convince ourselves that this was a victory because we had eventually taken the ground and driven them off. In truth though, it felt more like they had left of their own free will when their job was done. 

Thursday, August 3, 2017

While I wasn't blogging

Its summer! The weather is beautiful and the Toodoo list long, from lawn and garden to keeping SWMBO company on our grassy patio equivalent from time to time. All this has reduced but not entirely replaced my hobby and blogging time.

In Kyuquat (see map), a scratch force musters to oppose an impending invasion by the Red Queen. Brethren of the Coast allies provide 4 stands of skirmishers, 4 stands of massed infantry and a battery  under the Black Fox. Foreign Volunteers provide a full 4 stand regiment of infantry plus a mountain gun (most still wearing various old Oberhilse uniforms...that's gonna be an issue I think).  Finally there is a wing of actual Kyuquat Infantry. Its not much but it will have to do for now.
(Hexes? What hexes?, You mean these old things? )

Reduced time means choices so I chose to spend my hobby time on the wee troops rather than blogging. In particular I chose to paint, refurbish, reorganize, and rebase in preparation for the opening shots of the rapidly approaching 1st Farawayo-Kyuquat War.

The right wing of the Wolf Regiment still in training.
Stay tuned.

Saturday, July 29, 2017

Return to Atlantica

Serendipity!

I finally have the last piece of the puzzle that is my Plan sorted out.

Kyuquat Wolf Brothers Regiment in training.
I finished painting my Rosmark Provincials this morning. Just need to finish the bases and design a flag. With the baseless lads lined up shoulder to shoulder on my gaming table I was once more bemoaning my current lack of any reasonable, all arms, 40mm, horse and musket, force of reasonably sized but compact battalions for teasers and the like. While doing so, I opened the drawer full of Lost Bases to get..something, anyway I noticed a stack of removed bases and hauled them out to see just how many there are and if I could think of something to do with them.

The 45mmX45mm bases will nicely hold 6 of the Prince August figures and three such will fit in a 6" grid square, but more importantly, if deployed with reserves in a second line I could field up to 12 such battalions on my current table plus cavalry and artillery in proportion. The new Provincials gallantly stepped onto the bases to prove that six will fit comfortably but they are pledged to be singles on a wider base.

Glancing up at my shelves I noticed the ragged horde of half-pay Faraway troops.  Troops that I want back in action once I figure out what that action should look like in a world of no duplication. Then I looked at the bases and remembered that they originally held 6 of the Faraway and Oberhilse figures organized into 3 stand battalions. I also remembered that I had disbanded the 1840's Oberhilse troops and slotted many of them into the early 20th C collection. Then I remembered my plans for a Colonial-ish Faraway game once I figured out what it would look like. AH!

I even had a few castings on my desk to start the regular portion of the Kyuquat army. AHHA! This had been going to be  my Not Quite  the Mex-Am/Sikh or Indian Mutiny War but had stalled, partly to work on other things but also because I had wondered whether it should be a "normal" OS battle game or should be a semi-skirmish game. I have the skirmish game now, as part of the NQSYW so it can proceed to be my 40mm conventional OS Battle wargame that fits on my table, as originally envisaged.

This sort of thing. A cobbled together rules test from 2015.


I have enough "ready to play" Redcoats  for now so the focus will be on sorting out the native forces. I will do two Zinnbrigade native battalions in white coats and shakos. I now have an Oberhilse "European" volunteer battalion all based up, still wearing a mix of their old uniforms, and will cobble some irregulars again from Indians and the Brethren. That will be enough to start though it'll take a few weeks to get it on the table. If I rebase the temporarily based 1812 figures to match I'll be able to get a game in even sooner and prove the theory.

That will be the last loose end tightened down! Eight active Collections.

Thursday, October 31, 2013

A not so hasty defence

Monday's game was Hasty Blocking Position from CS Grant's Programmed Wargame Scenarios. The Newport Noodle is months over due and this would have been an ideal candidate but I find I need to write such reports when the game is fresh and my energy high and its even better when I am playing one side. My energy levels have rather low this week and I was testing not only rules but evaluating the over all gaming experience and since I almost never use the programmed instructions, I decided to use them for both sides and act as impartial observer. This did give me a bit of a problem late in the game when I couldn't quite decide who the good guys were or who I wanted to win and if I should "try just a little harder".  I suspect some romantic (aka bleeding heart) journalists will be writing occasional accounts from the other side of the paper this year as the heroic "let us live life in our own way" people of the plains meet the regimented, imperialist, invaders.

A repeat photo but, with the very welcome and recently rare autumn sun streaming in low from the south-west, I had even more trouble than usual getting use-able shots of the opening game. The viewpoint is roughly from the entry point for the Brethren around turn 3.

Translating the army lists was a bit of a problem. I was a bit concerned at equating a unit of 6 Irregular skirmishers with a unit of 12 regulars, especially on an open plain with adequate regular cavalry. To even things up a bit, I made the terrain a little bit more obstructed than the original map suggested and classed all the skirmishers on both sides as sharpshooters with a +1 to their shooting dice. It seems to have worked reasonably but then the attack plan rolled up was probably the best the defender might have hoped for in the situation.

A gratuitous shot of the 4 new cavalry figures.  I still miss my camera.

The Brethren, marching on table at the northern "road" (aka wagon trail) during turn 1, was tasked with holding the pass through the hills to the west. The plan rolled up was to deploy light troops to hold any bits of terrain as an advanced screen while the main body marched directly to take up their positions. 

The Faraway force also arrived on turn 1 at the Northern of the two Eastern roads. A die roll determined that the advanced guard of light cavalry was only 1 move ahead of the main body and a further roll determined that the plan was to throw a screen across the hill line and march around behind it to attack the pass from the South West. Larsen's Lancers were deployed across the road under the fire of enemy sharpshooters in the wood. The  DG's Bodyguard rode up onto the hill, dismounted and returned fire supported by the Horse Artillery rocket battery. The infantry marched on, Victoria Rifles and Naval Brigade rockets at the head. 

An overview of the battle around turn 5.

With neither side meeting the criteria to roll up a reaction to the enemy, the battle proceeded according to the initial plans. The fire from the wood was annoying and by the time the way was clear for the Lancers to pull back they had been nearly destroyed as a fighting unit. With infantry engaged to the fore, both rocket batteries turned on the wood and began rolling 5's and 6's like they were on sale. Eventually the skirmishers were too few to do any good and faded quietly out the back. 

Across the table, by the farm, the Irregulars held their own against the Victoria rifles until numbers told. As they fell back, reinforcements came forward to stabilize the situation. Casualties mounted on both sides causing the Brigadier to join 'A' Coy of the Rifles, only to be shot from his horse, the 1st of 3 Brigadiers to go down.

After lengthy preliminaries, the battle rages as the redcoats deploy and storm the batteries on the heights above the pass. Did I mention I miss my camera?

At length all was set, with rockets streaming overhead (still loaded with 5's and 6's and only the occasional rogue to cause a bit of concern) the first 2 companies of redcoats deployed into line and advanced into a hail of grape and canister backed by sharpshooter fire.  It was a little rough at first but as they lowered their bayonets and charged, a hail of 5's and 6's blew them back off the hill and the Brigadier with them. The Black Fox had joined the fray on the hill but was unscathed. On the right, the Queen's Lancers who had formed the rearguard came forward and charged the Atlantican cavalry. These held for a moment and then scattered to the wind, leaving the Faraway cavalry to send their wounded Brigadier to the rear and ponder the heavy guns being spiked around to bear on them......
The attack on the battery is repulsed and retires in confusion upon its supports.

With so many of the Red Queen's units effectively put out of action, it almost looked like the Fox's men might hold the pass despite the nearly 2:1 odds. A closer look though showed that they had also suffered heavy losses and that the two flanks were wide open. The last 3 Red coated infantry companies  deployed and opened fire with their Enfield rifles, the foot battery also came forward, deployed and  opened fire. Slowly the defending options were fading, a forlorn charge by pikemen was repulsed and the heavy batteries finally silenced. There was no choice left for the Fox but to withdraw his men. But was the Queen's Army in any shape to push through and carry out their mission? Not really. Given time to regroup, tend to the wounded, rally stragglers and rest they could carry on in a day or so, but not today. Reading, and re-reading the victory conditions it looked like a draw, after nearly 5 hours of fighting (real time including disruptions, coffee breaks etc, about 12-ish turns? (lost count) or 3 hours theoretical game time which was probably about the amount of actual gaming). 

The last picture, the game went on for 3, maybe 4, more turns of attrition.

It was an enjoyable game which had me playing "just 1 more turn" when there were other things I was supposed to be doing but still it was one of  those games which would have been more fun with an opponent or at least as player vs programmed enemy. Against a similar enemy, the long approach march and deliberate assault might have been sound but against an army of skirmishers and non-mobile artillery, a quick push straight up the road by cavalry followed by bayonets might well have scattered the opposition before heavy losses were incurred. As it was, the result felt very reasonable for this sort of asymmetric situation. In a long range firefight, the "natives" were able to hold their own and inflict losses and even to throwback a rash bayonet assault up a steep hill, but they couldn't hold any position in the open or resist for long once it came to concentrated close range fighting. If the situations had been reversed, I doubt the "natives" would have had much hope of forcing the pass by nightfall unless they could outwit and out maneuver the enemy or maybe had a large force of shock troops (which they don't, not yet anyway). A reminder that some care needs to be taken in adapting scenarios for "colonial" games.

One thing that I did notice was that this definitely felt more like a "war-game" than a "game". There was a time when "games" did not really interest me, if anything there have been times in my life when I probably "looked down" on such things but increasingly over the last few years, I've been enjoying the game side more and more, especially short, sharp decisive games.  That's neither bad nor good in and of itself but it is something to think about as winter approaches, as is the state of my hobby room but more on these things in a day or so.

______________________________________________________
Orders of Battle

Brethren of the Coast.
General, 1 x 6 Irregular cavalry with rifles, 1 x 12 Irregular infantry with melee weapons, 5 x 6 Irregular infantry sharp shooters with rifle, 1 heavy battery, 1 ox drawn foot battery.

Faraway
General. 3 x Brigadiers, 3x6 Regular Cavalry (1 with rifled carbines), 2 x 6 Regular light infantry sharpshooters, 5 x 12 Regular Infantry, 1 Light Rocket Battery, 1 Horse Artillery Rocket Battery, 1 Foot Battery.

Monday, October 28, 2013

Pffft! HA! Get Up! Crack!

Took me all day to get here but at last the table is set and the first few turns played.
____________________________________________________________

Word has reached the Black Fox that the Red Queen's troops are on the move again and that this time, they are leaving the coast with plans to pass through the hills to the interior to build a series of posts to control trade and  establish territorial claims.  Gathering up the Brethren, the Fox leads a force to block the passes to give his allies time to gather. Lacking mobile artillery, they load a ships cannon into an old wagon, hitch oxen to an old field gun, and set out for the hills.
___________________________________________________________

The game was set up with 6 figure units in anticipation of an old fashioned MacDuff style game but it didn't take long for the question to be answered, "which rules are these?". Thinking of all the things that made MacDuff what it was, the card sequencing, the control chart, the variable length moves, the figure to figure combat, the rallying of hits, the automatic removal of 1/2 strength units, none of these are here. On the other hand, many aspects of the original Morschauser Meets MacDuff rules are here. Despite the setting, the single figures and the small units, this is a Hearts of Tin game. 

So be it. 

Sunday, July 14, 2013

Rattled by Rebels

The game began with the appearance of a dusty wagon escorted by redcoats  and a handful of Larsen's Lancers. They had been on the road for days but remained vigilant as there were rumours of discontent amongst the Brethren of the Plains as they settlers of mixed blood who had moved inland were now calling themselves. The convoy was nearly half way through the shallow valley when the first rebels topped the ridges on either side, just out of rifle range, and descended rapidly into the valley. 

Seeing no enemy ahead, the Colonel deployed skirmishers to cover the rear. ordered the lancers to support them and pushed  the column forward. As the first shots rang out it was immediately obvious that the reputation of the Brethren for accuracy was well founded. Suddenly, from the woods ahead, a horde of wild Atlantican warriors surged forward with blood curdling screams. Calmly the Green Tigers levelled their rifles and fired a last minute volley that sent the warriors running for the woods even faster than they had run out. 


Taking advantage of an initiative shift, the ambushers rush the wagon but are repulsed. 

It was time for the coup de grace. The lancers were ordered forward to sweep away the enemy to the rear and end the encounter. The lancers dropped their points and galloped forward expecting the enemy rabble to flee but these held their ground and aided by a flanking fire, dropped 1/2 the lancers as they rode in. The remainder reined about and galloped for safety, rallying at the head of the valley. 

Suddenly more Atlanticans appeared on either side, opening a hot fire and threatening the wagon. Acting quickly, the Tigers deployed a handful of skirmishers to cover the front of the wagon and doubled the rest back to cover the flank while the company of Buffs covered the rear. The remnants of the Lancers,  veterans of many a fray, rallied and prepared to intervene again. To any veteran of fights on the North Atlantican plains, it was no surprise  that the warriors who had run back to the woods reappeared as quickly as they had disappeared. It was a surprise though when they over ran the skirmish line and swarmed the wagon. Before they could loot it, the Lancers charged again and drove them off for good.

So far so good.

Suddenly, the Black Fox, who had been lurking behind the brethren's skirmish line, let loose a war whoop and waving his sword led his men forward. The red line had been stretched too thin and had suffered too many losses. The brethren swept it away and were about the wagon before anyone had time to react. Cursing, the Colonel gathered up a handful of Tigers and was able to lead them to the rescue before the rebels had time to loot the wagon or take charge of the team. All was not yet lost.


...and The Fox is on the town-o...town-o....town-o!

A fierce and prolonged melee followed but despite the Fox going down with a slight wound, the soldiers were no match for the enemy in hand to hand either and were soon retreating up the hill. Counting up his losses, the Colonel decided that he had no choice but to abandon the wagon and attempt to save what was left of his men.

How did it come to this?

___________________________________________________

Well, there we are, an enjoyable hour or so of gaming with several turns of fortune. There may have been some question about one or two of the choices  made by the good Colonel but then who knew the enemy had so many 6's in them?

The rules actually worked better than I expected for such a small game but that's OK.  I was especially surprised that the melees worked even though there was often only 1 or 2 dice per side but then I realized that it was not so different than 2 Morschauser stands facing off and my desire to fight out individual combats was merely a cultural hangover from other Colonial systems. 

So will I be using Rattle of Dice on a regular basis? Not for the upcoming Atlantican campaigns, the plan is still to use MacDuff which is not much more complex once you extract the actual rules from the all the explanations. I have, however, updated MacDuff to use the same morale system as Rattle and Hearts of Tin, twiddled some details of the melee rule and have gone back to simpler terrain and formation change rules. All as a result of the game at Huzzah where I wasn't 100% pleased with some aspects and where I improvised as GM to get around things. 

What this means is that, in practice, the main differences between Rattle and MacDuff are now the figure to figure melee resolution mechanism and reaction fire rule in MacDuff as well as the option for card sequencing instead of initiative.  What I need now is an "everything you need to play"  2 sides of a sheet summation of MacDuff for the 1860's.


Monday, February 11, 2013

Assault debriefing

Its funny how things go sometimes. When I started laying out this past game, I had very low expectations. There was a low figure density, limited tactical options and I had no back story to build around. So I started hauling out figures and then just followed the little inner promptings. By the time the game was well under way, I not only had a back story start to develop but it looked like I had backed into solutions for several questions that had been dogging my fictional setting and associated campaign for years. But more on Atlantica and on how the positive ripples from the clarity will benefit the card table game in a later post, let me go back over the game, what actually happened and how various things worked.

The rules were the 2013 edition of With MacDuff To the Frontier. Here are the OB's and ratings used:

Faraway 

1 General + ADC   (General Turner and Director Legge)
1 Unit of 5 Regular Cavalry (Larsen's Lancers)
1 Unit of Light Artillery with 5 gunners and rocket launcher  (Naval Brigade)
1 Steam Boat with 5 gunners, a mortar rated as superior firepower.
1st Brigade
     Brigadier (Brigadier Stoneforte)
     1 Unit of 20 Elite Regular Infantry with muskets, Shock troops
     1 Unit of 20 Elite Regular Infantry with muskets, Shock troops
     1 Unit of 10 Elite Regular Light Infantry with rifles, Sharpshooters (Superior Firepower)
Total 65 figures

Brethren of the Coast

1 General
2 units of 10 Irregular Light Infantry with muskets
4 units of 20 Irregular Light Infantry with a mix of muskets, pikes and hand weapons, all figures being counted as Inferior firepower with melee weapons rather than trying to track individuals.
5 units of Irregular heavy artillery with 4 crew each.
Total 120 figures behind cover.

For Jeff, another view of the table as the Queen's troops advance.




The Battle and how things worked.

The game started simply enough with the Redcoats deploying into line just beyond range of the enemy artillery and advancing in line behind their skirmishers with the rocket and mortar firing overhead. This immediately brought up an issue as the wording of the overhead rule had not been harmonized with the changes to the fire chart so it said that the target would be counted as a difficult target but there are now 3 difficult targets rather than one. The same change, intended for proper fortifications accidentally lumped these and fieldworks into one category making the improvised barricade tougher than it was meant to be. I downgraded it to "cover" as intended and carried on but the language will have to be fixed.

I also ran into a small issue with the mortars. Its been a long while since I used them under MacDuff (if I ever have) and the long range of 24" with no short range suddenly seemed very short and 2 dice of firepower very inadequate for the work assigned to it. I decided to see if classifying them  as Superior would help balance the lack of short range (ie canister). It did but  made them a rather hit or miss weapon which felt right.

There was a different issue with the Riflemen, I had gratuitously granted the Riflemen  "sharpshooter" status giving them a +1 for Superior firepower when shooting. They were rolling 2 dice per turn with a 5 or 6 being 2 hits and a 3 or 4 being 1 hit (1/2 casualties for troops in cover). On average they scored something like 1 hit every 3 turns. No sharpshooter status for them next game!

As the Queen's troops advanced the rebel guns took what seemed like an awful toll. They at least had no problem rolling 6's. Having survived 1 blast of close range fire, the line was just outside charge reach meaning 1 more blast plus another when they charged. I began to worry if the scenario would work. Luckily I remembered the "Follow me" rule where by a commander can join a unit and add d6" of movement, taking his chances if they take fire. It was just enough to get both units into contact and the  Pirate artillery rolled down for once. Each regular unit was fighting 2 enemy units, a gun and a unit of infantry. For a few seconds I felt a wave of nostalgia for the old individual melee combats but it would have been miserable trying to pair up figures over the terrain and as it turned out the system borrowed from HofT worked just fine. Even with the defenders suffering 1/2 casualties the Buff's broke their opponent during the 2nd round of   melee and were able to occupy the position. The Tigers had a problem though, they took out the gun crew in the first round but not the infantry and they had taken heavier casualties than the Buffs. A quick calculation showed that while they might do it in a 2nd round a tie was more likely and being broken themselves was a distinct possibility. Therefore they chose to retire rather than fight a 2nd round.

So far so good, it was a little sticky with a shaken unit of infantry with defended earthworks to their front and 2 units of Indians bearing down on their flank but the Lancers were there to cover them. It was now the defender's turn. (Turn 5 I think). The Indians came forward and fired at the Lancers who launched a reaction counter charge. 5 cavalry charging into 10 infantry was slightly in the cavalry's favour but 1's are no match for 6's and the 1st round was a draw. One Lancer had been lost to shooting (against the odds) and another in melee. They weren't Elite so the next hit would break them. The Lancers declined a 2nd round and pulled back. At the same time, the Fox led a counter attack and fought 2 rounds of melee with the Buffs getting the better of it and the Irregulars recoiling but not quite breaking. However, during the 2nd round, the die rolled for the Fox inflicted a hit while the die for General Turner came up "wounded". Technically there was no connection between these two events under the rules but the rules deal with outcomes not events and I do hate to pass up a chance to add narrative so a duel between opposing commanders became the story. Now Faraway had a problem, units out of place with morale teetering and no General so no orders dice, thus no rallying or turning to face.    

Here is where the command differences came in. The Brigade Order rule had allowed the regulars to advance with minimum usage of Orders while the ADC allowed them to store unused ones for later.  When a General is wounded he does not get an Order roll on the next turn however if his ADC is still storing some unused orders they may be used, thus a regular army is affected but not necessarily paralyzed by the loss of a general. Faraway had enough stored orders to rally the Tigers and Lancers and brace themselves but the Pirates rolled a 1 for orders. Not much of a counter attack. By the time it came the Regulars had recovered, the 2IC had taken over and all units rallied, well apart from the Riflemen who stubbornly refused to rally either. No elite status for this unit next time! Of course they are named after a Montreal Militia unit.

While all this was going on the rockets and gunboats had advanced and opened fire on the tower since their own men were too close to the enemy to allow overhead fire. At 1/4 casualties this should have been tough, especially since the Superior firepower mortar had a hard time getting any hits in the 2nd half of the game, 3 seemed to be the highest number on their dice. The Rockets had been spewing rogue rockets left and right, luckily  not hitting any of their own, but once they set their sights on the tower battery, every rocket hit with the occasional 5 being the lowest number!

A few turns were spent with the Brethren bring up reinforcements and using skirmishers to wear down the Queen's troops. At the start of their half of the 8th or maybe the 9th turn, (I forgot to track both turns and time) the Brethren had lost 5 out of 11 units (4 of these being artillery) and the next loss would break the army. Faraway had yet to lose any units but 4 out of 6 were very close.  Everything was in position but for maximum effect they needed at least 3 orders, they got 5 and in they came. The attack by massed natives on the Tigers was nip and tuck but was repulsed after 2 rounds of melee with the Tigers being left 2 figures above breaking.
The first attack on the Buffs was also repulsed with losses but Rifles broke on contact allowing the Fox to lead a pursuit into the Buff's leading to a 3rd round of melee. It was a long shot, needing the Buffs to whiff and the attackers to roll Boxcars, but it was a little nerve wracking for a few minutes. The Buffs of course held, 3 hits above breaking but the Brethren  broke taking the army with them.

The Reuse had to steam onto the table to bring the mortar into range.


If the attackers hadn't been both Elite and Shock troops, I don't think they could have made it, not without at least another battalion of infantry. Every one of the infantry units had taken enough hits to have broken an average unit not counting the extra hits that had been rallied. In case the 1:2 odds in men and guns look steep for an assault on a fortification, they are basically what the British faced at Tel El Kebir and at various Sikh War battles and that was something else I wanted to test.

From a Solo gaming perspective the game went really well. Once again I set this up so that I could play against the game to win or lose rather then just watching two sides as impartial (figure) mover and (dice) shaker. Despite having half expected the game to be a slam dunk, I twice found myself scrambling on the edge of defeat so from a purely game POV the game delivered just what I asked. I was also pleased that the rules again delivered the sort of game I wanted to play with actions and results that felt right and with a good mix of decision making and uncertainty or chance.


Saturday, February 9, 2013

A Nest of Renegades

Dashing Assault on a Nest of Renegades

We have just word of an attack by Her Majesty's troops on Nevaneva, an outpost of the  Brethren on the south-east coast. It is well known that there were ties between the anarchist rebels along the Blue River and the  Brethren and therefore it was not surprising that reports had been received that numerous rebels had fled there after their defeats at the hands of Royal troops. It was high time for this mix of Rebels, Renegades and Raggedy Pirates be taught a lesson.

We have this eyewitness account from a correspondent who served with the expedition.
________________________________________________________________________________. 

We set sail from Newport just after dark on the last day of the month. While it is barely one hundred miles from Newport to Neva Neva by land, across mountains and rivers through unfriendly territory, it is nearly one thousand miles by sea up the West Coast, around Cape Kyuquat and south through Aktif Pass. The tides and current in Aktif Pass are ferocious and without a good native pilot, we had to forego the Inside Passage and sail south around the outside of Haida Guay, and up past the main Brethren strongholds.  (see atlas)

The Commodore arranged for us to pass Freedom River at night with the steamers towing the troop transports when the wind was unfavorable. It was too much to hope for though that we  would escape undetected and no one was really surprised to see  a line of entrenchments from the river bank to the hills. The land along the river is quite flat and from the pilot house  we could see clearly 5 batteries of guns, no doubt landed from the pirate fleet, in addition to a battery in the old tower that guarded the main harbour. There were a hundred or more armed men manning the fortifications or milling about behind them and no doubt hundreds of their savage allies haunting the woods. There were rumors that General Paz with the whole of the San Carlos army was also present but few gave it much credit. 



Her Majesty's redcoats advance rapidly across the plain under a hot fire from the defenders artillery while rocket's and mortars shells arc over head.

To storm this fortress we had no more than fifty of the Queens infantry from the Victoria Rifles, Young Buffs and Green Tigers as well as five of the Company's lancers. The Commodore ordered a landing party to take a battery of light rockets with the troops and assigned the Reuse, who had been rearmed as a Bomb Ketch, to act in close support. General Turner was in over all command of the land force assisted by Brigadier Stoneforte in charge of the infantry and by Director Legge of the FTC acting as ADC and second in command. 

The troops landed and formed  up outside cannon shot of the fortifications and advanced rapidly under a heavy and accurate fire with a skirmish line of riflemen leading the way. As expected the woods soon  sent forth a howling horde of savage Atlantican warriors against the flank of the advancing line but the Lancers trotted forward to face them. As the red line neared the breastwork, the General and Brigadier each put himself at the head of a regiment and with a loud huzzah the line rushed forward without firing a shot. A shower of grape left the glacis covered in dead but the red line went up and over the top. Minutes later we could see the flag of the Buffs waving triumphantly from the  battery nearest the river.



The Buffs with General Turner at their head capture their portion of the redoubt after a stiff fight.

At the sight of this triumph, we set up a cheer, a cheer stifled moments later when the Tigers  came bundling back over the barricades surrounding the central battery. We held our breath as a shockingly small band rallied on the plain with the Brigadier boldly exposing himself at their head but the guns had been silenced and the enemy must have been badly cut up as well since they seemed content to snipe at the Queen's men.   On the plain the natives seemed encouraged by this and pushed forward but up galloped our cavalry, pennants fluttering as they lowered their lances and charged. We expected them to sweep the savages away but these fierce warriors are not easily cowed and their fire caused shocking casualties as the lancers closed.  After a short tussle, we could see a handful of lancers rallying back to rest their horses and reform but the enemy seemed unwilling to advance and risk another brush with those riders.  
  
The Black Fox meets General Turner in single combat.

It was hard to see what was happening beyond the redoubt but as the Reuse, having silenced the improvised shore battery,  warped up the river to engage the tower,  we were just able to see the shoulders and head of a horsemen in black and the tips of the enemy's pikes and flags. With a roar that we could hear over the rattle of musketry, the enemy surged forward. For tense moments we could catch glimpses of a prolonged struggle but at last the enemy receded followed by the Black Rider. Minutes later there was a stir and we could see a small party coming slowly, carefully, back out of the redoubt though the proud flag of the Buffs showed that they had held firm.  Focusing our glasses carefully we could just make out that they were carrying a wounded officer. From our friends in the Buffs we later learned that General Turner had met this Black Horseman in hand to hand combat and been bested! From captured pirates we first heard the name Peter Iberton, the Fox as they call him, a new leader who has risen amongst the Brethren.

An over view of the climax of the battle.
(by special (implied) request for those who look carefully)

For a few minutes our troops seemed to be paralyzed but soon Director Legge could be seen galloping to the front and runners could be seen heading out as the army pulled itself together.  For perhaps half an hour the battle seemed stalled as both sides traded musket fire and gathered themselves for the decisive struggle while the Naval Brigade and Reuse pounded the tower. The Rocket battery proved especially effective, knocking the battery for sixes despite various rogue rockets which went sputtering off. Luckily the latter did not hit any of our men though there were some close calls, one landing not a fathom off our bow.

The last counter attack. 

At last the storm broke. With a degree of co-ordination not often seen amongst such rabble their whole line attacked. On our left the Tigers were nearly overwhelmed but inspired by the Director they held and the tide of native warriors receded. Beyond the redoubt we could almost feel the roar as the enemy surged forward. The rattle of musketry rose to a crescendo and the last handful of the Victoria Rifles were driven back into the plain. Onward surged the rabble, that Black Rider at their head, and for a moment we feared the worse for should the Buffs be evicted, there was little hope that they could storm the entrenchment again that day.

At last however, the storm wore it self out against the Breakwater of the Buffs and the enemy broke. Scattering like leaves they fled to the woods and hills, leaving but a handful of snipers to cover their retreat. Gathering up the dead and wounded,  we set about slighting the tower and destroying the wharves in the town. The ships and any goods of value had been removed before our arrival but it was a lessen these ruffians will not soon forget. It had been a near run thing though and I doubt that any troops less experienced and dedicated than these could have won that fortress against such odds. These Pirates and Savages and not a few of our own exiled Rebels seemed to have new resolve and I feel that we shall see this Peter Fox fellow again.    

 Peter Iberton, The Black Fox, urging his men not to give up. 
________________________________________________________________________________

Ed note: A military analysis of this action will follow in a day or 2.

Wednesday, February 6, 2013

Commander Peter Iberton, The Black Fox of the Coast

The more I thought about it, the more it seemed unlikely that General Paz from San Carlos would be present at this encounter or at least that he would be in charge of any but his own troops and I did not want more than 1 defending  General since part of the idea of the game is to see if command advantages can help offset numbers. So what I needed finally, was a General for the Brethren.

Out came my stock of Zinnbrigade castings. Its been double digits below zero in my casting shop for most of the last 2 months so I am relying on the Fall squirreling away of bits and bodies. One of my favorite officer bodies is the one from the Dragoons. I had a couple available, but what did a leader of Brethren look like? No books to help unfortunately.

7 other variations on the same Zinnbrigade body. The Dragoon officer in the center still has the original cast on head and no alteration except to adjust the epaulette since the arm is designed to point down not up. The rest have had head swaps and one has a hunting shirt added. All 3 arm variations come in the mold. The figure is designed to fit the galloping Napoleonic Dragoon horse but sits well enough on the more sedate 1900 Prussian horses. 


This is one of the issues with semi-historical imagineering. If it was complete fantasy on an alternate world, almost anything could go, if it was historical or fictional armies based on a real one like Faraway, I could check a uniform book. But,no, I haven't even worked out exactly who the brethren are in detail. A mix of men of all races but predominantly European and Atlantican with a sprinkling of others, lascars who jumped ship, escaped slaves and so on.  So, a bit of Buccaneer but 19thC ish, a bit of Metis but coastal not buffalo hunters, a bit Mexican but not Spanish. They have no formal government and thus no army so a civilian General, yet one would expect a rich man of power to look the part and not dress like a common hand.

Some of my pirate officers have plumed hats and tail coats so my first thought was a Green coat and plumed hat but he started to look too military and especially too Frontier Light Horse-ish. Its already established that Northern Atlantica is hotter than the south, most of his followers are in shirt sleeves, so I thought, ok straw hat. I took one from one of my sailor castings and added a head scarf underneath to tie him in with the pirates.. It looked OK but not special enough, I decided to file off the coat tails and add a short jacket worn open instead of buttoned up. Leaving him in long pants seemed right but  something said "boots" so I filed down the overalls a bit and cut in the boot tops. I also had to reverse the epaulette because I pointed the arm up instead of down.

Now for colour. Green with fawn pants is a favorite look but done. A little voice said black. Blue perhaps or is that too Oberhilse? Brown maybe? What if he was head of a Biker Gang? OK Black, black coat, and pants and hat. He started to look a little familiar but not ought of place as a leader of the under trodden seeking justice and freedom, even without a mask. I added some silver buttons and trim to show he has money and power and is not afraid to show it. The small plume became a fox tail.

Now for a name. Not my usual something suggested by the pose or manufacturer. Is there a reason to suggest French, Spanish or Danish blood? If so what effect would that have on the back story? What about the native heritage? Perhaps something neutral. The majority of the Brethren are likely to be British or American in origin so an English version of a common Christian name that could originally have been in another language or not. His nick name can evoke his native heritage. One of  my favorite Canadian heroes was Pierre Le Moyne, Sieur d'Iberville. Not  a pirate but he had his own TV show and led expeditions from Montreal to Hudson's Bay and Newfoundland by land and by sea, capturing forts (and booty) and winning sea battles against the odds.hmmm

Without further ado, I present  Peter Iberton, The Black Fox. Commander of the Brethren..


 

OK, the Brethren have a leader and the last of the in-between base ones have been mounted on washers, tomorrow I can play.



Sunday, February 3, 2013

Dawn Approaches


The Brethren stand to their guns as the enemy are spotted.

It was Sunday, it had been a week since I played a game, I've been wanting another game of MacDuff before I dip back into the small gridded stuff and I had a couple of free hours. Seemed like a good match but what to do? The last game was fun and I wanted something also fun but different. I wanted to test various grades of troops and something where one side had a mission and the other could be on auto pilot with occasional reactions. An assault then. 

Sometimes these things come slowly to me, I poked about a bit. I thought about various scenarios in books,  about various historical actions in various periods and about various past games. I browsed the miniatures on the shelves. Slowly something  came together in my mind, one piece leading to the next. An asymmetric game, irregular vs regular, an assault of fortifications. I started pulling out bits of scenery and trying them on for size. I counted noses. I've been dragging my feet on native Atlantican armies until I could figure out rules, history and so on and so they were unable to carry the burden. If I was going to stick with the glossy toys, the pirates would have to come out!

I confess, I have been a bit shy about the pirate thing. They are one on my favorite original figures and I like the broad concept though based on Red Sea Arab and or Asian pirates not buccaneers from another era. Still there is Jean Lafitte and his lads and their successors survived off Texas till the 1830's and after all, these are TOY SOLDIERS! So, OK, out came the pirate Brethren and their Atlantican allies and out came the San Carlos Grenadiers who shouldn't be involved but are and will have to be written in since it is their 4th appearance together. 

An overview of the table minus the stone tower just off screen to the right. HMS Reuse will be sailing on her own little bit of the sea, an idea I first encountered in Morschauser's book but haven't tried before. Since Mavis called it to mind recently, I thought it might be a good way to allow the Reuse to put some distance between the her and the guns when prudent to do so. 

Once again, the Faraway Trading Company (FTC) has convinced Her Majesty to send royal troops on  an expedition to try to suppress the troublesome Free Brethren, a self governing community of renegades composed of all races and nationalities. San Carlos has no suzerainty over the area but does have trade interests and a long standing alliance with the  Brethren. The target of the expedition is the small town of Edgeport whose harbour is guarded by an old stone tower.  The Queen's troops landed just South  of the  town intending to storm the tower and demolish it allowing the navy to sail in and destroy all shipping. As dawn breaks the scouts report a nasty shock. Surprise has been lost and the enemy has gathered in allies and reinforcements, landed guns from some of his ships and built an entrenchment of cotton bales. Still, an  attempt to silence the tower must be made. 
Allies gather in the hills.

I'm rather enjoying having the game laid out and may just take this opportunity to finish refurbishing and standardizing basing, make some repairs and maybe even add a few more figures before I play the game later this week or even next weekend. A better pirate general would be nice and General Paz really deserves his own figure.