Showing posts with label TMWWBK. Show all posts
Showing posts with label TMWWBK. Show all posts

Thursday, 7 November 2024

Strangers in the Night, well Daytime! - A Men Who Would Be Kings Rules AAR

Last Monday TSOG decided it was time we had a little The Men Who Would Be Kings action plus my newly painted British Hussars were eager for some biffo! We played Scenario 1, Just Passing By from the rules as it usually creates a bit of a mobile action rather than one side charging (Mahdi) versus one side firing (British) haha. George and I played the British and Al the Mahdi.

British Force
Colonel Barnstead in Command
1 x Regular Line Infantry Unit
1 x Regular Highland Infantry Unit
1 x regular Hussar Unit
2 x Irregular Egyptian Infantry Units (poorly armed)

Mahdi Force
Osmon Dirrka in Charge
1 x Irregular Camel Unit
1 x Irregular Infantry Unit
2 x Fierce Tribal Foot Units
2 x Veteran Tribal Foot Units

The Game

Both sides lined up for the action and the Mahdi were off to a good start over the first three turns due to Moves being free for Tribal Units plus Good Activation Rolls they advanced at a pace, the poor British however lurched forward their plan to use their regular infantry as a wall to stop the advancing Mahdi exiting the table while the Hussars and Egyptians exited the table for them was not looking good!

Turns four to six saw the first shots fired and sabres rattled! The British Hussars hoping to complete a glorious charge took on some Tribal foots types! Channelling the 21st Lancers they charged a mass of 'Fierce' Mahdi. The result was both sides took five casualties and both retired pinned. Meanwhile the Mahdi Camelry smashed an Egyptian Unit following up their initial attack with a second inflicting seven casualties taking while taking just one! The British firing at the approaching Mahdi hoard meanwhile was not very effective.

Turns seven to nine things heated up. The rest of the British Hussars were wiped out carrying out another glorious charge, the mighty Madhi Camelry were not so effective on their second attack and were beaten back and hammered by musketry, they were not destroyed but they were out of the fight and lastly the British firepower started to slow the Mahdi foot a couple of Units taking casualties and getting pinned.

Turns ten to twelve decided the game. The Mahdi managed to exit an over half strength Unit from the Table , a grand double turn melee saw the Highlanders wiped out to a man but at heavy cost to the Mahdi and the other British Line Unit was reduced to a handful of men and nearly driven from the table. While also this biffo was taking place there was a desultory firefight between the Mahdi Riflemen and the second Egyptian Unit which amounted to nothing.

We stopped the game after 12 turns with both sides battered and punch drunk to work out who had won...

Some Pictures (we all love pictures)

The Mahdi advance!

As do the British albeit much more slowly...

The forces approach, for a moment it looked like a great cavalry skirmish may occur but the British horsemen noticed Mahdi foot in the open!

The Hussars charge the Mahdi, they selected the wrong Unit, they came into close combat with a group of fierce warriors and were soundly beaten...

The Mahdi Camelry made short work of one of the Egyptian Infantry Units!

The Mahdi horde advances!

Both sides mounted Units had charged and charged again, they were spent so it was time for the foot soldiers to step up!

The Mahdi destroy the Highlanders, the infamous men in skirts fought like girls!

The British Hussars charge into eternity...Hussah!

A Unit of Mahdi exit the Battlefield...Yeah shouts Osmon Dirrka!

A final lunge was launched to push the British from the field of battle...

It failed miserably the Mahdi inflicted no damage on the British and were wiped out trying!

The Battlefield at games end, not many fighters left!

The Result

British 3 VPs one each for destroying Mahdi Units
The Mahdi 4VPs 2 from destroying British Units and two from exiting a Unit
A Mahdi Victory!

We used our modified Pin rules and only gave the two Senior Leaders traits neither of which had a bearing on play. As usual The Men Who Would Be Kings Rules gave us a splendid game and in a timely fashion as we say each time we play them we will revisit them again!

Monday, 27 November 2023

TSOG Revisit the Sudan Circa 188something!

Last Monday we were caught short for a game so I quickly pulled out TMWWBK rules and a bucket full of Sudan figures!

We selected Scenario C called 'To the Last Bullet' and went with 25 points vs 19, the British would be on the defensive.

The British
1 x Fierce Highland Unit
4 x Egyptian Units

The Mahdi
1 x Camelry Unit
1 x Poor Artillery Unit
6 x Tribal Infantry Units

Okay briefly the game went like this, the Mahdi swept forward and swamped the Egyptians then hurled themselves at the Highlanders defending the fortified village and after taking enormous casualties overwhelmed the 'men in skirts'!

The reason for such a short AAR is we stuffed up rather royally with the rules and 'Moving at the Double' was moving at the double instead of using the variable D6 roll, enough said Dave and I now hang our heads in shame winning in such an ungentlemanly fashion! Next time we play a set of rules we will reread them instead of going off the top of our heads. This said the British and Egyptians did very well in the circumstances!

Some pictures then we'll move on...

The Impressive Imperial Force started a prompt withdraw on turn 1!

Thanks to their super human movement abilities the Mahdi were quickly amongst the Egyptians...here a band of warriors race past Colonel Goodhope as he covered the rear of his retiring troops (mainly because of poor activation rolls!)

Overall view of the battlefield...

The Egyptians looked splendid...

Until they were engaged at close quarters by the rampaging Mahdi!

The Highlanders got to cover in the village/farm and prepared to receive their foes...

Mahdi charged the 'men in skirts' repeatedly taking heavy losses but wearing them down!

It was the Mahdi Camelry's first outing!

Colonel Goodhope was tardy getting back to the fortified farm (read more poor activation rolls!), note the casualty markers pilling up in front of the Highlanders!

A final surge...

...and the Highlanders were overcome!

At least the game looked spectacular!

PS some would say the British succumbed on the night to a dirty low handed Mahdi trickery!

Friday, 18 November 2022

Mahdi Here? Go Away With You! - A Men Who Would Be Kings Rules AAR

This fortnight we visited the Dark Continent and a period of enlightenment as Her Most Glorious Majesty Queen Victoria's army attempted to bring civilisation to the locals (?!?)...yup time for another the Men Who Would Be Kings rules game!

Dave and George commanded the Mahdi force and (poor) Maurice the Egyptian Army.

The Scenario
We choose Scenario G; It's Awfully Quiet Out There!

The Attackers
Mahdi
Oman Dirka '7' Yellow-Bellied
1 x Mahdi Tribal Foot – Fierce
4 x Mahdi Tribal Foot
2x Mahdi Irregular Foot – Poor Shots & Limited Ammo/Fierce
1 x Field Gun – Poorly Drilled & Limited Ammo

The Defenders
Egyptian
Colonel LongJohns '5' Shirker
1 x Regular Infantry – Unenthusiastic
1 x Egyptian Irregular Infantry
2 x  Egyptian Irregular Infantry Poor Shots
1 x Egyptian Machine Gun - Poorly Drilled

Please note from our previous experience we now play The Men who Would Be Kings with the below House Rules;
1. All Pinned Units retire half a move when initially Pinned and act as Gone to Ground while Pinned (note ALL Units GTG and for the whole duration of being Pinned).
2. If a Unit with multiple Pins fails to Rally reduce the Total Number of Pins by 1 for each failed Rally attempt (Units will always retain ONE Pin until Rallied).

The Game

The Mahdists had a cunning plan, whilst their firing units the Irregular Foot and Field Gun entered the table top for one side to pin the defenders down with a hail of shot all their Tribal Units entered from the other with the deadly intent of just rushing forward. The Defenders plan was to hold on at all costs.

Turn 1 and the onrush started whilst two Egyptian Units deployed at the rear of the Column the British formed up into close order on a slight rise by the road and the Gatling Gun opened fire felling the first of the attackers.

Turns 2 to 4 saw the Mahdi plan unfold their fire knocked out half the Gatling crew and a couple of Egyptian infantry whilst their Tribal Foot closed in some stumbling on the rocky open ground (i.e. failing their activations!). During this time the poor fire power of the Egyptians showed as they scored only a few hits whilst their British Brethren in Close Order cut a swathe into the charging Mahdi who much to their Colonel LongJohn's dismay passed their Pin Tests!

Turns 5- 10 with the range closed the Natives proved their worth in hand to hand combat. The defenders did score some small successes including the decimated British Unit who were forced from the high ground counter attacking successfully pushing the Mahdi back and not only retaking the rise but almost eliminating their foes! Elsewhere though it was a blood bath with three defending Units destroyed. 

Night fell ending with the British holding (just) their position and the Mahdists retiring into the desolate scrub from whence they appeared. A third of the attackers became casualties and two thirds of the defenders fell, it was a true blood bath and the sands truly turned red!

Both sides claimed victory but looking at the victory conditions it was a decisive victory to the Mahdi!

Some Pictures

The Egyptian Column notices movement in the distance the troops are called to arms!

A close up of the Column, this is the Egyptian figures first game!

The Mahdi Riflemen quickly approached and started a steady and deadly fire...well not really deadly but they did cause enough casualties to make the Tribal Warriors task a bit easier!

The defenders deploy!

An overview of the battlefield as the Mahdi encircle their foes!

Oman Dirka leads his right wing as they charge the Egyptians!

The Mahdi right wing looking ominous advances!

The first hand to hand clash, Tribal Warriors overwhelm the remnants of the Gatling Gun Crew...

The Mahdi plan continues to unfold, the Riflemen and Gunners target the rear of the Egyptian Column...

The Mahdi rejoice as the defeat the British Infidels on the high ground!

The British Regulars are pushed off the high ground taking heavy losses...

...and then recapture it in turn inflicting heavy loses on the Mahdi...

The rear of the Egyptian Column is wiped out, what was three Egyptian Units is now a sea of 'death markers'...

With an aura of invincibility the remnants of the British Unit hold firm beating back their attackers...

Natives roaming the battlefield seeking to finish off the defenders...

The surviving defenders, one intact Egyptian Unit  personally led by Colonel LongJohns and in the background the two remaining figures of the British Unit standing firm on 'the high ground'...

The overall battlefield after the action concluded, not the most exciting terrain but functional...

The Result and Fallout

So a Mahdist victory and an ominous debut for my Egyptian figures!
Madhi VPs 9
British VPs 3 (including a 1 bonus for holding the high ground in the centre of the table!)

A great game but from the start it looked that it would be a hard one for the British (Defenders) I wonder how many time these TMWWBKs Scenarios were tested. We like these Rules but after each game discuss the Pin Rules and after this play there will be a positive modifier of one for Units taking Pin and Rally Tests in physical Cover (so not just GTG). As usual the game played fast, was fun and despite the odds the Defenders clung on disparately! I plan to replay this scenario with the same forces using the Triumph and Tragedy Rules Colonial Rules one day and see how they compare.

Catch you all soon!

Sunday, 23 January 2022

The Great Antipodean Adventure (Very Australian Civil War) Rules Update!

Botanic Gardens Sydney 1932, A Crossley Truck Armed with a Lewis Gun prowls the park!

We have played several games covering the 'Very Australian Civil War' in our Great Antipodean Adventure Campaign using modified A World Aflame Rules. These games have gone well as essentially AWA gives you a good sandbox for Inter-War gaming but our they have shown the system still requires a bit too much record keeping (even with my changes) so time for a change! BUT AWA has some really good stuff we don't want to lose (see my earlier review of them)! Right enter a set of rules based on ones we've played and enjoyed, the Men Who Would Be Kings, well the WW I version called Foch! Lets take the good parts from both and Frankenstein them together into something very loosely called 'The Men Who Would be Premiers of A World Aflame'...the final title is yet to be determined!

The playtests have been really good we just need to include a final test game with armoured vehicles (we have included soft skins already)!

So from TMWWBKs;
Units are similar but using points you can make them larger or small the normal being 10 figures.
The options to upgrade and downgrade Units have been updated gain to suit the period.
The basic Actions have changed a bit to reflect the period.
The Arms Table has been updated with period weapons (yes the ranges may look short but I believe in effective ranges rather than weapon ranges!). Importantly to keep it simple there's no Pistols, Carbines, SMGs, bolt action rifle, single shot rifles etc Just 2 basic types of arms, rifle based units and mixed arms nice and easy!
Close Combat is used as written.
Pin and rally Tests are as per our modifications we already use in TMWWBK normally already
A Basic Force Morale Rule has been added.
From the A World Aflame;
Vehicle Obstacle Check
Anti Tank Firing minor class change the system is as is.
Small Arms fire against Armoured and Un-Armoured vehicles with very minor changes.
Close Combat versus Armoured and Un-Armoured vehicles with again minor changes.

This is what the Rules look like at two pages in length and in a good sized font (unlike my FUBAR VSF set now moving into three pages!), I just have to figure out how to include the section on the Vehicle Obstacle Check (which I think needs to be in all rules including armed vehicles to stop them running rampant!);


And here's the basic Unit Templates, the Vehicle ones are in red as testing with those continues!

Here are some pics of Government Forces versus some unruly Unionists during testing!