Wednesday, 22 February 2023

Indian Mutiny AAR - Blood and Plunder Rules

Before jetting off overseas Maurice set up another Blood and Plunder Game for the TOSGers! Again we were treated with an excellent looking game, well painted miniatures with some good terrain on a very nice Cigar Box game mat!

The British needed to capture both buildings and their wells or escort their 'convoy' off the opposite table edge.

The game moved along very quickly with the British firing and advancing their main thrust on their right flank. Against this unstoppable line of scarlet the natives unleashed a furious yet ineffective barrage of fire and their sword armed units shot their bolt revealing themselves from the folds in the ground too early and charging into a wall of hot British lead!

Overall view of the battle as the British begin their advance!

The centre of the British line, the convoy was closely guarded by its escort!

A figure looking remarkably like Harry Flashman takes the lead on the convoy once the natives were dispersed!

Private Smith trips!

The battlefield when the game was called, the British convoy cruising majestically between the two native 'strong points'...

The game was a British victory, their tactics were good and their dice rolling hot, against this there was a sensible native set up supported by very cold dice! Only one redcoat became a casualty, we believe Private Smith actually tripped over his own laces and a civilian with the convoy was winged on the native side there were over 40 casualties!!!! Thanks to all for a good night.

Bon Voyage Maurice!

Thursday, 2 February 2023

Maori Wars AAR - Blood and Plunder Rules

Monday Night Maurice hosted the TSOGgers, the game covered a skirmish from the Maori Wars and the rules were Blood and Plunder.

The scenario involved several groups of British Regulars and Militia roaming the woods defending a walled farmhouse that was their base of operations, also roaming those same woods were several groups of Maoris whose objective was to capture the same farmhouse and acquire the supplies within.

The play was fast and furious as the rules tend to that style of game and it wasn't long before despite drawing first blood the British were plundered (note the clever use of part of the rules name there) by the Maoris and they decided to call it a day.

Lucky random deployment had two groups of Maoris set up close to their objective and they quickly overwhelmed the Militia defenders...

Despite a volley from the British a group of Maori Warriors closed into close combat and overwhelmed yet another group of British Militia...

The Maoris quickly learned their melee advantage over British Militia was too good an advantage to miss, here more British Militia take a pounding...

The figures supplied by Maurice and Al were exceptionally well painted and along with Maurice's nice layout ensured we had a very attractive set up to use on the night! My personal thoughts on the rules are overall they are good for quick and big games, the varying activation levels through card play is a stand out nice feature, but against that the non symmetrical turn play gives a side with more units (even if smaller) a manoeuvre advantage and the one sided melee (attack only no defensive side rolls) means getting the initiative is a very big advantage (trade off is defensive fire if you have loaded weapons)... 

Cheers All!

Sunday, 15 January 2023

Fog on the King’s Barrow - AAR for Song of Blades and Heroes

 

We knew we were close when the first standing stone loomed out of the mist. Dawn was still two hours away and the land was covered with a shroud of dampness and silence. Our bows in hand and an arrow knocked, we crept forward cautiously – as noiselessly as only an elf can be…

 


The Elves of Harlond had been tracking a party of Orcs for several days and the trail has lead them to the ancient barrow of King Amlaith of Fornost. Shunned by the local inhabitants, the barrow is believed to be haunted and, when the moon is full, skeletal figures are said to roam the area protecting the slumber of their ancient lord.

The Orcs were here for a reason and Valmir Longstride and his band of Hunters were determined to foil their plans, whatever they may be. An unearthly mist made visibility difficult and muffled any noise, but the Elves’ sensitive ears could still detect the jangle of armour and the clumsy footfalls of their quarry. But other sounds could be heard from the far side of the hill. Another party was approaching the barrow from the North. Muttered curses in a harsh accent could only mean one thing… a band of Dwarves from the Blue Mountains were here as well, possibly for the same reasons. But perhaps not.

This year’s Christmas game was a bit of a departure from our usual whimsical ventures into Pulp or Victorian Science Fiction. Al took us on a trip to Middle-earth where we donned our pointy ears and put our historical preferences aside. Pete guided a band of Elven hunters, George led the stalwart Dwarves and Maurice herded an unruly band of Orcs. Al took a turn at refereeing and also rolled for the monsters.

The rules were Songs of Blades and Heroes (Basic) with selected bits from the Advanced version (Spells mostly). We are reasonably familiar with the ruleset, having played a few variants over the years (61-65, Songs of Drums and Shakoes, and a couple more) so we settled into it fairly quickly.

The terrain was set up as follows:

  • A 3’ x 3’ playing area
  • A burial mound in the centre of the table, surrounded by a henge of standing stones.
  • A ring of forest ran around the outside of the tables edge.


 

The objective was to recover 5 or more skulls from the tomb and it’s skeletal guards. The Orcs were seeking them in order to invoke an ancient ritual that would enable them to summon a powerful Wraith. The Elves were there to stop them, either by taking the skulls or killing the Orcs. The Dwarves were there to gather skulls to make soup. Or possibly some other reason – no one asked and they didn’t offer an explanation.


 

The game progressed with the Elves approaching the stone circle quickly. The Orcs made reasonable time but were slowed by the forest initially. The Dwarves however, cold and miserable after a long trek south, made very slow progress at first and then steadfastly refused to move at all. Didn’t help that their short legs meant they moved slower than everyone else.

A pair of skeletons were spotted patrolling the crown of the hill as the Elves cautiously entered the circle. Hidden out of sight, another skeleton sprang to the attack. A quick combat ensued and the skeleton was pushed back.

Thankful for the distraction, the Orcs made a dash to the stone circle too. But they were also surprised by two more skeletons. Combat was quickly resolved and one skull was separated from the undead’s body. The other was pushed back but otherwise unharmed.

Meanwhile the Dwarves plodded on steadily, if slowly, and managed to kill one skeleton.

The Elves were caught up with melee against skeletons and were unable to turn their attention to the Orcs who, by time had three skulls in their possession. The Elven spellcaster (Lorestal) couldn’t activate when she needed to and her chance for a Transfix or Fireball spell went begging.

Combat by the Orcs had mixed results, with one of their band falling to a skeleton’s sword thrust from behind. But they managed to gather enough of their prizes that they could start to make a fighting withdrawal to the tree-line. 


 

Elven arrows (and Dwarven grumbles) started flying though and another Orc fell dead, his brethren trampling his corpse as they fled the battlefield.

An Orcish victory!

And a lesson for the game master – start the Dwarves closer to the action or give them mounts.

Overall, the game was fun and light-hearted enough to fit the mould of the TSOG Christmas Game. No one complained too much at least, and I got a chance to give my fantasy models an outing. The action flowed well enough, and no one had too long to wait for their turn.

The Song of Blades and Heroes is an excellent skirmish game that has proven to be easily adapted to other settings and periods. Aside from the variants I mentioned earlier, I have the excellent Flashing Steel book and will (hopefully) one day put on a swashbuckling, chandelier-swinging adventure of French Musketeers against the invading Spanish or the misguided minions of Cardinal Richelieu.

 

Notable afterword by the leader of the Dwarf warriors:

“The dwarven leader would like it to be known that the result was only a victory of the moment. Though we laid not a glove on the orcs or those prissy elves, we did manage to get close to the entrance of the barrow with our full band. Once the elves were busy desecrating the bodies of the orcs we were able to plunder the tombs at our leisure. Not for us the gathering of a mere five skulls. We got so many after the game we had to hire peasants to carry back the booty. 

“The elves may well have crowed mightily about doing away with the odd orc. The dwarven band will live on in folk tales told forever more as the group that attended, looted, and returned“.

Sunday, 20 November 2022

Meeting Engagement Scenario AAR - Great Escape Games 1914 Rules

Catching up with some old TSOG nights! October 3rd George and I played a WW I game using 1914 Rules.

German Uhlans Deploy and prepare to charge!

We used the Meeting Engagement Scenario, we varied the victory conditions slightly in that calculating victory was as per the scenario rules but to be able to win the side calculating the winning conditions must have at least 4 bases within 4 inches of the bridges in the centre of the battlefield.

George commanded the Russian force and I led the Germans. With only two of us both playing we didn't get as many pictures as normal!

The flow of the action!

The Game

The Russians adopted a central approach and raced for the bridge, they sent their cavalry off to cover Germans on their left.

The Germans refused their left and sent two Battalions in on their right and the rest of their force in the centre.

Both side used their cavalry to screen their infantry which was a successful tactic. The Germans brought on their reserves on in an ad hoc Battalion giving them a strong reserve whereas the Russians brought their reserves on in Company Units and they moved to join up with their parent Battalions. The German choice was the better idea in the short term and gave them a strong Unit instantly, on the other hand the Russians were able to reinforce their weakened Units later in the game and this was crucial as it saved them losing full formations which affected the victory conditions!

The forces on the far flank engaged and the Russians scored a minor victory here, their cavalry pinning two German Battalions thus weakening their centre.

To the left and right of the town and bridges the Germans were successful in destroying several Russians Companies and pushing them to the brink of breaking while the Russians in the town picked off Germans enjoying the protection it offered.

The last turn began and the Germans gained the initiative, they fired along the line and the Uhlans charged inflicting many hits on the Russians but failing to destroy the single Company they required to break them (in hindsight instead of charging the Uhlans would have been better used riding up and dismounting and firing at point bank range  but hey who can resist a chance to launch a cavalry charge!). Now with the Russians in control of the turn they loosed volley after volley on the Germans and the casualties were sufficient to break their morale, the men clad in grey retired from the field!

A Russian victory!

Some Pictures
The Germans centre about to advance!

The Russians advance, this is midway through the first turn...

Blurry Germans occupy part of the town near the bridges they were destroyed on the last turn of the game, to their left is a German cavalry screen. The bullets represent command tokens spent, the mini die is the number of hits on the adjacent base and the round counter is numbered on the other side and records the number of command tokens allocated to that unit for the current turn, we find this better than using a roster sheet...

The two battalions on the German right were roughly handled by the Russian cavalry keeping them out of the action around the town and bridges...

The game ends, these Russian Units were facing Germans but they destroyed them breaking the German forces morale!

As usual we had a great game and on the final turn either side could have won, luckily I gained the initiative! I spent all my command tokens attacking to the limit and was one base short of breaking the Russians, George used his commands well and broke the Germans with a few to spare!

BTW I like these WWI Pendraken figures and one day will look at expanding my armies to include the Western front 1914!

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!