Now that Cadets has wrapped up for the year, I managed to find both a free evening last night and a couple of my friends were available, so I set up a small Sharp Practice game. I haven't gotten any of my Napoleonic Russians painted yet, but I've been thinking that SP might also be jolly good for skirmishes on the Frontier. Get some real Boy's Adventure stuff going.
Now Richard Clarke maintains that Sharp Practice is for the muzzle loading black powder era; French and Indian Wars, Napoleonics and up to the American Civil War. Anything getting into breech loaders is stretching things a bit. But we're gamers and we always modify rules out of period don't we? (Witness all the Warhammer mods for WW2, Colonials, etc. etc.).
I haven't done too much really. British infantry with the breech loading rifles don't require an action to reload. I also treat them all as light infantry and use the light infantry with Minie rifle line for firing. The Pathans have generally poor fire discipline and since they are equipped with a mix of ancient jezzails to new breech loaders, I require them to spend an action reloading. Gurkhas are elite and aggressive. British and Indian infantry are Regular to Good. Highlanders are aggressive in fisticuffs. Haven't thought much about the Guides. Elite obviously, but I haven't decided on anything else for them.
So last night, Capt. Wooster of the Blandingshire Fusiliers, with some Gurkhas and an attached screw gun had to go visit a den of troublesome dacoits (bandits) and sort them out. Can't have them stealing sheep, kidnapping the daughters of tea merchants and generally upsetting the neighbourhood.
I only used about half of my table, giving me an area roughly 5'x5'. I thought maybe a smaller scene of action would get people stuck in faster and we might have a heroic storming of the native stronghold. The village and chief's tower were in the far corner. A river ran up one side through some rocky hills and jungle. Opposite the Imperial entry side was a long rocky hill and a dry stream bed.
Peaceful natives or den of thieves? |
Busy market day |
Surprise! |
Gurkhas storm the sangars |
close up of the action |
Patrick kept forgetting to activate his screw gun, even though the Gurkha captain was a level 4 Big Man and thus had loads of actions he could perform. So the gun only came into play on the last turn, firing one shot into the tower.
The screw gun comes up |
Storming into the village |
Ghazis charge out of the jungle! |
That's where we left it, the Gurkhas and fusiliers were clearing the village and moving up to the tower supported by the now deployed screw gun. The chieftain decided to head for the hills.
Not bad, deploying the dacoits in small groups (6 figures vs. the Imperial 9 or 10) to make them more fragile and limiting the tribal command and control was quite effective.
I missed the game to attend my daughter's graduation at Western.......this game report is just one more reason to despise Western!Looks like lots of fun my friends.
ReplyDeleteExcellent AAR! I love the figures and terrain. I also use an adaptation of SP in my Colonial gaming. The major difference to your interpretation is I add three Breechloader cards to the deck, allowing any force so equipped to fire that move. It's saved the British more than once. Oddly enough, my light artillery support also seems ineffective...
ReplyDeletelooks like the game was fun!
ReplyDeleteAnd i like your mods for colonials.
Cheers. Still pondering things. Had some ideas for Pathan command and control to try and have big swarms without excessive numbers of Big Men.
DeleteAnd I've noticed there is no "Form Square" which is a must for Colonial battles.
The SP rules are so versatile and ideal for this sort of thing.
ReplyDeleteGreat looking game.
Cheers,
Pat.