In which I blog about my miniature wargaming and whatever else takes my interest!

In which I blog about my miniature wargaming and whatever else takes my interest!
Showing posts with label Colonial. Show all posts
Showing posts with label Colonial. Show all posts

Saturday, April 11, 2020

Corps of Guides

Playing The Men Who Would Be King last week got me poking around the Northwest Frontier of my lead mountain.

I found these two officers who had both been given to me by various people. The foot figure is Foundry. The mounted figure is either Foundry or Perry Miniatures. The poshteen on the foot officer fits him in with my poshteen wearing Guides infantry.

The mounted officer looks like this painting by Simkin of a Guides Cavalry officer.

I dug out one of my Guides sowars as a reference.



I also splashed some paint on these Ghazis from Bicorne Figures because I discovered that I didn't have the 16 figures required for a unit of Ghazis.
They aren't great sculpts. But they'll do. And they were free from Don when he owned the Bicorne moulds. I'm sure the Imperial player will shoot them down pretty fast anyway.

Monday, April 6, 2020

Gaming During a State of Emergency pt. 2

Last weekend the Mad Padre and I did a bit of Dragon Rampant via Video Chat, which went not badly. This time the Padre hosted and I "phoned it in" so no pictures. But despite a lot of Fog of War created by trying to view things through a tiny screen (I got confused over which unit of Riders of Rohan were battered and which weren't), I did mange to pull victory from the jaws of defeat and squeak out a win. The Padre needs a folding cover or stand or something for his iPhone, as I got to see a lot of his carpet or just a black screen as he put the phone down to move things. But it was fun to relax and paint while doing this.

I also bashed about with The Men Who Would Be Kings and the Mr. Babbage solo engine written into the rules. I only got a few turns in, but enough to help learn the rules and discover that shooting is very nasty. My Bengal lancers sent the Pathan horsemen packing but then Mr. Babbage rolled for the surprise appearance of two bands of Pathan warriors to their front and flank at short rifle range.

Guides in the front, followed by Madras Sappers. On the other side of the screw gun are Gurkhas and Highlanders.

Hodson's Horse lead the way!

Huzzah!

First band of Pathan warriors appears

Pathan horse appear to challenge the lancers

Skirmishing in the nullah while lancers cut through Pathan horsemen


Oh oh! Two units of Pathans appear in response to Imperial moves, getting the lancers in a deadly crossfire.

Gurkhas clear the nullah. Screw gun deploys.

More Pathans appear, although the band to the Imperial rear slunk away next turn.

Another thing I realized with this exercise was that I have a lot of Colonial figures. I mean a lot, a couple of brigades in Black Powder, so enough for 3 or 4 Field Forces in TMWWBK. I only used half of my Guides, Gurkhas, Madras Sapper and Highlanders. So except for a few bits to expand into the 2nd Boer War (like Boers and some more British infantry), the rest of my Colonial unpainted lead pile is heading for the 2021 Bring & Buy. The Pathans don't need a second mountain gun and the Raj doesn't need more infantry (British or Indian).

I also had the happy inspiration to try and adapt Contact Front to my Expanse themed SF games though, so there's something to occupy the brain as well. Of course support options rangng from a sniper team to an Assault Cruiser in orbit will take some thinking.

But right now, I mostly feel motivated to work on some terrain. Which I'll post about shortly.

Monday, July 25, 2016

Disaster at Dari Wada

Gave my NWF army lists a road test this weekend with Patrick. I also wanted to finally give some cavalry and artillery a try too. Patrick was new to the rules, and with the other new things I decided upon a straight forward game with a small Imperial force attacking a tower controlling a valley.


After discussion on the Sharp Practice Facebook page and seeing how few Pathans I got vs. the Anglo-Indian forces, I increased the cost of Imperial infantry by 4 points per group. I also ran the Pathans entirely as skirmishers as suggested by one of the group members.

The Anglo-Indian force had:

  • 3 groups of Green British infantry with a level 3 and level 1 Big Men
  • 2 groups of Gurkhas with a level 2 and level 1 Big Men
  • 1 group of Bengal Lancers with a level 1 Big Man
  • 1 screw gun with a level 1 Big Man


For his 10 support points Patrick took a water carrier, an ammunition mule, a Chaplain and upgraded his artillery commander to level 2.

The Pathans had:

  • 14 groups of skirmishers with a level 3 and 6 level 1 Big Men divided into 7 formations


For my 5 support points I took 5 sangars. Although a Holy Man or secondary Deployment Point would have come in handy.

My DP was behind the tower and out of sight so as my formations came on they were able to deploy with the sangars on either side of the tower. One group occupied the tower. Another formation went up the mountain on my right to snipe at the British. Two other formations went left.

Pathans mass around the tower of Dari Wada
The Gurkhas came on first and pushed straight to the tower.

Gurkhas advance

Patrick deployed the screw gun to support them on a small knoll. The Lancers went to his left to contest the narrow defiles at the foot of the mountain. The British infantry formed a firing line in front of the gun.

Screw gun gets into action

Pathans skirmishing on the mountainside
As the Lancers maneuvered to get ready to charge they had a few saddles emptied by musketry from the defile and the mountain side.
Lancers getting fired upon
Meanwhile I had pushed a formation out to my left to try and attack the British from the open ground. The Screw gun quickly swung into action and blasted them with canister. The British infantry then formed a firing line and unloaded a couple of volleys before they could activate. The 4 survivors out of the 12 man formation fled away with about 28 shock points and no leader!
"Action front!" Screw gun blasts some advancing tribesmen with canister
The Lancers then charged down the defile before my tribesmen could reload (thus the dramatic musket smoke). Surprisingly, my tribesmen were only defeated 4 to 3. I could afford to lose 4 tribesmen, whereas losing 3 Lancers hurt Patrick very badly. More musketry as they retired reduced the unit even further to one sowar and the Big Man.
Lancers charge into the musket smoke
This allowed me to shift two formations out  of their sangars and start sweeping around the Imperial left. The Gurkhas had retired with excess shock after a bitter firefight with the tribesmen in and around the tower. So they started shifting to cover the Imperial left flank.
British getting outflanked on their left
But I was able to get two groups to swoop down on the Imperial Deployment Point, dramatically butchering camp followers. A Random Event left them with a fortuitously covering Pall of Smoke between them and the Gurkhas.
Overrunning the British Deployment Point
In the meantime, I was also sending another formation of two groups further to my left to outflank the Imperials from the big hill overlooking their right flank too.
British getting outflanked on their right too!
Forming a square
It was getting late by this time and the Imperial force was down to 6 or 7 Force Morale, and I was only down to 9. Time for the British to retire back to the main column.
Over view at game's end
So far so good I thought. The points seem balanced. Playing an entirely skirmisher army is interesting. I could have been more aggressive as the Pathan player too I think. I let a few opportunities slip by because I was unsure how things would work, and I wanted to see how some situations would play out. Getting some more troops in the initial list and then purchasing the gun as a Support Option might have been a way to go too. Although the Chaplain did rally several shock off the Gurkhas keeping them in the game.


Sunday, June 19, 2016

North West Frontier Troop Lists for Sharp Practice 2nd Edition

Spent time with the Sharpulator and MS Word making up rosters for my North West Frontier troops, so I can do a proper game with force support options etc.

The following fits the predjudices I have formed from my own reading. Hopefully my math is correct. I did notice on the Sharpulator that groups armed with rifles were always one point less than groups armed with rifled muskets. I suppose he's meaning muzzling loading hunting rifles used by jaegers etc. So I used Rifled Muskets as the basis for the breech loader armed Imperial troops. But I think they're pretty expensive compared to the Pathans as is really.

Veteran troops, both native and British, have had service on the Frontier and have experienced officers and NCOs. Green British troops are just off the trooper from Portsmouth. Trained and disciplined, but lacking experience, especially among the officers and NCOs. They aren't acclimatised yet so don't Step Out etc. as easily. Green native troops are newly raised or Imperial Service troops from a friendly Raj.

British cavalry actually never served on the Frontier, but I included them for completeness and for later Boer War usage. Indian and British cavalry were using rifles by this time instead of carbines.


North West Frontier Imperial Forces
Guides Infantry
Type
Elite
Points Value
12
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
Yes
Yes
2
2
3
Good shots, Moveable DP, Stubborn, Tactical
Guides Skirmishers
Type
Light Infantry
Points Value
12
Weapon
Breech Loading Rifle
Size
6
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
Yes
No
-
2
-
Good shots, Moveable DP, Tactical
Gurkhas
Type
Elite
Points Value
11
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
Yes
Yes
3
2
3
Aggressive, Big Choppers, Thin Red Line
Veteran British Infantry
Type
Regulars
Points Value
10
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
Yes
Yes
2
2
2
Stubborn, Sharp Practice, Thin Red Line
Green British Infantry
Type
Regulars
Points Value
8
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No Shock
Yes
Yes
3
3
3
Stubborn
Veteran Native Infantry
Type
Elite
Points Value
12
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
Yes
Yes
2
2
2
Aggressive, Stubborn, Moveable DP



Green Native Infantry
Type
Conscripts & Volunteers
Points Value
5
Weapon
Rifled Musket
Size
10
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No Shock
No
No
-
-
-
Poor Shots, Weedy Coves
Highlanders
Type
Regulars
Points Value
10
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
Yes
Yes
2
2
2
Aggressive, Stubborn, Thin Red Line

British Skirmishers
Type
Light Infantry
Points Value
12
Weapon
Breech Loading Rifle
Size
6
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
No
No
-
3
-
Sharp Practice
Guides Cavalry
Type
Impact Cavalry
Points Value
8
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
No
No
-
2
-
In Hand, Tally Ho! Moveable DP
Bengal Lancers
Type
Impact Cavalry
Points Value
7
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
No
No
-
2
-
In Hand, Tally Ho!
Dismounted Cavalry
Type
Skirmishers
Points Value
10
Weapon
Breech Loading Rifle
Size
6
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
No
No
-
3
-
Sharp Practice
British Lancers
Type
Impact Cavalry
Points Value
7
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
No
No
-
2
-
In Hand, Tally Ho!
British Dragoons
Type
Impact Cavalry
Points Value
7
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
Always
No
No
-
2
-
In Hand, Tally Ho!
Mounted Infantry
Type
Dragoons
Points Value
8
Weapon
Breech Loading Rifle
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No Shock
No
No
-
3
-

Mountain Guns
Type
Artillery
Points Value
5
Weapon
Light Gun
Size
4
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No
Yes
Yes
-
3
-

Royal Horse Artillery
Type
Artillery
Points Value
7
Weapon
Medium Gun
Size
5
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No
Yes
Yes
2
2
-

Royal Artillery Elephant Battery
Type
Artillery
Points Value
8
Weapon
Heavy Gun
Size
5
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No
Yes
Yes
2
2
-

Maxim Gun Detachment
Type
Artillery
Points Value
8
Weapon
Machine Gun
Size
5
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No
Yes
Yes
2
2
-




Here's my take on the Pathans. Even though many of them by the 1890s had breech loading rifles I figure lack of fire discipline would reduce the weight of musketry.

North West Frontier Tribal Forces

Ghazis
Type
Clan
Points Value
8
Weapon
Rifled Muskets
Size
12
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No Shock
No
No
-
1
-
Aggressive, Big Choppers, No Bayonets
Tribesmen
Type
Tribes
Points Value
7
Weapon
Rifled Muskets
Size
12
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No Shock
No
No
-
2
-
Good Shots, No Bayonets, Hearth & Home
Skirmishers
Type
Irregular Skirmishers
Points Value
7
Weapon
Rifled Muskets
Size
6
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No Shock
No
No
-
2
-
Good Shots, No Bayonets
Tribal Cavalry
Type
Irregular Cavalry
Points Value
3
Weapon
Rifled Musket, Lance, Sword
Size
8
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No Shock
No
No
-
1
-

Mountain Gun
Type
Artillery
Points Value
5
Weapon
Gun
Size
4
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No
No
No
-
-
-

Dacoits & Badmashes
Type
Wallahs
Points Value
2
Weapon
Spears, Bows, Swords
Size
12
Formation
First Fire
Controlled Volley
Crashing Volley
Step Out
Drill
Characteristics
No
No
No
-
1
-
Weedy Coves

There we are. Just need to try out some proper games with force support options and a scenario.

Should figure out something for machine guns though.

Post Script: discussion generated by this on the Sharp Practice Facebook group has come up with the interesting idea to represent the Pathans as various types of skirmishing infantry (except the ghazis of course)