Friday, 4 May 2018

Darkest Africa: Smooth and Rifled

It's been a while since I posted...however, the truth is I have been pumping all of my time into making terrain and painting figures...so far I've completed:
  • around 150 figures, all from the Foundry range
  • 4' x 3' of terrain tiles, using the Sally 4th Terraformers range
  • loads of trees, all made using woodland scenic sprues and materials, together with some Gamers Grass from the Portuguese based company
  • some native huts, all from Grand Manner
There are a few things I still need to do over the coming weeks:
  • More terrain tiles (including a stream and a village base
  • native villager figures (these are done, I just need to base them!
  • domestic and wild animals
  • bric-a-brac....crates of food etc
  • oh....then there is a Force Publique army to paint up!!!
So I guess it is about time to start showing off some of the work, today using a set of rules called Smooth and Rifled, published by Dadi and Piombo, and available on Wargames Vault as a PDF.

There are also numerous period specific supplements all available for free on the S&R Blog.

The scenario was a simple one, as follows:

Scenario

The Explorers have made a friendly alliance with a Native Village, and are enjoying their hospitality. The Zanzibaris are aware of their presence and wish to capture their supplies.
Deployment
The Natives/Explorers must deploy within the central 2 squares of the 4’ x 3’ board.
The Zanzibaris move on table from any table edge (and a minimum of two table edges)
Victory
The Zanzibaris win by capturing the 4 x Bearers from the Explorer force. To capture, a figure must move into contact with the bearer, and lead him away. To lead him, he can only make 1 move per turn. 3 bearers captured means victory, any other result is a defeat.

The Table



The Forces

Zanzibar Force 1
AV=2/2/3; C=4; Impetus, Fast Mob
1 Leader, (Officer) small shield and sword, 24 pts
1 Leader, small shield and sword, 19 pts
5 Warriors, small shield and sword, Veteran, 5 x 17 pts = 85 pts
4 Marksmen, small shield and sword, Arquebus (16/3), Marksman, Veteran 4 x 24 Points = 96 pts
224 Points

Zanzibar Force 2
AV=2/2/3; C=4;
1 NCO (leader), muzzleloading rifle (30/2), sabre, 25 pts
6 Askari, muzzleloading rifle (30/2), 6 x 18 pts = 108 Points
10 Rugga-Rugga/Musketeers, muzzleloading musket (30/2), No Group Fire, 10 x 13 pts = 130 pts
263 Points

Zanzibar Force 3
AV=2/2/3; C=4;
1 NCO (leader), muzzleloading rifle (30/2), sabre, 25 pts
6 Askari, muzzleloading rifle (30/2), 6 x 18 pts = 108 Points
10 Rugga-Rugga/Musketeers, muzzleloading musket (30/2), No Group Fire, 10 x 13 pts = 130 pts
263 Points

Explorer Force
AV=1/2/3; C=4
1  Chief Explorer (officer-leader) with Breech-loading Rifle (30/1), 32 Points
1 Second in chief (leader), muzzleloading rifle (30/2), 22 pts
4 White Men, muzzleloading rifle (30/2), 4 x 18 pts = 72 points
1 Civilian, Revolver (10/0), 11 points (C=3)
7 Askari, muzzleloading loading rifle (30/2) 7 x 18 pts = 126 Points
4 Porters, 4 x -3 points = -12 points (Group Move Only with Leader/White Man)
Total = 243 Points

Native Force
AV=2/2/3; C=4; Ferocious, Terrain, Skirmishers
1 Leader (Leader/Officer), musket (20/2) 30 points
1 Young Leader (Spear/Shield) 22 Points
1 Witchdoctor (Standard Bearer / Musician), Curse (10/0), 24 Points
5 Warriors (Spear/Shield), 5 x 17 Points = 85 Points
6 Archers, Bow (16/0), 6 x 19 Points = 114 Points
Total = 271 Points



The Game

The game itself was an interesting affair, as we were learning, we decided not to use the morale rules....we would just finish when things looked bleak for one side!






The three Zanzibar commands entered the table on three sides, whilst the Explorers/Natives defended the village forming a perimeter round the Bearers.

Command inertia stifled the Zanzibar attack somewhat, but they were able to fire and reload from the treeline slowly picking off their opponents...however, a quicker re-loading time helped the defending shooters, and damage was done.






The Baluchi mercenaries charged home, and caught a few stragglers, however, they were shot down when stranded in no-mans land.

Eventually the Zanzibar Leader was shot down, and it was game over....but it was a close run thing!!!

Thoughts

On re-reading the rules post-game, I noted that We did do a fair few things wrong which we will correct for next time, however, the main error was in army list construction...it is clear that Officers as well as NCOs are needed to move the game along with group moves...the Zanzibar players suffered from this, 2 of their commands only having an NCO;

I also need to include the Superior Leader for a game as big as we did, to add the extra initiative where needed....this would also have helped;

I do think movement/range is too short, 12cm isn't a lot on a big table for movement...I would work in 1/2" increments rather than cm in future i think and will make measuring sticks up accordingly;

Evades are a bit odd, as it doesn't seem possible to catch evaders...unless I am mistaken (we forgot about the tests to stand as well for the natives who were Skirmishers, but Furious);

Conclusion

Excellent game all round though, with lots of promise...I have always enjoyed PiP based games (which is why I play ADLG regularly) and my regular gaming group enjoyed it too (there were 5 of us). We'll give it another go next week.

Friday, 25 August 2017

Legends of the Old West

A brief report today, mainly because I forgot my camera, so had to resort to the old iPad...!

We've been playing about with scenario-based 'Legends of the Old West' games, mainly so I could make sure I was happy that the system was suitable for large multi-player games at the club, and would be easy enough for new players to pick up.

I intend to write it up as a generic skirmish system, lifting elements  from the 4 Legends of the Old West books, together with Legends of the High Seas, and also the Lord of the Rings: Strategy Battle Game set upon which LotOW was based. Once written, I will just produce army/weapons lists for whatever floats my boat (i.e. whatever I fancy painting!) - on the list at the moment will be more Darkest Africa, Border Reivers, Pirates and Indian Mutiny.

Anyhoo, to get people used to the rules, we've gone back to smaller 1-on-1 tournament style games for a few weeks. There were 4 of us (myself, Steve, Bob and Dave) - so we each played two games, the second game being the two winners and 2 losers of the first.

I was using a Lawman posse...


First game I played Bob - Bob gave himself a good defensive position, but given that most of his Cowboys had six-guns, and I had armed mine with Heavy Pistols, I out ranged him...so just sat outside of six-gun range and picked him off until he had to come out into the open.

I took down all bar his Leader, for the loss of just 2 figures...

We did get a couple of rules wrong (relating to the use of Fame and Fortune) which may or may not have made a difference, but as it was a learning exercise, it didn't really matter.


Second game, I played Steve (he beat Dave in his first game). This was a little more cagey as we manoeuvred for position...Steve had 3 troopers (from a Texas Ranger Posse) with rifles/muskets, and up close, all his figures were using knifes - something I hadn't thought of - so had the edge in close combat.

However, as he approached and stole initiative, he rather astonishingly missed everything in front of him....you know that scene in Pulp Fiction....well that was me, looking around as the hail of bullets whirled around...!

So pulling out our Heavy Pistols we took him down.

 

On My other flank, Steve was having more success as he had made it into close combat and started taking me down. A lucky shot caused a Head for the Hills test, and against all the odds, he failed it...so victory was mine, rather luckily I think, because had he hung around I was surely toast...!


Excellent set of games, enjoyed by all!

Observations: my initial concern was that close combat is a tad too random, and though I may still look at this, Steve proved that there is an edge to be found...and it does make a difference, so I will give it some thought.

Friday, 18 August 2017

More Darkest Africa

More Darkest Africa goodness last night, using our adapted version of Legends of the Old West rules. We used a variation on the 'Avert the Massacre' scenario from 'Blood on the Plains'.

Native and Zanzibar figures are mine, British figures belong to Steve Hardy. The Native Village is an old Games Workshop piece from years ago....an Orc Village, but it looks entirely suitable for this!!!

The British Surveying Party have been repeatedly attacked by natives in the area, and are determined to end it once and for all by burning the native village to the ground. The natives, however, have anticipated this attack and have sent word (and payment) to a force of Zanzibar Mercenaries who are on their way…

As usual, it is an ImagiNation scenario, so not really rooted in reality...!!!

The British aggressors, and the African Natives deploy on table, the Zanzibar Mercenaries are diced for individually every turn, so come on in dribs and drabs.

The attacker must set fire to all the native village buildings, or force the defenders to head for the hills in order to win. The defenders must prevent this from happening by making the attackers head for the hills.
The natives deploy to repel the British invaders...


The British line up....camel corps on their left flank...


The natives manouver into position....

The British advance...

The Zanzibar mercenaries arrive....will they help, or will they just enslave the survivors...


Native casualties are heavy...


...but they manage to get close to the British positions...

The camel corps find themselves surrounded, and are almost wiped out...


The British take stock...


...as the Mercenaries redeploy...

The British start taking casualties


...as the natives hold their position!
 

Meanwhile, the native King is attacked by the last surviving member of the Camel Corps


Casualties on both sides are heavy, and they both break in the same turn....a well fought draw, but the Natives survive to fight another day....if they are not enslaved first......!
 
 
Another excellent game - the rules proving they are highly suitable to this sort of small to medium scale skirmish game. We had 1000 points per side, and the game was very well balanced.
 
Next week, back to the Old West........


Friday, 11 August 2017

Darkest Africa - First Game

Well, I've been painting up Darkest Africa figures as you know - I haven't got round to photographing each unit as yet, but will get to it soon. Tonight, we put on our first game at the club - I provided the Zanzibar Slavers, and my good friend Steve provided the British regulars.

For rules, we decided to use a variation of Legends of the Old West - now sadly out of print, though still the best game Warhammer Historical every produced...it is easy to play and suited to multi-player games.

I've been working on adapting it (using elements of  the 4 LotOW books, Legends of the High Seas & the Lord of the Rings set which the system is based on).

We used the Dawn Attack scenario, from the Blood on the Plains book, and set the terrain up as can be seen below.



British set up is shown below, everyone was sleeping on the roofs, except for two sentries and the camels as the forces of Zanzibar approached to steal supplies.....!





Disaster strikes for the Zanzibar force as they were spotted in the very first turn, and the alarm raised.




The Zanzibar men suffered heavy casualties from the British repeating rifles...all high skilled troops, hitting on a 4+....!

The camel riders got to their mounts to try to protect the entrance to the town and ride down iscolated enemy troops...



The natives finally started to cause some damage, killing a number of British and reaching the walls...







The camel riders sped quickly towards where the breach was happening to support their foot troops, but were driven off by heavy bow and musket fire...


...as the fanatics finally breached the walls...!




But it was all too late, as the Emir of Zanzibar watched on, more of his troops died, and the remainder slunk back into the undergrowth...


An excellent game over all, very encouraging rules wise - everyone playing picked it up very quickly, and fun was had by all.

I will certainly be pressing on with my rules adaption, writing "proper" army lists up for the Dark Continent, and painting more figures...!!!

A brief report, but I'm off to Britcon in an hour or so......