Showing posts with label Afghans. Show all posts
Showing posts with label Afghans. Show all posts

Wednesday, 22 May 2019

TMWWBK - ‘Get off my land’ replay

I posted a game report of this scenario before. We decided to run it again but changed ends, as it were. I took the Mahdists - three Irregulars and three Tribals - whilst Ian had the British - three Regular Infantry and a Machine-Gun.

The scenaro makes the Attackers deploy their range away from any edge, but as my range was an upgraded 24" there was nowhere to deploy them on a 6' x 4' table! So we changed this to 18", the same as in our first game.

By choosing to deploy on the edge he did, Ian was almost on top of three of the objectives right from the start, but as luck would have it the centre of this edge was also the zone I had nominated for two of my Tribal units to pop up in.

This allowed me to place them at 8” from the British. This is almost as good as it gets, but would have been better if I could have placed them in cover. If they survived Ian's next turn and if I could activate them, I could charge home without the risk of failing to double adequately.

Beginning of Turn 2. My Irregulars are the three grey units in the centre (C, A and B) flanked by two of my Tribal units (F and E). The Tribals have been placed so as to be able to charge either of two opposing units. British unit H has been pinned by fire. Mahdist unit E loses four casualties and becomes pinned during this turn, neutralising half of my attacking force. This is a decisive moment.
Beginning of Turn 3: Mahdist unit E recovers from pinning but can only sit there. Mahdist unit F fails to activate and cannot charge. This is the other decisive moment of the game.
Beginning of Turn 4: Mahdist unit A takes the hill, but Mahdist unit E loses more casualties and is pinned again.
Beginning of Turn 5: Mahdist unit E is effectively no more. Unit C manages to charge but is beaten off.
Beginning of Turn 6: All the Mahdist units are now too depleted to be effective.
End of Turn 6: a technical win for the Mahdists at this premature end to the game but their fate is sealed.
Had I made contact I might have overcome one or two of the British units. Failure to do so left me exposed to the cycle of being pinned, attempting to rally and gradual or not so gradual extermination.

Our club AGM curtailed our gaming time. At the point we decided to stop I was technically the winner as the British had by that time taken only two of the objectives. But had the game continued I think I would have been wiped out, so I take no satisfaction in this 'victory'.

We are still trying to work out how best to use Tribals - how to survive and how to make them more than a one shot, one tim e weapon. Perhaps it's too early to admit defeat but I'm inclining to Ian's view they should be reduced in price to 2 points.

We also had some dreaded Line of Sight issues but I'll gloss over that until we've had more time to think about it.

Wednesday, 8 May 2019

Two games of 'The Men Who Would Be Kings'

Continuing this year's focus on Rampant games, my friend Ian and I played two games of The Men Who Would Be Kings.

North-West Frontier

Our first game featured the 'Run to the Hills!' scenario using my British and Afghan forces. The Brits (me) had to reach the far end of the table while running the gauntlet of the Pathans (Ian) who were on their first tabletop outing.



We used random Leader Values and Leader Traits, but found the latter hard to remember. I wanted to minimise on-table clutter so abandoned the unit cards used in earlier games in favour of off-table rosters but we soon realised it was still necessary to ID the units on-table which we did with temporary pieces of paper. I've since utilised some lettered Scrabble-style tablets.




We initially made a mistake in the Pin Tests, subtracting for casualties in the game rather than casualties just inflicted. The minor differences between different Rampant games are easy to confuse, and I am currently working on a spreadsheet to compare them.




The photos show the course of the game. Owing to the Pinning Test error, the British appear a lot more battered than they should be. Allowing for this rule error, this game was or should have been a British victory.




Sudan

For our second game Ian brought his newly acquired Sudan forces, and we did the 'Get Off My Land' scenario with the British vs Mahdists.



Ian laid out the table with a scattering of hills, some small clumps of vegetation and an area of soft ground. Six markers were distributed as per the scenario rules. The British had to search these by  Standing To when in contact with them.

The Mahdists had three upgraded Irregular Infantry units (@ 5 each) deployed centrally and three Tribal units (@ 3 each) which could pop up in nominated sectors during the game.

The British had three Regular Infantry units and a well-drilled Gardner Gun (all @ 6 each).


We agreed to drop the Leader Traits. Once again we adopted paper IDs to identufy the units. I also added the LV values to mine as this was the only difference between my infantry units.


My plan was to destroy the Mahdists piecemeal while searching at least some but not necessarily all the objectives, so I deployed on the edge furthest away from the main enemy concentration. It was the Falklands strategy.

My progress was entirely systematic. I moved towards the objectives, shot up any Mahdists encountered and only Stood To over the objectives if all the closest Mahdists had been neutralised by pinning or elimination.

Basically it all went like clockwork and a point came when it was a virtual impossibility for the Mahdists to win.


Ian's chances weren't helped by forgetting to bring on one of his hidden units when it might have made a difference. He did bring it on but late in the day and unsupported, so it just got chewed up in its turn.


IMO it's hard to fight Regulars with Tribals. Tribals will tend to have twice as many units as Regulars and need to attack in that 2:1 ratio, i.e. sending at least a pair of units against each single Regular unit. The latter can, of course, only shoot at one unit at a time.


In this scenario the Tribals also need to 'Go to Ground' to optimise their chance of survival. Even this is tricky. If Gone to Ground the Tribals can't be targeted beyond short range so the Regulars will be obliged to advance to within 12" of them. At that point the Tribals can try to Activate (with a 58%, 72% or 83% chance of success depending on the LV) followed by a 50% chance of Doubling into contact (4+ on 1D6).


If you attack with two units your odds of getting one of them into contact is better than evens and then you will have 16 to 12 dice in the melee. If, however, they are caught in the open they will be subjected to a cycle of being shot at and then having to rally which will have only one outcome.

Ian currently believes that Tribals are overpriced at 3 points. I'm reserving judgement.

All figures are Perry plastics, undercoated but not yet painted.

Thursday, 8 March 2018

28mm Pathans for The Men Who Would Be Kings

Pathans with muskets
I thought my 28mm Zulu War (1879) British for The Men Who Would Be Kings might be recycled for two other conflicts around that time - the Urabi Revolt in Egypt (1879-1882) and the Second Afghan War (1878-1880).

I have no doubts that the British regulars will be fine for Egypt, but the North-West Frontier is more problematic.

Pathans with swords
Khaki was adopted earlier for Indian service and this was the normal British dress for the Second Afghan War. However, I’m not too worried for the following reasons:

1. Scarlet coats and blue serge trousers are reported for the beginning of the war.
2. There were earlier actions on the North-West Frontier for which the appearance of red coats is more likely.
3. The British figures could be replaced later.
4. Let's not be pedantic.

A neat looking light gun and crew
So far the only Afghan figures I’ve collected are irregular Pathan types, so I’m not yet actually committed to the Second Afghan War. The figures are a mixture of musketeers and swordsmen. For TMWWBK they can be fielded in predominantly firearm units as Tribesmen (Irregular Infantry) or in predominantly hand-to-hand units as Ghazi fanatics (Tribal Infantry). Having individually-based figures gives you a lot of flexibility.

The figures came from two different eBay sources with rather differing ideas about light and dark finishes, but both sets of figures were well-painted and I'm very pleased to have them.

I just need to paint up (groan) a few more to complete the army, and add some steel paper under the bases for storage/transport. Steel paper now seems unobtainable, having been replaced with ferro sheet, but steel paper is thinner and I should have enough stocks for these figures.