Showing posts with label Colonial. Show all posts
Showing posts with label Colonial. Show all posts

Wednesday, February 27, 2013

Battle Report - Sudan 28mm using Black Powder


Madhist battle line takes shape - very ominous
Last week the conscripts assembled at Dallas' place to play a Colonial game using the "Black Powder" rules.  I had tried Black Powder for the first time during my recent visit to Regina and was really impressed with the rules. I was hoping for a second successful run through with the group at our home base back in Winnipeg. 
The emir's standard
The scenario was a slight "what-if" type encounter, imagining a bold Madhist emir launching a probing attack against General Graham's force assembling at the port of Suakin in 1884. Irritated and keen to get into action, Graham sends a smaller force into a preliminary battle.
Camelry takes the lead - the beast are in a bad mood...
The table was 6' x 4'.  With the trusty Geo Hex terrain as a base, the setting included the ruins of a small trading station once run by the Egyptian administration in Sudan.  The British had to break the Madhists.  The Madhists had the same goal.  The break points were similar - first side to have half their units broken would lose.

The British had a battalion from the Cameron Highlanders (or the Gordons, depending on your interpretation of my brushwork on the kilts), a battalion from the Yorks & Lancs, a detachment of naval troops, a gatling gun and some lads from the 10th Hussars.

The Madhists had three big warbands of warriors with spears, a unit of cavalry with spears and carbines, a unit of camel scouts with carbines and two groups of skirmishers with captured Remington breech loaders.  They also had a captured Krupp gun crewed by Egyptian "volunteers".
Madhist skirmishers with rifles - likely captured from the Egyptians which had been previously "defeated"
This was only my second game of Black Powder, and the first game with the group here in Winnipeg, so I'm pretty sure I messed up a couple of rules.  But overall it was a great game.  Dallas, Frederick and Dave V. played the British side while Mike F, Kevin H. and Perry played the Madhists.
Another view of the Madhist attack
Black Powder moves very fast.  Because command success can vary, some units can cover quite a bit of distance if you give a bold order and roll well (or with luck - whatever :). The Madhists roared forward into the approaching British lines.  The Brits responded with crashing volleys from their Martini-Henrys and counter charges from the 10th Hussars.
Madhist religious leader at the forefront of the cavalry.  The "WTF?" token was used to indicate disorder.
The Hussars caused some dramatic damage on the Madhists on the British left, but ultimately they took a lot of punishment broke after a couple of turns. On the British right the Highlanders withstood charge after charge, breaking a couple of Madhist warbands but they were ultimately overwhelmed by the combination of cavalry and irritating Madhist skirmishers!
Madhist Krupp gun, with overseer and Egyptian "volunteers"
As the Madhist units wore away, the British tried to stick grimly to their battle lines, hoping to settle the matter with musketry.  But Mike F in particular was hot rolling the morale saves.  The finish was very close - with the Hussars and Highlanders gone, the British were one unit away from breaking.  On the other hand, so were the Madhists!  Who would claim glory in the Sudan?
The 10th Hussars ride to glory - and a break point
As with all such systems, there was heartbreak in the command rolls for both sides.  The Madhists could not quite finish the job, but they came close. Command rolls played a part.  The British firing line won in the end, but just barely.  It was very, very close, a great game by both sides.

Dallas brought out the movement trays for "War of the Ring" and they worked well for the British.  I look forward to getting my own sabot-trays for these figures and playing more Black Powder in the future.

I really enjoy Black Powder.  The rules are very quick, simple and very flexible.  They certainly have a lot of similarities to Warmaster, but they are adjusted very nicely to get this style of game. The guys seemed pretty engaged with them.  As I said above, it was only my second run through so I probably screwed up a few calls but overall I think we had the spirit of the game.

As you can see from the pictures, photos of the British are lacking - I am hoping Dallas will upload some he took when he has a moment.  In the meantime, you can get a look at a similar game from Regina here.
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Thanks for posting the report, Greg! I've uploaded the pics I took of the game with some captions...

The Mahdist battle line

Mahdist cameleers

Some of the frothing Madhists

British line formed up with Hussars on the left, Yorks and Lancs in the middle and Highlanders at right

Yorks and Lancs, fitting well in the GW WotR movement tray
Disrupted Mahdist mob
Hussars hit the Mahdist right flank
Mahdist mob about to evaporate; Hussars charge through into camelry at top left...


Hussars slam into the Mahdist camelry, outcome is not so good for the horsemen

Camels roll over the blown Hussars and move to threaten the flank of the Yorks and Lancs...

Camels slam into the infantry - a nice co-ordinated charge by the Mahdists


Mahdists win the combat but the British withdraw in good reasonable order

Highlanders are under pressure on the other flank

Mahdist horsemen charge in...

"Epic fail" for a failed order by the Mahdist boss...

...matched by a British blunder!

Ultimately, British pluck carried the day - huzzah!!

Tuesday, February 5, 2013

More Colonial Sudan - Madhist Armoured Emir and Cavalry


Death to the colonial oppressors! 
Another colonial Sudan entry for the Analogue Hobbies Painting Challenge. This is a group of Madhist cavalry led by an armoured emir and his standard bearer. The figures are all from the Perry Brothers' amazing Colonial Sudan collection.

Armoured emir, with cloth barding
Another view of the barding and the chain mail
Cool armour - not sure it stops a round from a Martini-Henry...
The emir and the standard bearer are riding horses clad in a cloth barding that is quite unique - you can still see contemporary examples of it online from festivals/celebrations in various parts of Africa today.  I tried to copy the example from the Perry Brothers' product listing on their site (the paint job on that site is obviously much, much nicer).

Standard bearer riding high - banner allegedly says something about serving god, but it may say "up with Queen Victoria's skirt!" for all I know...
The banner is from The Virtual Armchair General.  It's not the nicest banner I have ever worked with, but it is still OK and the service from them is top notch.  I recommend them to you for any gaming needs you might have.

Baggara tribesmen

Rider with a "liberated" Remington rifle

The other riders are armed with a mix of spears and Remington breech-loader rifles, likely captured from one of the multiple Egyptian expeditions crushed by the Madhi's troops as his rebellion took hold of the Sudan.
I experimented with a new macro lense for a couple of these pictures 


I almost went cross-eyed painting the cloth barding on the emir and the standard bearer, but I was pleased with the result.  The Madhists will now have a nice, scary looking leadership focal point the next time we get the Sudan figs out on the table!

Tuesday, May 12, 2009

Colonial conflict in Regina

Over the weekend I was fortunate to have the opportunity to zip down to Regina for a visit with "Fawcett Founding Father" Curt C. In addition to putting up with me spongeing his Coke Zero supply and playing Rainbow Six on his TV until three in the morning, we ran a colonial game using my 28mm Perry Twins collection. Here is a quick report, and some photos from the game.


The scenario was set in noth-east Sudan, in the earlier period of the conflict, in which the British were building up a force to protect the port of Suakin. It featured a heliograph team, holed up in an abandoned village, which had been merrily transmitting signals, much to the chagrin of local Mahdist warriors, concered at what the Frankish invaders were doing with the sun. A detachment of naval troops, backed by a Gatling and a Gardner Gun, set up a defence in the village, while a relief force of Yorks and Lancs and Gordon Highlanders tried to arrive before the tribal warriors overran the outpost.

The Mahdists;' objective was to kill all members of the heliograph team in 15 turns. The British objective was to prevent this.

The Mahdists had approximately 100 warrior, armed with a mix of swords, spears and captured rifles, and a group of six camel riders. They also had the Imam, which other Fawcett gamers will recall has the creepy effect of ensuring the warriors keep fighting through wounds that might otherwise have been fatal. Also, there was a provision that the Mahdists could "regenerate" in the sense that if one group of warriors broke, another similar one would re-appear at the board edge.

The British in the village had approx. 14 naval ratings, a gatling gun, and a gardner gun. Heavy firepower, but the village was pretty large and there were a lot of walls to defend so it was a challenge to cover them all. The relief column had a group of 14 Yorks and Lancs, a group of 12 Cameron Highlanders, and a 7-pound screw gun for artillery support, together with associated officers, pipers etc.

Curt and Dean took command of the Mahdist horde. Dan and Stacey split the British command, with Stacey attempting to hold the village, and Dan marching to the rescue.

The game was a hoot - Stacey was alarmed to see the Mahdists, rather than charge into the mouth of the repeating guns, make an attack that swept around the flanks of the village. Ultimately, the Mahdists would congregate in an area where the British had poor visibility, and then swarm the wall. Natually, the gatling jammed at a critical moment, while the Gardner failed to hit anything! Poor Stacey had an off night for rolling overall, while the tribesman were rolling vegas. The only exception was a Naval Lieutenant, who was gunnig for a Victoria Cross holding off several warriors, and even a mounted Khalifa, single-handedly for several turns. As the game developed, this award would be received posthumously...

Eventually, the village was overrun, with Curt's Khalifa surivivng two grisly rifle wounds, fighting his way over the wall, killing the Gardner Gun crew, dismounting, and fighting his way upstairs into a house, killing off the naval ratings, and finally beginning to "take care" of the heliograph team. He was helped along the way by some rock-hard Imam saving throws (see below). God is great!

Meanwhile, Dan was doing his best to march across the sands to help. The royal artillery put round after round into the cloud of tribesmen who were attempting to block the relief force, but the warriors kept coming. The dreaded camel warriors hit the Highlanders pretty hard, and it looked like curtains for them as the kilted gentlemen started to fall beneath the hooves of the smelly beats, but Dan pulled it out int the end, rolling hot to push them back, slaughter the remaining infantry, and continue the advance after blowing away the surviving camels with a couple of volleys from Martini-Henry rifles. One plucky Highland NCO even defeated the last camel in single combat!

As Dan rolled across the seemingly endless table (eight feet, to be exact!), Curt's rifle-armed warriors sniped away. In a bold move, Dan sent his mounted officer in a race ahead to try and get into the village early and help the hapless sailors with the close fighting. The Mahdists are terrrible shots, but Curt's shooters hurt the British captain badly, so even though he made it to the village, all he got for his trouble was a spear in the gut. This was the "TSN turning point" of the game. Even though the Sudanese riflemen ultimately got killed by a combination of rifle fire and further attention from the Royal Artillery, by weakening the mounted captain, they effectively sealed the fate of the British defences in the village.

All around, a tremendously fun game. It came once again to the final turn - in the end, only three members of the heliograph team had been killed, while the Yorks and Lancs were preparing to vault into the village in the face of a storm of spears. Technically, the British "won", but certainly the Gav Thorpe moral victory goes to the Mahdists! Thanks to Curt for hosting, and for the Regina crew for coming out and playing a great game.

Pictures below, courtesy of Curt!



Mahdist warriors sweep across the desert to drive out the foreigners!


The Highlanders confront the Mahdist "camelry".


Heliograph team contemplates next message - HELP!


A film crew captures the action at the wall. Long-time Fawcett gamers will catch the reference!


The naval ratings prepare to defend the village.


The young naval Lieutenant earning his Victoria Cross. It would be awarded posthumously.


The relief force crashes into the wall of the village. Note the building in the corner, where the Mahdists have started to finish off the heliograph team.


Curt captured a photo of the vegas rolling by the Mahdist side. Rolls like this had the Mahdist warriors ignoring wounds from rifles, repeating guns, high-explosive and other modern arms.