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Showing posts with label The Men Who Would Be Kings. Show all posts
Showing posts with label The Men Who Would Be Kings. Show all posts

Saturday, 2 June 2018

The Men Who Would Be Kings League...and more.

We had two games in the club TMWWBK league playing the the club last night, as we enter the 4th round. We are playing our way through the scenarios in the book, so there will be 8 rounds for the 8 scenarios. We are playing the games at the skirmish level, ie half sized forces. I decided to go this route as most of the people who wanted to play the league could field armies this size from they existing collections. It also meant that those who wanted to build a new force for the league could do so quite quickly.

We had a couple of interesting mash-ups last night. On one table my Herero tribesmen faced Jon's Colonial Belgians, while on the other table Mark's Colonial British faced Colin's Warlord Era Chinese!

The scenario was "Get Off My Land", and I had to scout 6 designated points on the table, whilst Jon's Belgians tried to see me off. At first it looked a daunting prospect, given the Belgian's fire power (2 European units of regular sharpshooters and 2 units of irregular askari). I had 5 units of irregular riflemen, but only 1 unit had modern rifles, so his sharpshooters out ranged most of my units. But rolling for leadership helped me, Jon got mostly 7+ leaders, whilst mine were all 5+ and 6+. This would make me more manoeuvrable and give me a better morale. However as all his units could shoot without needing an order, he could still just stay in place and gun me down.

I started off by using my modern rifles to pick off some of his sharpshooters, whilst the others either rushed for the objectives, or tried to close the range. It started well, I killed 2 men from the sharpshooters in the open and reached 2 objectives in the first move. My mounted unit skirted wide to try and stay out of range of the sharpshooters and made for one of the furthest objectives. Jon failed to move his askaris, his weakened sharpshooters only hit 1 man and my morale held, but the sharpshooters in the jungle cut down 2 men from the unit in contact with the nearest objective and pinned them. I rallied them, but the pattern repeated for the next couple of turns, Jon fired, pinned me, then I rallied until the unit was wiped out. On other side of the table I claimed my first objective and massed three units to fire at the exposed sharpshooters. They killed a couple of my figures but I took them all down.

In the meantime Jon had pulled his askari back to cover the objectives closer to his baseline, but on the right flank my mounted infantry got there first. Two objectives to me and one of the askari started to move back to support the remaining sharpshooter unit, we had both now lost a unit, plus I had one unit down to 1 man. My remaining infantry got into cover and started a firefight with the Belgians whilst my mounted unit grabbed another objective. In so doing they lost 2 men but their morale held. A lucky shot pinned the Belgians and the mounted unit rushed up into close range. they rallied but took another kill and were pinned again, just as their askari arrived to help them. Now the game changed as Jon's attempt to rally the sharpshooters failed, even better they routed off the table.

All my units moved in on the unfortunate askari, who were soon pinned and retiring. They still held off a charge from my mounted infantry, sending them reeling with a bloody nose but could not stop me  grabbing 2 more objectives. At this point I called ahalt and announced I would withdraw. Jon had an untouched unit, in cover, protecting the last objective, I had 3 half-strength units remaining. I was in no position to make an attempt to the last objective at this point. Adding up the Victory Points I scored a massive 18 to Jon's 4. My first win in this league! Over on the other table, the British failed to prevent the Chinese scouting their territory, another victory against European Imperialist Aggression.

This raises an issue we have experienced with TMWWBK. The rules are great an a lot of fun. I have played skirmish level games with up to 6 players and full size games with 24, 36 and even 40 points with no problem. But the scenarios in the book do not seem to be balanced. We have played scenarios 1, 2 and 3 four times each and scenario 4 twice, so far the defender has won every single game. We will see how the rest of the league games go.

 The opening move in our game, 2 Belgian sharpshooters down already!

 On the other TMWWBK table the British seem to have disappeared!

 A rather depleted askari unit is pinned.

 The Camel Corps look a bit lost!


Other games at the club:

A 28mm Chain of Command game.


A big Warhammer 40K game.

And, just for a change, a bicycle racing boardgame!


I had a go at the cycling game as well and it was a lot of fun.

Monday, 28 May 2018

1920s Pulp and WW2 Malaya at Vanquish Show 2018.

Tring Wargames Club attended the Vanquish show at Bourne End on Sunday with two games. Vanquish is a small event, held in the Bourne End Community Centre, with about 15 traders and half a dozen demonstration and participation games. It also offers basic, but good value refreshments (my breakfast bacon roll had 3 rashers of good quality bacon) and a bar serving some excellent Rebellion ales from the Marlow Brewery.

It was a fun day, both games went well, although the Mounties didn't always get their man in my pulp game.

I was particularly impressed with the mix of traders, there was an absolute minimum of duplication in the stock on offer (in recent years I have often wandered around some of the larger shows and felt that I've seen the same stand 4 or 5 times!). I was quite restrained compared some other club members, I picked up a couple of mdf inserts for Really Useful Boxes from Commission Figurines, a few nice resin scenery bits from The Square and a few paints.

Our two games were:

Winter War 1920. A pulp games set in a fiction border war between Canada and the USA using The Men Who Would Be Kings (I really like these versatile rules which I've used for Colonial games, the 1912 Balkans War and various pulp-style scenarios).




The Long and the Short and the Tall. A WW2 game set in Malaya based on the play and film from the 1960s. This used a set home brewed rules specifically designed for a kids participation game using old 54mm plastic figures by Airfix.



I also continued my tradition of running a game appropriate to the foreign visitors to the show. A couple of years ago I was running a 1912 Balkans War game at Warfare and had no sooner laid the game out when a Greek couple came rushing over, having seen the Greek flags from halfway across the hall. This time, almost the second I put the mounties on the table a Canadian couple wandered over!

Sunday, 28 January 2018

Africa with The Men Who Would Be Kings

I played my second round TMWWBK league game at the club on Friday, using the Herero Tribesmen against Alan's "Explorers" (or"Slavers", depending on your perspective).

We were playing Scenario B, in which I, as the attacker, had to destroy Alan's village (there were 5 huts on the table). The game lasted 12 turns and I got 3 victory points for each hut I destroyed, Alan got 2 points for each hut left standing and 2 points for each of my units he destroyed or routed. This was quite a problem for me as in order to destroy a hut I needed to inflict 10 hits in close combat, unfortunately all my units were irregular infantry who only hit on a 6! Also on reflection, as we were using the skirmish level rules (half size units) I should have reduced the strength of the huts accordingly for this scenario.

Alan placed his mercenary askari in the central hut and a unit of tribesmen in jungle on their flank. His explorers and a second unit of tribesmen would come on as reinforcements. To begin with it want well for me, my troops rapidly advanced and started to attack 2 unoccupied huts, detaching a unit of riflemen to block the tribesmen. I kept my troops in cover, so that the askari's shooting was mostly ineffective. Both Alan's tribesmen units rushed forward but his explorers were very tardy (good for me because they were sharpshooters!)


The Herero force advance

Led by the mounted infantry

Askari lurk in the hut

On the flank his tribesmen were taking casualties from my riflemen, so they charged them. Fortunately my unit had got behind a thorn fence (counted as an obstacle) which gave then cover. Even so, fierce tribesmen hitting on a 4+ against irregular infantry hitting on a 6 should have been a one-way fight. But I rolled 3 sixes! I lost two me but the tribesmen fell back so I could blast them the next turn at close range. After another cycle with the same results (!) I gunned down the last surviving tribesman.
The depleted tribesmen advance on the flank (the red counter means they are pinned)

In the centre the askari kept firing (and missing) whilst the other tribal unit moved up in support. The explores had started moving, but still could not get a shot at anyone. In the meantine I kept bashing away at the huts, inflicting a total on 9 hits on both, 1 more hit each and they were destroyed.

Tribal unit advances through the village.

The tribesmen charged into one of my rifle units, this unit was not fierce, which was just as well as they killed 5 out of 6 men in a single round of combat. As the survivor fell back all I could do was ignore the huts and have every unit pour fire into the tribesmen at close range.That was the end of another unit!

The explorers finally start shooting.

By this time Alan's explorers had got into close range of one of my units and decimated it. As a unit got down to 1 or 2 men I tried to keep it out or range or behind cover, trying not to give victory points away. But in the final turns of the game, just as I destroyed the 2 huts, the explorers managed to wipe out one of my units. So it was a 8:6 win to the defenders.

As unusal with TMWWBK we had time for a couple more games before home time, 1 won the second game and Alan won the third.

There were  3 other games on that evening (sorry no pictures this time), a Chain of Command game set in NW Europe, a Rapid Fire game (also in NW Europe) and a Future War Commander game pitting 6mm Eldar against daleks!

Sunday, 17 December 2017

Back to the Balkans with The Men Who Would Be Kings

Martin and I had an evening of The Men Who Would Be Kings games at the last club meeting. I really like the Osprey rules sets, I'm sure there are duff ones out there, but all the ones I have played give a enjoyable and fun game. I'd offered Martin to set the games in 19th century Africa or the Balkans in 1912 and he went for the Balkans. We used the skirmish scale (half size units)  which makes for a quick game. We played three scenarios and could have fitted a fourth in, but instead spent the time looking at the other games on that night and annoying chatting to the players.

Marin took the Turks and I had the Greeks. The first scenario was a simple, three objectives along the centre line of the table. To take an objective a unit had to be the only one in contact and spent a turn at Stand To. The game ended when the third objective was taken, in the interim the opponent could swipe an objective back. It was a quick game, due to my slowness and the speed of Marin's Turks. (I kept rolling 1s and 2s for the extra move when I moved At The Double, he rolled 5s and 6s). The ned result was a 2:1 win to the Turks.

The second scenario was A Sigh of Relief. The objective ended up in the middle of a wood and I put my elite Evzone unit out to guard it. Despite losing their leader to the first shot of the game, they held off all comers for some time, routing one unit and sending another reeling back with a bloody nose. Eventually, once they were down to half strength, they failed and rally test and retreated off the objective, but by this time the rest of my force was in the fight. We called it a halt when the Turks were down to one pinned unit and the Greeks still had all four units in play (a lucky roll had rallied the Evzones at the last minute).

Game three was Run For The Hills! with the Turks trying to escape. Martin started well, keeping his units on the move, then only engaging the Greeks with two units whilst the rest made a break for it. It almost worked, I destroyed the rearguard and he got a unit and a half off the table. With his last unit almost on the table edge his luck failed and ther refused to move for two turns. this allowed me to catch them in a crossfire and wipe them out. A 6:4 win for the Greeks!

                                                  Greek Evzones hold the objective

                             Turkish Militia advance, backed up (at a distance) by irregular infantry

                                       Turkish Regulars shelter from the Evzone firestorm

                                                      Greek Irregulars take cover

                                            Greek Regular infantry on the attack


Only two other games this time, a 4-player Warhammer 40K game.



And a 28mm Wars of the Roses bash, using the Crusade rules



Monday, 20 November 2017

The Men Who Would Be Kings for the 1912 Balkans War

SUNDAY
Martin and I drove across to Warfare at Reading on the Sunday with my 1912 Balkans War game. I'd previously demonstrated this period using Chain of Command, but this year I was using The Men Who Would be Kings by Dan Mersey. Although the rules a written for 19th century colonial conflicts, I've found they work very well for the early 20th century as well. The First and Second Balkans Wars, with their huge variety of troop types and qualities, are easily covered with these adaptable rules. Later in the day we were joined by Henry to help out and allow for some wandering time/loo breaks.

Instead of the usual 6x4 table, I was playing this on a 3x3 area, using the skirmish version of TMWWBK (which uses half sized units). Although we were on the show listing as a demonstration game, I was intending this as a "soft" participation game, if anyone showed interest in how the rules worked for this period, they would be invited to join in and see.

It was a simple scenario, there were 3 objective points that needed to be scouted, which ever side scouted the most was the winner!
The Greeks had 4 units (1 elite, 2 regular and 1 irregular volunteers) and the Turks had 5 (2 regular, 2 militia and 1 irregular volunteers).

                                                                  The battlefield
                                                             A view from the other side
                                                              The 3 objectives

We played the scenario three times in the end, and every game had at least one passer by joining in. I'd planned the scenario to last for about an hour, including time for explaining the rules and that seemed to work. Allowing for lunch and shopping trips, as well as a lot of chatting to interested passers by, 3 hours gaming was just about right before everything started to wind down. Out of the three games, we had one Greek Victory and two Turkish.

                                                                Turkish Militia
                       Greek Regulars - The Italian Legion: Garabaldini Redshirts for the 20th Century
                                             Turkish Regulars and Militia prepare to advance
                                                        Greek Irregular Volunteers
                                                               Turkish Regular Cavalry
                                             Turkish Militia seize the central objective
                                    The situation at the end of the game, another Turkish victory!
                                                          Finally, a win for the Greeks

We had a great time and chatted to a lot of interesting people, both visitors and those running nearby games. I didn't spend very much as the one trader I wanted to buy from wasn't there this year!

An added bonus for me was when a father and son stopped by to admire the game and ask questions, when I turned to answer them I realised it was my old friend Nigel, who lives on the Isle of Wight and I hadn't seem face to face in years. We'd first met at a reenactment event about 25 years ago, when we got very, very drunk. It's a small world.

An extra thank to Martin who stepped in at the last minute to drive me and the game over, despite having attended the previous day with a 54mm ACW participation game.

I've also now got Alan's report on the Saturday (unfortunatly no pictures for this one).

SATURDAY
Martin, Ian R, and I took our 54mm ACW participation game to the Warfare 2017 show on Sat Nov 18th. Warfare is a regular slot for us, the guys from WAR always put on a great show and we really enjoy going along.

Once again, the show this year was well attended, and we were kept busy right from the start and most of the day. As we had seen at Milton Keynes earlier in the year, there was a lot of interest in our participation game - a simple skirmish might-have-been scenario, which we envisaged as taking place on the early morning of July 2nd 1863, somewhere near the Peach Orchard on the Gettysburg battlefield.

Our use of 54mm figures for the game drew a lot of attention, and many visitors to our table were keen to know where we had obtained the figures and whether they were available for sale at the show. Unfortunately we had to disappoint them, we didn’t see anyone selling 54mm figures at the show, and Martin and I had picked ours up at a museum in Atlanta on our ACW tour trip last year. However, we received numerous favourable comments about using  the larger scale on a 5x5 table, and it proved very popular with the gamers who gave it a try - something we will definitely be taking into consideration when planning our show offerings for next year.

Over the course of the day we played the game about a half dozen times, with plenty of time for chatting with the gamers and passers-by as well. Several had commented that there did seem to be fewer participation games on display this year, which is a shame, although there were some beautifully-crafted large-table games on show as well.

An added bonus – we were approached by a gamer who has recently moved into our area and is looking for a club, so we will look forward to welcoming them to  one of our regular Friday evening meetings.

Overall, a very enjoyable day, and a big thank you to the guys at WAR for organising a great show.


Monday, 1 May 2017

First Time with The Men Who Would Be Kings

I ran an introductory evening of Osprey's Colonial Rules, "The Men Who Would Be Kings" last Friday. Here is Bill's impression of his first game.

Hi All,

On Friday the 21st of April I played my first game of “The Men Who Would Be Kings”. Thinking out of the box Graham put together a great scenario, which was a lot of fun to play. It was based on an American / Canadian cross border conflict, complete with a winter landscape, in the 1920’s, which was great fun. Like most of the rule sets which are produced by Osprey, TMWWBK are quick to learn and are very playable. We were able to get two games in the evening, playing each side in turn.
Thanks again Graham for a couple of great games
Bill

                                 The table with 4 objective markers along the stream.

American BAR team take cover in the rocks.

                  The situation at the end of the first game - not many Canadians left on the table!

Saturday, 17 December 2016

Gaming in Colonial Africa 2

We played some more TMWWBK games at club last Friday, four players using half size units we managed to get three games into about three and a half hours gaming time.

All three games pitted Terrible Turks against Dastardly Huns arguing over who had the right to oppress the local population. As we had two new players the first game was a straight up "Kill 'em All" game, them we played "Get Off My Land" and "Run To The Hills" scenarios from the book.

                                               Turkish infantry shelter in the jungle

The Turks:
3 units Line Infantry (Regular Inf)
2 units Militia (Irregular Inf - Unenthusiastic)

The Germans:
1 unit Colonial Inf (Regular Inf - Veteran)
1 unit Askari (Irregular Inf - Veteran)
1 unit Settler Volunteers (Irregular Inf - Veteran & Well Armed)
1 unit native allies (Tribal Inf - Elite & Fierce)

                                           German Settlers - a mean bunch!

Friday, 4 November 2016

Gaming in Colonial Africa 1

We played our first couple of games using The Men Who Would be Kings recently.  These were played at the skirmish level using half sized units.

For the first game we played a straight forward encounter “kill ‘em all” game, to get a feel for the rules.

A combined warband of Longshankee and Stumppi warriors faced off against a force of slavers.

NATIVES
Longshankee Warriors and Archers

  • Longshankee Warriors = Tribal Infantry Elite/Fierce
  • Longshankee Archers = Irregular Infantry with bows Sharpshooters/Field craft
  • Stumppi Warriors = Tribal Infantry
  • Stumppi Blowpipers = Irregular Infantry with bows Field craft
  • Escaped Slaves = Irregular Infantry with obsolete rifles Field craft



SLAVERS
Chinese Riflemen and Fanatics

  • Chinese Riflemen = Irregular Infantry with modern rifles Elite
  • Chinese Fanatics  = Tribal Infantry Elite/Fierce
  • 2 x Arab Riflemen = Irregular Infantry with obsolete rifles Field craft


The battlefield
The game was great fun.
On one side of the table the two Arab riflemen (or rather one as poor leadership meant that one unit was somewhat tardy) faced off against the escaped slaves and the Stumppi warriors.

The Arabs and ex-slaves exchanged fire at long range, killing one Arab, whilst the Stumppi tried to work their way around the flank. The tardy Arabs finally arrived, only to be charged and wiped out by the pygmies.
Two units of Arab Riflemen engage the Escaped Slaves on the rocky outcrop
but they are charged in the flank by Stumppi Warriors

The Stumppi then failed their attempt to charge the second Arab unit, who blasted them at close range, routing the survivors. They were soon revenged by the ex-slaves who shot down a couple more Arabs, causing them to flee the field.
The first unit of Arab Riflemen are wiped out but a volley from the 2nd Arab Riflemen routs the remaining Stumppi Warriors

On the other side of the table the Chinese fanatics and Longshankee warriors advanced on each other supported by their respective missile units.
Stumppi Blowpipers and Longshankee Warriors and Archers advance on the Chinese

Chinese Fanatics wait behind a rocky outcrop for the Longshankee to get closer.

As the Longshankee Warriors approach the Chinese move out to close the charge range
Off to the right the Stumppi Blowpipers are closing in.

Suddenly the Chinese caught the Natives off guard, by veering the fanatics to the side and racing towards the Stumppi blowpipers. The pygmies killed one of the fanatics, but were then caught by their charge and the last survivors ran back towards their lines for a couple of turns.
The Chinese Fanatics switch their attention to the Stumppi Blowpipers

The remnants of the Stumppi Blowpipers fall back.

A well-aimed volley from the Chinese riflemen pinned the Longshankee Warriors, allowing the victorious fanatics to charger them in turn, routing them. By now the Longshankee archers had crept up to close range (their leaders ability of “short sighted” meant that they could not shoot at anyone beyond 6”!) where they wiped out the last few Chinese Fanatics with a single volley. With the last two pygmies back in the game, the Chinese riflemen found themselves attacked by 3 units. They killed a few of their attackers, but were eventually shot down.
Chinese Riflemen try to fend off Longshankee Archers approaching over the rocky hill

Surrounded, the last four Chinese Riflemen are doomed.



The second game was quite different. We diced for scenario and played Scenario C: To The Last Bullet. The slavers stayed on and were matched against a force of Ottomans.

OTTOMANS
3 x Line Infantry = Regular Infantry
2 x Militia Infantry = Irregular Infantry Unenthusiastic

The Ottomans got to defend so they dropped a Line infantry unit to make it 18 points.
Ottomans line up at the halfway line ready to fall back on a defensive position
around the hut and the rocky hill

The Slavers have a long way to catch up.

This game never really got going, Apart from the Chinese fanatics, the slavers hardly moved at all. The Ottomans had plenty of time to occupy the defensible position with Regular Infantry (despite that unit’s commander having the trait of “Wheezy” and not being able to move at the double) and form a firing line on the flanks before the first slaver rifle unit was halfway across the table. One of the Arabs and the Chinese riflemen did not move at all for 3 or 4 turns. The Ottoman player took pity on the slavers and gave the rifle units 4 free movements, but still the slavers were forced to commit piecemeal.
The only Slaver unit to get close were the Chinese Fanatics who were mown down by crossfire.

Once the Chinese fanatics were mown down in a crossfire, one of the Regular Infantry units formed Close Order, fixed bayonets and marched forward, alternately blasting or bayoneting everything it encountered. By the time the slavers were down to one unit, the Ottomans had only lost 4 figures, so we called it a day. It had been a disappointing game, but mainly down to abysmal dice on the part of the slaver commander. We thought that this particular scenario was very dependent on the composition of the attacking force. If they had been mainly Tribal infantry it would have been quite a different battle.



Like Lion Rampant and Dragon Rampant, TMWWBK seems a  good set of rules that will deliver a fun game. We will be playing it more in the near future and trying a couple of 3-way games in a week or two to see how that goes.