Showing posts with label Battle. Show all posts
Showing posts with label Battle. Show all posts

Wednesday, 27 September 2017

Was there ever a Haberdasher so plucky?

Bhekisisa (Black shields) is staring down the barrel of McHearty’s ominous looking gun he orders his men to go to ground.  They do so reluctantly.  


N’Konkoni (Red shields) is now behind the flank of McHearty’s gun and within easy charge distance his warriors begin to sing and to beat their assegais against their shields.



Ibubesi (mixed colour shields) and Indlovu (Black and White shields) tear into Mr Dewhurst’s volunteers at the double.  The volunteers are swiftly overrun but go down fighting causing 6 Zulu casualties, but wait, what’s this? 



Mr Dewhurst is still on his feet trading blows with Indlovu.  Was there ever a Haberdasher so plucky?

Mapoza sings out the command and his no longer silent warriors roll down the hill in a wave.  


Turvey’s Sailors turn to meet them. “Where did they come from?” Asks the Captain.  


The fighting is fierce and the eight Zulu warriors lie stricken but only five of the Sailors remain on their feet.  Old Topsey is one of them, he’s the very Devil with revolver and sword. 




Addendum

Mc Hearty gets off a shell but then the warriors are on him, he gets one before it’s all over.
Captain Turvey and the Tars fight to the end but it quickly comes.

Gallant Mr Dewhurst is, well, butchered.

Sgt Fagan has led his men off at the double and intends to be as far away as possible as quickly as he can.  He will enjoy some fleeting fame as the only (White) survivor of the encounter and be promoted to Inspector.  In due course he will become a magistrate, always strangely popular with the natives. 

Tuesday, 26 September 2017

The Indunas

Mapoza is in position, invisible to the foe, his silent warriors ready to strike.  He will wait until the horns of the Impi have engaged and then storm the gun and kill the gunners. He is re inforced.


N’Konkoni (Red shields) races for the hills on the British flank.  N’Konkoni has now seized the high ground on the British flank.  Bhekisisa (Black shields) could do the same, but decides to go straight at the foe to fix them in position. They both move forward, Bhekisisa’s men now in the open and vulnerable to fire. 


Ibubesi (mixed colour shields) and Indlovu (Black and White shields) can see the British volunteers and intend destroying them before setting about the various Cape tribesmen who have cunningly taken up position in the rear. Off they go at a sprint.



Captain Turvey can now see there is no point in going for the high ground as there are Zulus on it.  He ponders, perhaps he’ll stay where he is.

A frantic McHearty orders his men to move the gun and secure a target and this they do.



Mr Dewhurst suggests to the chaps that they shoot at the Zulus.  They do, and down a couple but not the fellow with the blue feather who seems to be some sort of ring leader.   The fellows seem happy enough, Captain Turvey’s Sailors are protecting their flank and the very competent Sgt Fagan is waiting behind them in case they might need help.

Sgt Fagan holds his position but he’s thinking ahead.

Saturday, 23 September 2017

“I’ve cleared your field of fire Mr Dewhurst!”

The Zulus jog forward, the horns of the Impi moving out to turn the flanks of the British.  Just as mighty Shaka had decreed they should.  The lie of the land means that only the Zulu flanks are visible to the British.




A sailor sings out the soon to be immortalised words “Zulus! Sir, there seems to be quite a few of them".  There is a flurry of activity in the British camp.



Captain Turvey knows what to do, he’ll lead the sailors at the double up onto the high ground and secure the flank!  He’ll order close order and give them a volley!  He’ll let the Tars fire at long range to warn them off!  Somehow, he cannot make his mind up.



McHearty and the gun crew wheel the gun into position and are ready to teach the Zulu all about the value of modern ordinance, but they can’t as the Sailors are masking the on coming Zulus. 

Dewhurst decides to tell his lads about duty and the Queen Empress-they seem a little fidgety.



The ever efficient Fagan smartly leads his natives to the rear of Dewhurst’s men and loudly proclaims “I’ve cleared your field of fire Mr Dewhurst!”

Friday, 22 September 2017

It’s Awfully Quiet Out There TMWWBK

It’s time to try the Impi out. 

Here we have a hastily assembled Imperial force on its way to the border of Zulu land.  The core of the force is reliable enough being comprised of Royal Navy Sailors and a gun. There should have been some good mounted infantry too but they haven’t turned up*.  The supporting troops are volunteers from the Colony, poor shots as they are mainly counter wallopers or worse, and a native contingent.  Still, no one expects the Zulu to cross the river.  

I've given all of the commanders randomly generated Leader Values and Traits (like so) for players of TMWWBK, if you don't play lower numbers are better.

In command, we have Captain Foxlet Turvey (7+) known to his Tars as ‘Topsey’.  Captain Turvey is a Rum victim who never the less can be expected to march from A to B though not necessarily in a straight line. 



The gun is commanded by Bosun McHearty (5+) a capable son of the Empire. 



Sgt Fagan (5+) has been seconded from the Natal Police to lead the native contingent and is a model of efficiency and a secret coward.
 

Mr Dewhurst (7+), Dewhurst’s Quality Haberdashery, leads the Cape Colony Volunteer Rifles, he doesn’t really know what he’s doing, but- it shouldn’t matter.




The Zulus are led by:

Ibubesi (6+) (mixed colour shields) a capable and steady leader.



Indlovu (6+) (Black and White shields) capable, but a traditionalist, his men are short of ammo.



Mapoza (5+) (White shields) is destined for greatness.



Khethiwe (5+) (White on Black shields) is an up and at them sort of Induna and a veteran commander.

Bhekisisa (5+) (Black shields) is another destined for greatness.




N’Konkoni (5+) (Red shields) is thought in Induna circles to be a thoroughly good chap as well as a capable commander.  His nick-name is ‘The Slaughterer’.




The game opens with the British breaking camp and forming line of march.





* As dictated by the scenario, the British are outnumbered.

Saturday, 24 June 2017

The Lone Ranger Flees

The rangers are forging ahead but the grenadiers are stuck on the ridge and holding up the column.  But the rangers have gone too far and three of them are shot dead.  Strangely no further fire comes from the French, Howe assumes they are on the move.

The entire column moves up and this time they meet a response another two grenadiers fall; their remaining comrade makes a run for it.  Howe’s unit clears the ridge, Roger’s Rangers spot movement and fire.

While Dumas exhorts his allies, Howe gets the column moving save the last provincial unit.



The woods erupt with whoops and howls and musket fire.  Five of Howe’s unit are shot and Roger’s Rangers are reduced to a single man.  The lone ranger flees.  




Howe orders a volley into the tree line and two blue coated figures fall. Meantime Goreham’s Rangers move up, while another unit of British regulars joins Howe.  The provincials though have stopped dead.




Nothing stirs in the trees but Howe orders another volley killing one of Dumas's regulars. The French response is swift another of Howe’s unit falls bringing them to half strength and it proves too much, the unit collapses into rout taking Howe with them.

Game over and pleasingly like Monongahela.  The provincial units probably executed a swift about turn and headed home to ready for frontier mayhem.  The British regulars were likely doomed.  Although TPL is billed as a fun game, and it's all that, it can certainly generate a historical result.

Friday, 23 June 2017

March or Die

The British commander, Lord Howe, wishes to traverse the wilderness as quickly as possible.  He is quite prepared for an ambush but intends to plough through accepting casualties as the inevitable price of moving forward, Should the foe attempt to contest his passage he expects them to block the head of the column and accordingly his advance guard is formed of grenadiers and rangers backed by British regulars.  Fire-power should force the pass. He had expected Indian allies but for some inscrutable reason they have declined to accompany him.



The French plan is simple, they intend to rake the marching column from cover until it approaches a pre prepared killing ground blocked with abatis, there the entire, if small, French force, will regroup under captain Dumas and inflict deadly punishment. 


The column moves out with Roger’s Rangers scouting well ahead but close enough to receive rapid support if necessary.  There seems to be some confusion among the provincials to the rear.  Seemingly nothing stirs in the woods.


The rangers have encountered a steep narrow ridge running across the trail, it’s surmountable but it will delay each unit in turn as men scrabble up it.


Firing breaks out on the flanks of the grenadiers, first one, then another soldier drops.  The stoic grenadiers keep going forward scrambling through the difficult going.  Rogers Rangers have now cleared the ridge, and the rest of the column moves as if one body though the rearmost unit of provincials is now significantly behind its fellows.

More shots ring out at the head of the column but the rangers dive for cover and no one is hit.





The Indians are heard but not seen and another grenadier falls, the unit now at half strength continues to advance.  More soon.


Tuesday, 20 June 2017

Not Monongahela with TPL

Does anyone actually own enough trees for the French and Indian Wars?  I certainly don’t.  I was able to assemble four feet of leafy corridor to represent Monongahela which I hope will do the job of providing an appropriately gloomy, restrictive environment for the game.  


While we are making-do I should say that victory for the Anglo-Americans will be achieved by exiting the corridor.



For the French and Indians success is preventing the same.  



Onontio's men are heavily outnumbered.  The pre-match characterisation has produced a British commander (7 units) who is a ladies man and a French one (5 units) who is a duelist, party boys then.



As much as anything else I want see how well TPL works for this conflict.  If I'm happy I'll be trying two epic defeats one British, one French where the commanders concerned decided upon a European battle plan in an American context.  Oddly both of them were closely involved in the promotion of the new 'light infantry' tactics but opted for a traditional approach.

Monday, 19 June 2017

Aftermath

Another Spanish volley downs three more of Hamilton’s men but the tough regulars stick to it.

The Highlanders and Sir John stop to drink a toast (failed their movement test).
All of the patrol is now moving but it’s really too late.  Hamilton’s unit down a Spanish Grenadier.

The Spanish volley into their much - reduced foes killing three and routing them.  Pleasingly Colonel Hamilton survives, still surprised that the damn French turned out to Spanish.  What a world.

As for Sarsfield he is Fortuna's blessed child.


The Jacobites begin to move off as the Highlanders with Sir John disappear over the horizon . When the patrol arrives it can bury the dead.  



Game over.

So that’s TPL, a fast-moving, fun game with lots of uncertainty.  The outcomes and the story told were plausible to me so I’ll be playing more of it. As it happened my Highlander adjustments never got an outing and I’ve now re thought them, more of which anon.



In TPL terms Hamilton was characterised pre game as old wound and Sarsfield as lucky.

Sarsfield’s luck was uncanny but did not extend to the actual fighting where the results for both sides were less spectacular. His ability to roll successive sixes was another matter, the Jacobites positively bristled with newly minted heroes. Still, strange things happen in combat as the late General Flashman often noted.

Hamilton’s patrol never saw action neither did Sarsfield’s re-enforcements.

My post first game verdict on TPL?  A lot of fun and loads of potential uses. I halved all distances as I use 15mm figures.  My next TPL game will be from the French and Indian Wars but I’ll be returning to 1715.

I'm already painting Sir John Wauchope's Horse comprised of Cumbrian and Northumbrian gentlemen and their tenants.  Algernon Percy will doubtless be wearing his French coat. 


Here are the re-thought Highlander stats.

Unit:  Clan
12 Models inc’ 1 Hero
Points
5
Attack
5+
Attack Value
4+
Move
5+
Defence Value
4+
Shoot
4+
Shoot Value/Range
Only half the unit fire Hit on 4+ Max ‘9
Morale
3+
Maximum Move
‘4
Stamina
3+
Special Rules
Ferocious
No firing post charge
Counter charge v foot, wild charge, fleet footed



Sunday, 18 June 2017

Gang aft agley...

Sarsfield receives re-enforcements his luck is becoming proverbial (He threw three sixes in a row).

The patrol continues its progress but the new men cannot (poor dice) keep up the pace.

Sarsfield continues his advance into range as he does so he notices among the grenadiers the heroic Gonsalvo (another three sixes) and gives him a gallant halloo.



Hamilton’s dragoons press on while his grenadiers wait (poor dice) for the new men to catch up.

The Jacobite cavalry can now see Hamilton’s dragoons, one them, Algernon Percy, reminds his comrades of his French service (another three sixes) which is well received.

Hamilton’s grenadiers volley the Highlanders dropping three of them.  A cry of Claymore goes up.  Hamilton’s foot volley into Sarsfield’s unit killing three but, naturally enough missing the man himself.

The Spanish grenadiers down two of their opposite number.  The Spanish foot shoot three of Hamilton’s men but the Colonel is unscathed. Clan Mac Iain charge the grenadiers killing four and forcing the rest to retreat-but at the cost of three casual casualties.  



The Mac Iain frees Sir John Wauchope.


Meanwhile Hamilton’s dragoons press on while the patrolling foot pause (poor dice) to re-organise themselves.  



More soon.

Saturday, 17 June 2017

The Best Laid Plans

Sarsfield’s plan is to use his regulars to pin the foe in place while his irregulars attack them. If necessary he will commit the infantry while the grenadiers effect the rescue.  He will then execute a fighting retreat covered by the regulars.  He knows Hamilton may be reinforced but will deal with that if it happens.

Hamilton intends to hang on until help arrives he relies on the devastating volleys of his well- trained men to buy him time.  He will therefore fight in the open hoping to discomfort the enemies less experienced troops and even the odds.  White coats he muses, the rustic was right-Frenchmen!

Sarsfield’s grenadiers step off but the rest of the regulars aren’t ready, he does some tri-lingual swearing to help things along.

Meanwhile the new men of Hamilton’s patrol have taken a wrong turn.  Hamilton draws up his men so the cottages protect their rear.  



Sarsfield has got everyone moving and the war pipes are skirling. All quite inspiring he thinks.  The Highlanders are moving fast in a three- deep formation.  He didn’t know they could do that.


Hamilton’s patrol is now in good order and marching homewards.  There's everything to play for.

RESCUE!

As a pre-emptive strike the London Government has arrested Sir John Wauchope who they consider a likely rebel. According to confidential reports he is a Free Mason, a closet Catholic, and a secret dabbler in the occult sciences. Whatever of that he is almost certainly a Jacobite and definitely a licentious drunkard albeit popular in his locality.

Sir John is being held in a hamlet deep in the wild west of Northumberland.  



He is in the custody of Colonel Augustus Hamilton who has at his command:

6 Grenadiers (Forlorn Hope) @ 6 points
6 Grenadiers (Forlorn Hope) @ 6 points
12 Private soldiers of Smythe’s Company (Veteran Shot) @ 6 points
12 Private soldiers of Small’s Company (Raw Shot) @ 3 points
6 Dragoons (Raw Gallopers) @ 3 points
24 points in all.

Sir John may not languish long in captivity a rescue party is on its way led by the notoriously lucky Captain Carlos Sarsfield of his Imperial Majesty’s Spanish service.  



Captain Sarsfield commands:
6 Grenadiers (Forlorn Hope) @ 6 points
12 Private soldiers of Tercio Catalonia (Veteran Shot) @ 6 points
Clan Mac Iain Mhor consisting of:
6 Gentlemen of the clan (Forlorn Hope) @ 6 points
12 Clansmen @ 3 points

If you are familiar with The Pikeman’s Lament (TPL) rules you will see I have differentiated the Highland Gentlemen from their lesser equipped followers to reflect their skill with firearms. That said once the Gentlemen have charged they will be deemed to have dropped their firearms.

6 Gentlemen volunteers (Raw Gallopers) @ 3 points
24 points in all.

Colonel Hamilton is an old soldier who is taking no chances. He has sent his newly raised troops, with a stiffening of grenadiers, to patrol the tracks, you couldn't call them roads, surely. 



His veterans carefully guard Sir John. 



Earlier some yokel brought in a report of Frenchmen. Perhaps foreign troops in the king's service heading north or more likely nothing but a rural fantasy.  He'd see what the patrols said.


Sunday, 15 May 2016

Mudki Part 2

The battle of Mudki began at 4.pm when both sides exchanged artillery fire. At this point General Lal Singh deserted his army leaving it without orders or a commander.  The cannonade continued for an hour with neither side gaining the upper hand. 

General Gough ordered Brigadier Gough’s cavalry to join White’s cavalry on the British Right.  The British cavalry supported by Horse Artillery then advanced on both flanks.  The Sikh cavalry were unable to challenge their progress, either because they fought and lost or having no orders withdrew.  




Some of them are said to have dismounted and joined the infantry. Possibly the dismounted cavalry were Sikh Dragoons but we don't know and matchlock armed Gorchurra could have fought on foot too.

The British Horse Artillery then enfiladed the Sikh infantry flanks while the cavalry attempted to attack the rear of the Sikh line.   These efforts proved unsuccessful due to the close terrain and the strong resistance of the Sikhs who, from cover, inflicted significant losses. 


Gough seeing little was being accomplished withdrew his mounted troops.



The British infantry then advanced in echelon leading with the 1st Division on the right flank.  Dust, darkness, hillock and jungle meant that fire combat often occurred at fairly close range.  Sometimes the British were only aware of the Sikhs once they had received their fire. The British response was often a bayonet charge.  



The ground broke up Gough’s formations and soldiers were told to form or rally on the nearest officer they could see.  For the next two hours’ fierce close range skirmishing and fighting took place.  

The British captured Sikh guns only to lose them again to Sikh counter attacks.  No quarter was asked or given on either side.  The Sikhs launched two charges to no avail and given the discrepancy in numbers it is perhaps doubtful that they made contact.  

On both British flanks squares were formed to repel cavalry but amid the darkness, smoke and dust and constant din of Sikh kettle drums it is uncertain if any Sikh horse had presented a threat.

The final stage of the battle was a Sikh fighting retreat that covered about two miles and left Gough in control of the battle field.

Gough captured 15 guns on the day, their Sikh gunners as British officers noted all fought to the death. Total British losses were 215 men killed and 657 wounded.  

We have seen Gough’s tactics were more sophisticated than he is often credited with. By reinforcing the cavalry on his right flank he ensured he enjoyed local superiority there.  He turned both Sikh flanks and enfiladed their battle line.  That the terrain and the courage of the Sikh troops negated this manoeuvre does not detract from its successful execution. Nor did he leave his cavalry to be shot down in the rough by Sikh snipers.  This was not a general whose only tactic was the "Tipperary Rush".

Gough’s infantry assault, in echelon, was also eventually successful but it was costly. Among the British dead were Brigadiers McCaskill and Bolton, Brigadiers Mactier and Wheeler were wounded and Major General Sir Robert ‘Fighting Bob’ Sale died of his wounds the day after the battle. 



Readers will recall neither Gough or Hardinge had thought the Khalsa capable of a stand up fight.  Mudki proved them wrong and the level of British casualties, including popular figures and a Cabinet Minister's son, seems to have resulted in Gough solely being blamed. Hardinge as Governor General was deemed too important to be tainted and seems to have played a part in scapegoating Gough.

The Sikh casualties were reckoned by a British officer who toured the battlefield the next day to be somewhere around 300.  Many of these were wounded men who, rejecting British succour, chose to die where they lay on the battlefield.  

The Sikh Brigadiers abandoned by their general had fought an action against superior numbers of professional troops for six hours and then conducted a fighting retreat.  They were clearly very capable officers.

As a wargame Mudki poses a number of challenges which we can now consider.

General Gough had more guns but most of them were lighter than their Sikh equivalents, and that, with the close terrain probably explains why his barrage made little headway. There is good reason to think the Sikh gunners were were simply better too.  Three days later a British officer would opine that they were more accurate than the British and faster-3 shots for every British 2.

The three units of Sikh cavalry need to be allocated between two flanks.  Split them evenly and it makes a unit and wing on each flank. Or, favour one flank with two units and the other with one.  Either way once Lal Singh ran away there was no one to give them orders.  

I'm inclined to play them as static until they are subject to artillery fire or the threat of a charge and then they might withdraw or counter charge. If they withdraw one unit could join the infantry and fight dismounted. Its tempting to think of some of the Sikh sniping so prominent in the battle being carried out by Gorchurra with their long jezzail like muskets. But it could have been Dragoons with carbines.

British infantry units that break up due to losses and terrain should be allowed to reform with other similarly placed soldiers and then proceed as if new units. I'd say this would not apply to any who route.

The Sikh infantry had high morale and the gunners higher still.  The two Sikh Brigadiers were clearly at the top of their game but can only influence their own commands. All of this needs to be reflected in the game.  A glance at the Sikh casualties shows how effectively they exploited the terrain and I would start the game with all dismounted Sikh units in cover.

Next time we will have an AAR of the Mudki refight or a figure review. Then its back to the Rani for an AAR and after that a first look at the Tai Ping.