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

Saturday, 26 September 2020

Not Quite Victorious Army

 But I'm sure they will be when they eventually get onto the table for a game!

For some time now I've been building up a generic Chinese army, I'm not sure why and I can't remember how it started, perhaps I just like the colours.  And the flags, the flags are great.  Anyway, there is no grand plan, I just bang out another unit every now and then when an idea comes to me, it's quite therapeutic, doing something different.  Here's what I've got so far:


When I call them generic what I have in mind is that they will be used as an opposition in a Colonial scenario or possibly in the "Back of Beyond" or even at a stretch against Samurai.


These irregulars in black pyjamas and red bandanas are based on the Vietnamese Pavilion Noirs, mostly made from Hing Fat and other pirate figures, some have been given shields from wooden disks, others have Chinese heads (from Dorset Model Soldiers) just to give a bit of variety.


The flag has been cut out using pinking shears to give it a scalloped edge.  The inscription means something but I can't remember what, hopefully nothing rude.


Imperial Infantry, Artillery and Cavalry in the centre, irregular horse on the flank.


The matchlock men are more Hing Fat pirates, their tunics extended with plasticene, otherwise just a paint job.  The spearmen are medieval knights, made in China, which are currently available everywhere, and very useful they are too.  For a more Quing period look they've been given plumes on their helmets and replacement spears from metal rod with tassels added.


The cannon started life as a table cigarette lighter, it looked sufficiently gaudy for the job and just need a spruce of paint.  The crew have been given Mandarin hat heads (Dorset Models again).


The Imperial Cavalry started life and Italieri Mongols, the flags I found on the internet and just played around with them in Publisher.


The irregular Cavalry are the remains of the Italieri Mongols padded out with some Huns made in Spain by Jecsan.


More of the irregular Cavalry.

Saturday, 9 November 2019

Battle of al-Musayfirah 1925

We felt it was time to give the "One Hour Wargame" (OHW) rules by Neil Thomas another airing, Anthony and I both like the fast moving simplicity of this game system and it works well with 54mm toy soldiers.

Looking back through old copies of Wargames Illustrated for inspiration I found a scenario for the Battle of al-Musayfirah in 1925 during the Great Syrian Revolt.   After WW1 The League of Nations had given France a mandate to govern Syria and the French promptly instituted a number of measures to control the local tribes.  This inevitably lead to a nationalist uprising  by the Druze, which spread to the other tribes.



We chose scenario 15 from OHW, Fortified Defence, as it best reflected the actual battle.  Basically, a French Foreign Legion column was ambushed and badly mauled so the survivors took refuge in an old Turkish fort at Suwayda.  A relief column was prepared and an advance party sent forward to set up a defensive position at the town of al-Musayfirah as a staging post for the main column following behind.   A traditional colonial campaign in the finest traditions of P C Wren and Beau Geste, here's how it went:

On the left is the old Turkish fort at Suwayda, the town behind it in the rear centre is  al-Musayfirah, to the right of the town is a rocky area, in the OHW scenario this should be woods but rocks are more suitable for the desert so we just gave them the same terrain effect for movement and combat as woods.

We diced to see what forces each side would get, the French got 3 Inf, 2 Arty and 1 Cav, while the Druze got 3 Inf, 1 Heavy and 2 Cav.  That seemed to represent the original forces quite well, I wasn't sure what to use for the Druze heavy unit, in reality they had some artillery but I couldn't find any references to machine guns or other heavy weapons so a little imagination was called for.

The French start with one unit in the old Turkish fort at Suwayda and one in al-Musayfirah.  The Druze opened the ball with a mass attack on the garrison in the old Turkish fort.  Victory would go to whichever side occupied both the town and fort at the end of 15 turns.

The rules give the two garrisons additional firepower, which reflects the actual battle as the French had machine guns which took a terrible tole on the attackers.   To even things up the Druze have a refit rule which allows them to create a second wave with all their original units at their starting positions, rather like the Zulu wave mechanism we used in our recent Rorke’s Drift game.

The French cavalry came from the collection of veteran wargamer John Ruddle who created them from bits and pieces of old Britains hollow cast Spahis, all repaired and repainted.  Behind them the French Command are represented by Starlux mounted FFL.

The first wave of the Druze attack succeeds in overrunning the defenders in the fort and pushing back the relief column.  At this point they invoked the refit rule, leaving the fort abandoned temporarily while the second wave formed up for a renewed attack.

In the Druze second wave one unit has reoccupied the fort while the main push is directed against the garrison at al-Musayfirah.  Here the remaining infantry and Command, with heavy unit attached, use the cover of the rocky terrain to advance for a mass attack on the town.  The camel borne gun is the handiwork of Ross Macfarlane, as are the fort and town buildings.

The all out assault goes in, Druze mounted units rush the town while the foot provide covering fire from the rocks, will the beleaguered garrison hold out?

As we reached turn 15 and the end of the game, the superior firepower of the French forces carried the day.  A bombardment of the fort drove the Druze defenders out, leaving it unoccupied, while the mounted units caught in the open were wiped out by the French mountain artillery.

Anthony insisted we take a picture of the lunch, l'd like to tell you it was something suitably North African but clearly it's traditional beer and pizza.

The game played out very similar to the real battle, in 1925 the Druze suffered heavy casualties from the French machine gun strongpoints in al-Musayfirah.  They did manage to break into the town and promptly made off with all the columns horses and donkeys, but the attack through the rocks was broken up by a continuous bombardment from French aircraft.

Saturday, 7 September 2019

Rorkes Drift, another BattleCry game

Anthony has taken delivery of the Rorke's Drift compound, commissioned from Mike Lewis of Imperial Miniatures, who designed it for use with the BattleCry or Portable Wargames rule systems.  As with our previous Risorgimento game there is a scenario sheet for playing Rorke's Drift using BattleCry on the Command and Colours website, so we decided to give it a spin, here's how it went:

An overview of the compound model, designed in modular form for ease of storage and transport, it can be reconfigured for other scenarios.

All of the figures are from Anthony's Zulu War collection and are made by Little Legion Toy Soldiers they really are a joy to game with.

The mechanics of the game require the British defenders to withstand three waves of Zulu attacks.  A wave is repulsed when four Zulu units have been destroyed, the Zulus then return to their starting positions to begin the next attack wave.  All Zulu units are reinstated at the start of each new wave to represent their overwhelming numbers.  

At the end of each attack wave the defenders are allowed to rearrange their formations within the compound but their casualties are not replaced, so the garrison is being steadily depleted.  Victory objective for the Zulus is to destroy all the British units.


The first Zulu assault inflicted casualties but couldn't breach the mealie bag walls before being beaten off

The second wave approached more cautiously and succeeded in breaking into the compound but concentrated fire from the redcoats drove them back and they were repulsed again. 

The defenders were now severely depleted as the third wave breached the wall in several places, then just when it looked like they would be overwhelmed they managed to regroup and hold the line.  (Just like in the movie!)

So a close run win to the Brit's.  The format of  the successive attack waves worked very well and would convert easily to non grid based games, particularly any siege games.

Saturday, 9 February 2019

Battle Cry Isandlwana with 54mm toy soldiers

The new year has seen a long awaited return to playing games with toy soldiers, give or take a day it was the 140th anniversary of the Battle of Isandlawna so it seemed only fitting to recreate it on the table.  Anthony has been diligently building up a superb Zulu War collection made by Little Legion Toy Soldiers and found a scenario for Isandlwana on the internet using the Battle Cry game system devised by Richard Borg.  We were joined by John, a long standing enthusiast of H G Wells "Little Wars" who acted as umpire.  Here's how it went:

The Zulus deployed in traditional "Buffalo Head" formation, the main body (chest) formed up across the donga while the horns work their way around the flanks. The British infantry form up in line behind the donga, with Durnford's Natal Native Horse on the left flank and a gun in the centre covering the right flank.

The Zulu line makes an impressive sight, they have no firepower but if they can close to contact their units have greater resilience in hand to hand combat.  The Zulu also have a slight advantage in command control to reflect their mobility and tactical use of terrain.

The British depend on being able to bring their superior firepower to bear.

A few of my Zulus, produced by "A Call to Arms" made up the numbers, painting the laces on Zulu shields is a most laborious chore. 

The British line waits steadily for the onslaught.

The Zulu right horn falls on the British left flank and steadily wears it down.

Durnford's troopers attack the Zulu left horn and stall the advance on that flank but are wiped out in the process.

With the main action taking place on both flanks the Zulu centre waits to see the outcome.

The British line moves up to shorten the range and fires off a volley forcing some of the Zulu units to fall back.

With the flanks being steadily overwhelmed by the horns, the chest surges forward in an all out attack.

The British line fragments, and suddenly it's all over.

The game played out surprisingly similar to the historical narrative, which is the mark of a well designed scenario and what we always aim for.  It took about three hours to play (including a break for beer and bacon butties).   

LITTLE WARS REVISITED GAMES DAY 2019

The above event will be held on 16th March 2019 in Woking and you can find all the details on the Group Forum here: LWR Forum 2019 Games Day  Anthony plans to put on another game using his Little Legions Zulu War collection at the event and will be using the Portable Wargame rules devised by Bob Cordery.  So if you want to watch or take part in some great wargames played using 54mm toy soldiers why not come along for the day.


Friday, 1 August 2014

German East Afrika in 40mm

I spotted this rather nice collection of German Colonials at the London Toy Soldier Show in March but somehow the pics slipped below my radar and have just come up for air.  They are mostly Schneider semi-flat homecast figures but they've been converted to Schutztruppe etc. which I think is rather neat.  

In the foreground and left native figures provide the Maji Maji rebels, behind them the German Colonials in tropical uniform and squeezing in at the back right are the Schutztruppe Askaris

A closer look at the Askaris with some rather nice standard bearers line infantry and jaegers.

"Hey they gotta' band"  well sort of.

The natives work tirelessly in the cowrie shell fields.

There was also a clutch of scratch built buildings to go with the figures, this is the Colonial Government House and to the right of it is on of the native huts.

Lets face it the original figures are so crude and common that they're barely worth the metal they're cast from but with a bit of work and imagination there's a lot you can do with them, why did I never think of doing this before?

Tuesday, 8 April 2014

Anyone for Herring?

With the recent upturn in the weather we had been eagerly awaiting our first outdoor Funny Little Wars game of the season, the plan was to run an amphibious landing, set during the "Herring War" between Norway and Denmark, with a fortress assault in the style of Port Arthur.  Alas, the best laid plans of mice and men etc..... the weather turned, rain stopped play and the game was taken inside:

The layout of the table after the first few moves had been made, The Norse have occupied some of the houses and dug in along the tree line at the far end while the Danes tentatively approach the town.

The plan now was to try out some rules for fighting in built up areas, the scenario was to occupy an inland town with the objective of taking the strategically important coaling station.  AM and JW lead the Norse while PW and I played the Danes.

As the game unfolded, snipers became increasingly active.

Danish Jaegers advance supported by the Royal Guard and heavy artillery.

The artillery might have dominated the game if not for the erratic marksmanship displayed by both sides!

A shell bursts over one of the houses which has already been pounded to rubble.

Lessons learnt: troops sheltering in houses attract heavy bombardment and the concentration of so many men leads to high casualty rates, by contrast the resulting piles of rubble provide a bulwark that can subsequently be easily defended.  A fast furious game played with about 100 infantry and three guns a side it turned into a real slugfest with lots of hand to hand melee among the ruins, great fun and all done in about three hours.

I'll leave the reader to identify the figures used, the Danish expeditionary force was cobbled together from various units in the spirit of Put Everything on the Table.

Tuesday, 7 May 2013

H G Wells "Little Wars" Centenary Games April 2013 - part 2

The sun came out for round two of the H G Wells Little Wars Centenary Games and so we all decamped to the garden for some proper wargaming!  The scenarios for the second and third rounds came from Colonel Monseneurgue's 1913 work "Cavalry Practical schemes".  In true Wellsian fashion each side was designated as Army Red or Blue regardless of the national army they represented and each side was given sealed orders and objectives.  In game 2 Army Red had troops posted in woods at either end of a central road which it had to hold until reinforcements could come up, Army Blue was an advance guard required to clear the woods, secure the flanks and open the road  for it's Army Corps to pass through.  Here are some pics:

The Forbodian Horde commanded by TG, missing from the lineup in the previous post, took to the field for round two in place of the Turks as I was drafted in to co-umpire this session.

Bastions of Empire, the Mounties and Skinners Horse stand firm ready to do their bit.

The immaculately presented Horse Artillery of Army black

A rather neat Russian Mountain Battery takes up position

In typically Wellsian pose ST draws a bead on the enemy cavalry.

The second round came to a close as dusk closed in and after a hearty toast to all concerned the Gentlemen were lead on an Historical Tour of the Old College before retiring to change for dinner.

Sunday Morning saw hostilities resumed after breakfast, the final scenario introduced hidden movement and finds Army blue holding a major road with two entrenched guns, facing two regiments of Red infantry with two guns.  The remaining Blue forces are hidden behind the tree line while Red is moving unseen around the flanks, the game is afoot:

At the start of move two, Red's guns have moved into the positions vacated by Blue's artillery and their infantry find Blue retreating in echelon.

Blue's secret orders are to withdraw from this exposed position and beat a fighting retreat back to hold a second line along the next treeline, but above all they must save the guns!  Red's orders are to prevent the guns getting away.  A number of dummy markers were used by both sides to cause confusion as the troops moved into open sight.

On the left flank Blue's cavalry charge Red's lancers who are threatening the withdrawal of the guns.  Blue wins the melee and the guns continue on their way.

Just to add a little spice the Umpire now issued additional secret orders to both sides, Red was to bombard the South West area of the field (which just happened to be empty) while Blue was to counterattack to the North East of the field.

 
The almost suicidal Blue counter attack to the North East goes in and succeeds in pushing the Red flank back, blunting their advance and enabling the Blue guns to consolidate their new defence line......  just as play stopped for lunch.

And so a most enjoyable weekend of wargaming came to a close.  It was interesting to play the games on table and in garden consecutively (albeit with distances reduced for the table), although they are the same rules the dynamic of the game becomes very different.  Machine guns and snipers featured heavily in most of the games and added greatly to the challenge, the artillery was all matchstick firing and the standards of accuracy generally left much to be desired! 

Overall Winner of the Competition was Dr. Anthony Morton, the title of Most Gentlemanly Player was conferred upon Mr Jack Wright and as previously mentioned Best Painted Army went to Mr Stephen Thomas.

Since my return, time has been much taken up with finalising arrangements for the Plastic Warrior Show but more of that anon.