Showing posts with label archive. Show all posts
Showing posts with label archive. Show all posts

Thursday, August 4, 2022

More Summer Reruns: Six Years Ago in New France:

We're still in "Hobs of Hell" mode so a patch of shade and a light breeze are more comfy than  the room under the eaves.  Here's a post from the summer of 2016 when I was getting MacDuff ready for a reappearance at Fall In! for a Dean&Macfarlane F&IW game.

FAll IN! 2016 (click)
One of the many British raids up and down the St. Lawrence during the Quebec Campaign. 

(Largely omitted by British accounts apart from the occasional diary entries etc but still remembered somewhat bitterly by some of the descendents of those whose homes, winter supplies and livelihood were destroyed. )
 
The majority of the 40mm figures are from Rob Dean's collection. (http://sharpbrush.blogspot.com/) 

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Take the Hill!

Right, back to the game. I deployed the four companies of French Regulars as a battalion in line on the hill and placed the militia skirmishers in the fields and woods on the right leaving the woods on the left to guard themselves. Switching sides I decided to lead with the Highlanders and Grenadiers. Looking at the French position and considering the limited number of turns and the advantage of my Grenadiers I decided against any attempt to flank the enemy and instead deployed the Highlanders on the left to  hold off any attempt by the militia to flank the attack and deployed the rest of the army in line for a frontal assault.

I then diced for the reaction of the French player. First for the militia. 5,6 advance aggressively against the British flank. 3,4 wait in position but shift left to flank an attack on the centre as it goes in. 1,2 Hold until something changes. The result was a 5 and the militia moved to attack the flank. For the main line I rolled for hold or preemptive attack and got hold.

Game 1, Turn 3 The Highlanders are in dead ground on the reverse slope while the main force deploys and the French regulars wait patiently.
It didn't take long for the old confusion about when a battalion is a battalion for movement to arise as companies deployed from column and moved to join the battalion line and by Turn 4 I scrapped the revived battalion movement part. Shortly after the fighting started, with some companies engaged while others were out of range, I also scrapped the revived battalion morale/combat rules. OK that confirms the 2014 decision.

Practicality wins over Pedantry.
      
As the first assault goes in the fighting is fierce and bloody but the French line holds.
In many games the Chance cards have little effect but in this game the poor British got walloped by them. For starters, 2 of the 12 cards  I drew turned out to be Jokers which skip a turn thus shortening the game. This might indicate a later start than planned, a heavy rain shower or just some indecision but the turn limit went from generous to extremely tight! Then, just as the British Grenadiers were lined up ready to fire their First Volley at close range and then charge, a Red Jack popped up allowing the French to pick a unit to freeze. No moving and no shooting except to return fire if fired upon. They chose the Grenadiers and chose to fire their first volley first. The firing rippled up and down the line and several companies of Irish followed up with the bayonet. On the far left the company in summer dress blew huge holes in the Irish ranks and stood firm in the ensuing melee sending them reeling. In the centre the line held but casualties were heavy.

As the British rallied their repulsed troops and prepared to send in the Grenadiers and the last fresh company of Irish, the cards again favoured the French and they got the initiative. Their losses had also been heavy but the sun was low in the sky (well the  the activation deck was low). The French pulled their line back beyond close range and closed in towards the centre. The British followed up and drove the line back in disorder but on the French commander risked his life to rally his men and when the last turn ended the battered remnant of the French line still stood across the road. Victory to the French!

One French company is almost wiped out but the sole survivor rallies defiantly atop the hill. The British line sorts the survivors while the Black Watch is hard pressed to hold the skirmishers from the rear of the army. 
On the whole the game was quick and enjoyable, so  a success, though I was surprised that such a small, simple game still lasted 1.5 hours.  Apart from having restored the ability to fire then move or move and then hold fire to be used as a reaction only, and a small tweak to the morale test, the rules once more back to the 2014 QRS version. I decided to reset using 12 man companies and the same battle plan to see how that would compare. After hauling out a few more figures, the French defended with 3 x 12 line infantry and 2x8 militia skirmishers. The British attacked with 2x12 Elite infantry and 3x12 line infantry. This gave both sides fewer units but slightly more men with the British gaining more despite now having the same number of units as the French. I also reshuffled the cards and drew a new activation deck.
 
Game 2. The British line forms and advances under a heavy but ineffective long range fire.
I kept the same battle plans but the smaller number of larger units made the whole thing seem clearer and easier to manage. The British line looked much more impressive once formed and the Highlanders could cover just enough extra ground to let them be a bit more aggressive on the flank. The first turns passed more quickly and the British had enough time to line up the attack, pausing where necessary in hopes of moving second on the turn that he closed into close range so as to let the card initiative determine who got the first volley. With no second line, the attack was liable to be all or nothing for both sides. A little nerve racking.

As French player, I decided to open fire at long range hoping to wear the British down while they formed. It didn't work quite as well as planned. Actually, across the board the French shooting dice were abysmal for most of the game. On the flank, the larger Highland unit was bolder than last game and drove the militia back with heavy losses.
The charge of the Irish Grenadiers
This time, the critical initiative went to the British. The Grenadiers fired a deadly volley and charged! The French replied rather unsteadily and ran. Towards the centre the line was steadier and held but with the Grenadiers on their flank had no choice but to pull back. An attempt to bring the militia over to attack the flank of the British line went awry when they rolled low for movement. The single unit that was left was quickly chased off by the Highlanders.  There were still 4 turns left when the second British charge went in, sweeping the hill. 

This was a simpler, slightly larger but faster, game and more exciting to boot since the fate of each unit counted. I'm back to proof reading and preparing for more test games. I need something with cavalry and I need to play more rifle era games and something with some spear armed charging native warriors. Next month I should also set up the extension and try the largest game that I can fit to see how that goes. 

Work, work, work but I'm happy to do it. 

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Hmm, it is time I got bck to the 1750's....... but not this month. Plans are afoot for some face to face gaming before August is over!  

Wednesday, June 27, 2018

From the Archives: Rebel Island 2001, The First Faraway Wargame.

It was around 1995/96 that my friend Tom and I started wargaming with plastic 54mm figures. We started with the War of 1812, ACW and AWI then hooked my friends Ron and Jerry into 54mm WW2 and Punic Wars. By the end of the century I had started work on some Turks to fight my British in Egypt in 1809 and had indulged myself by buying some Britains recasts. I had intended them for the Indian Mutiny and Crimea but they ended up fighting Turks and NkuKhu warriors  in an imaginary Colonial setting, or else ACW armies which led me to the Fenian raids.

It did not take long to want a wider scope of action and under the influence of the Colonial Wars group (including a certain Bob Cordery), I decided to embark on a wider Imagi-nation adventure. For some reason Oberhilse and Faraway came to mind. I must have been watching my Sharpe VHS tapes too often!

Anyway, below is a report of the very first Faraway battle to hit my  tabletop. This was in 2001 on the occasion of a visit by my Virginian friends, the Daniels. This was in my old games room on my 6'x10' table and based on a CS Grant scenario from Scenarios for Wargames.

The report was first published on my old website: With MacDuff on the Web. I manged to rescue the text and some of the photos but have had to reformat and edit it for the blog so it looks a little different and is missing some pictures and some obsolete stats and so on, but the story and most of the pictures were saved to be shared again. The rules in use were With MacDuff to the Frontier which had variable length moves based on a die roll plus modifiers as well for Control Checks for units not within the command radius of a Commander.

These were early days, long before I discovered that the land was actually called Atlantica and this was just a reporter's story but it is the best reference of those times that I have and will be taken into account as I again search out and relive in 54mm the turbulent years starting in 1868 in Atlantica.
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REBEL ISLAND

August 19 1861

Dundee Highlanders marching past Governor General and Lady Beaverbrook on their way to embark for Rebel Island.

Faraway

OC: Brigadier Daniel Johns (John Daniels Jnr.)
2ic: Colonel H MacDuff (Ross Macfarlane)
British Units
11th Hussars
17th lancers
Scots Fusilier Guards
Grenadier Guards

Faraway Forces
New Dundee Highlanders
A and B co. Ft Henry Guards
Lawfordton University College Rifles
Naval brigade with field gun and rocket

Pandora leading her Volunteers into action on Bighil Heights.

The Fenians

Regulars
OC:  General Jack Daniels (John Daniels )
McAlpine's Fusiliers
O'Reilly's Regiment
O'Carroll's Chasseurs
Harper's Battery
Farrel's Fenian Dragoons

Local Forces
Colonel "Annie" Pandora (Pandora Daniels )
New Waterford Volunteers
Tipperary Tigers

Rebel island as seen from a hot air balloon as the action begins.
The general layout of the island can be gathered from the accompanying photos.  The Redcoats had a choice of  3 beaches, one to the East, one to the Southwest, 1 right under the guns of Ft. Daniels. There were sufficient boats to land the troops in 5 waves,  the waves appearing every 4th turn.

Gen Jack Daniel's men were encamped in an earthwork on the Western end of the island, Pandora and her Volunteers in billets in New Waterford and the Tipperary Tigers billeted in Farmton in the south.

The game began with the Dragoons departing for their daily patrol of the island heading east from Fort Daniels through New Waterford, while the 1st wave came ashore at Souwest beach, hidden by a screen of trees and the lower slopes of  Bigill Heights.
The fight begins.
By the time the Dragoons stopped to chat with local inhabitants, frolicked on East Beach and finally topped the crest looking down onto Souwest beach, the first 3 waves of Red troops were ashore and running out of dead ground to hide in. At the same time as a courier was sent galloping back through Farmton and
over the saddle, sounding the alarm "The British are coming, The British are coming" (sad but true),  an alert sentry in Ft Daniel spotted the first company of Fort Henry Guards emerging from the woods and sounded the alarm.


Bluecoats spilled  from the fort forming a skirmish line along the creek and up into the hills while the gunners quickly (two 6's in a row for movement) wheeled the gun from its position overlooking North Beach to face the attackers.

Brigadier Littlejohn ordered the cavalry to sweep away the enemy skirmishers as the rattle of musketry disturbed the morning's peace. Hearing the bugles ring out from behind the musket smoke, the Fenian skirmish line fired one last hasty volley and scrambled back towards the fort or up the grassy slopes of Bighil Heights. Incredibly one of those bullets, flying high, reached back and plucked the unfortunate Brigadier Littlejohn from the saddle. As his aides gathered round the stricken general,  the 11th Hussars emerged through  the lingering smoke and seeing only the sharpshooters climbing the slopes, spurred
after them.

Despite the uneven, rabbit hole strewn hillside, the Hussars caught up with the fleeing Fenians and laid nearly 1/2 of them low in a running fight . Seeing Pandora and her Volunteers emerge from behind the crest to cover the sharpshooters, the Hussars spurred forward yet again but a burst of musketry from the volunteers and cannon fire from the fort tore into them  and sent the dazed remnants staggering back to the beach where they spent the rest of the day tending to wounded men and blown horses.

Desperate stand of local Fenian Volunteers.

As the hussars retreated, the 17th lancers spurred forward, but, falling foul of the rabbit holes, they too were gunned down , only Col. Flashinpan and 1 trooper making it back down the slopes to the beach where they hastily re-embarked.

As the cavalry charged to glory, MacDuff took  command as best  he could. The Naval Brigade was now up and he ordered them to bombard the fort  while a company of Scots Fusilier Guards moved up into line. After a sharp exchange of fire, the Fenian gunners were driven away from their guns and  the British infantry which had been standing under a peppering long range fire from the fort and from the slopes of Bighil Heights, prepared to advance.

On the right, a company of Fort Henry Guards reinforced by another of Grenadiers, was trading fire with the Tigers and dismounted Dragoons. Despite the steady conduct of both companies it was soon seen that standing in close order  trading fire with an equal number of  skirmishers was not going to win the day. (esp when rolling fistfuls of ones ) Beating up their men's muskets, the British officers ordered bayonets fixed and led them forward into a withering blast of musket fire which laid low the colour party and 1/2 of both companies. The red coated soldiers fell back, rallied and advanced into another furious hail of fire then broke and ran covered by a handful of Grenadiers.

The last wave of troops was not quite up yet and  the command was badly scattered with only 2 companies in the main battleline but with the enemy artillery silenced, it was now or never if an assault was going to go in.  Slowly the Red line moved forward under a hail of  rifle fire from the fort.

Then, suddenly,  a blaze of fire came from the flank where Pandora and her crack shot volunteers had crept forward along the slopes into close range. In an instant the British line was a bloody shambles  and reluctantly MacDuff ordered a retreat to the boats covered by the Dundee Highlanders and the boys of the College Rifles who had just arrived.

HMS Invisible  covers the retreat.

For a moment it looked like the Fenians would press their advantage but then like a deux-ex-machina, HMS Invisible appeared bristling with guns, and the Fenians crept back to cover. (Actually, it was deux-ex-machina, it was bad enough the British got drubbed in the opening battle (very traditional wot?) I wasn't about
to allow them to be annhilated !)
.

Billy Russell covers the retreat in a different manner.



Friday, November 18, 2011

From the Archives: MacDuff as originally published in the Courier.


After an interesting lunch time chat about rules design yesterday, including the difference between fixing a rule that doesn't work vs trying to incorporate a "better" idea, I decided to go back to the original With MacDuff to the Frontier and see what I would have to change or take out to get close to what I used in my play test as opposed to starting from scratch. MacDuff was developed for 25mm Colonial Games, specifically British vs Sudanese, Zulu and Pathans though I had in mind dragging it back as far as the Mutiny (aka War of Independence). Imaginary conflicts and country were not on my radar at the time.

Since  the oldest version I have is an html version of the rules as  submitted to The Courier, and since Dick had kindly given me permission to post it on my now defunct website, I thought I would repost it here. 

Wouldn't it be great if there could be a compendium of back issues of the Courier printed up? or at least collected on CD?  

This is the version of the rules that were published in Issue 73 in 1997 as transcribed for MacDuff on the Web. The introduction is actually lifted from the sister version  adapted from this for the French & Indian Wars.   
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With MacDuff To The Frontier Colonial Wargame Rules
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WITH MACDUFF TO THE FRONTIER
 (Ross's Colonial Rules) SEP 95
These rules were  published in the Courier Issue #73. The Courier, (IMHO a great wargaming magazine)
 Table of Contents
 I. Introduction
II. The Rules
       1. Organisation
       2. Sequence of Play
       3. Command Control
       4. Formations
       5. Movement
       6. Charging
       7. Terrain
       8. Small Arms
       9. Artillery
     10. Casualties
     11. Melee
     12. Morale
     13. Engineering
    14. Errata
    15. Peshwar Gazette (Battle Reports from the NW Frontier)
    15. New Durban Times (Battle Reports from Africa)
 
 
I Introduction
This introduction is a slight modification of the introduction published with my French & Indian Wars rules which were developed from this set.
These rules may look a little old fashioned but they represent the culmination of 25 years of wargaming ranging from Don  Featherstone and Lawford and Young through WRG and on to Fire and Fury and Armati with many other stops along the way  including 10 years of playing only with homegrown rules. My aim has been to create a game which has an historical flavour, is  easy and enjoyable to play after a hard week's work, rewards historical tactics and gives a believable outcome to actions.
To further this group of divergent aims, ground and figure scales have been kept flexible and some things are done for the look or ease of play rather than as my best scientific simulation. For example after many bad and some good experiences  with seperate charge morale tests, I decided to combine the effects of fire, and morale (including the threat of the bayonet) into an old fashioned melee even though troops rarely crossed bayonets. Basically both  sides will suffer disorganisation and casualties and one side will run away. Whether the bulk of the losing side actually ran before the charge struck home or not is not really important in the long run. It is just a mechanism that is fun, lends colour  and gives an appropriate result in the end.
1.2 Scales and basing. Time, ground and figure scales are flexible but have been balanced to achieve the desired effect.
I have used companies of 6 to 12 figures giving a figure scale of about 1:10 but reduced the number of companies per battalion  dropping the overall scale to about 1:20 for large games. For scenario design assume 6 turns per hour and 1 inch per 10 yards  if fighting a small skirmish, 1 inch per 20 yards if fighting larger actions. Any distortions of ground and figure scales  this flexibility implies has no practical effect on the game. Regardless of scale, figures should be treated as if individuals not as groups of men. Normally all figures should be individually based, but, multiple bases and casualties  markers or rosters  may be used.
II THE RULES
1. ORGANISATION
 1.1. General Rule. Figures must be organised into units with a leader and assigned to the command of a general. Units may not be reorganised during a battle and must stay together. A leader and up to 3 figures may be detached in open order to act as a scouting patrol. Native refers to non Europeans fighting in their own armies as opposed to those enlisted in Imperial armies. Imperial refers to the forces of European or American powers. Regulars are drilled according to European methods with a fixed comamnd structure. All artillery is regular. All other units whether disciplined Zulus, wild Afgan tribesmen or European volunteer cavalry are Irregulars. All units whether tribes, impis or battalions may be referred to as regiments for simplicity. Likewise native leaders may be refered to using equivalent European titles such as Colonel or Brigadier or they may use native titles.
 
1.2. Irregular Infantry. An irregular infantry unit consists of 1 leader and 19 other figures. All figures must try to stay within 12" of their leader. Normally no more than 1/2 of an irregular unit will have fire arms.
1.3. Irregular Cavalry. All irregular cavalry is light cavalry. Even if some figures carry lances, they do not get the lance bonus due to their lack of order. Irregular cavalry units are composed of a leader and 9 to 19 men.
1.4. Regular Infantry. A regular infantry regiment consists of a mounted colonel, a musician, and 2-4 companies each with an officer, an nco and 6-10 other ranks. As long as a company is within 12" of the colonel or his replacement, it is treated as part of the regiment for morale. If it is farther away it is treated as an independant unit. Companies do not have to adopt the same formation. A sergent-major and/or a standard bearer may be added to the regimental head quarters to represent units with higher morale or staying power. If only 1 company is fielded the colonel can not be fielded. Composite regiments composed of companies from different regiments get a colonel but no sergeant major, musician or standard bearer.
1.5. Regular Cavalry. A cavalry regiment is composed of a Colonel, a trumpeter and 2 squadrons each with an officer, an NCO and 6-10 other ranks. Light cavalry may be lancers.
1.6. Artillery. An artillery battery consists of an officer and 2 gun sections each with a gun crewed by a junior officer or NCO and 3 crew. Heavy artillery requires a 5 crew instead.
1.7. Engineers. An engineer company consists of an Engineer officer, an NCO and up to 6 sappers and miners.
1.8. Generals. A general is required to command each side. If there are 4 or fewer regiments this will be a brigadier equivalent. If there are 5 or more units, a brigadier may be fielded for every 2-3 units and a division commander may be added as commander in chief. Larger battles are not envisaged. Irregular generals may be accompanied by a drummer and standard bearer. They may be attached to one of his units to assist in rallying, but, may not leave a unit once attached.
 
2. SEQUENCE OF PLAY
2.1. General rule. Draw cards from a deck one at a time. As each card comes up one unit is activated. Imperial units act on red cards, native units on black cards. When activated a unit takes a control check if required then moves and/or shoots or passes. Each unit completes its action before the next starts. Detachments will act on the same card as their parent unit even if seperated. A unit which has been charged may react but is then pinned until the melee is resolved. After all units have acted or passed, resolve melees bewteen units in contact.
3. COMMAND CONTROL
3.1. General Rule. Units within 24" and in sight of their brigadier are deemed to be in control and may be moved as he commands (subject to morale and movement restrictions). Units which are not in control must take a control check unless shattered.
3.2. Control Check. Roll 1 die and consult the following chart:
 
5-6
Cavalry and irregulars without firearms charge the nearest enemy if any are within reach. Other troops stand and shoot. 
3-4
Act as the player desires
1-2
No advance. The unit may retreat. 
3.3. Attached Leaders. The senior leader attached to the unit may influence the die roll according to his personality. Rash leaders always add, cautious leaders always subtract, bold leaders may add or subtract, indecisive leaders neither add nor subtract. Company or irregular officers add or subtract 1, higher officers add or subtract 2.
3.4. Personality. On the first occasion it needs to be known roll 1 die for each officer and consult the following chart.
 
6
Rash Leader
5
Indecisive Leader
3-4
Bold Leader
1-2
Cautious Leader
 
4. FORMATIONS
4.1. General Rule. All the figures of a unit must normally be kept together in a recognised formation and must act together.
4.2. Skirmishers. Any infantry may deploy as skirmishers in 2 ranks with 1" to 2" between figures.
 4.3. Mass. Any troops may form a mass 3 or 4 ranks deep with up to 1" between figures. This is the only formation shattered units may use, and the only close order formation that irregulars may use.
 4.4. Line. Any regular troops may form line 2 deep with all figures touching. Normally a regiment in line will form with all companies side by side. It is allowed to deploy with each company in line but lined up one behind the other. This is basically an assault column. it moves as a line but is easier to manouvre and adds depth to an attack on a narrow front.
 4.5. Column. Any regular troops may form column 2 wide with all figures touching.
4.6. Square. Only regular infantry and dismounted cavalry may form square. A multi-regiment square is not treated as a single formation. It is composed of units in line and or column each moving on their own card.
 
5. MOVEMENT
5.1. General Rule. The distance a unit can move is based on a fixed portion plus a random factor. It can be further reduced by shooting, terrain and formation. Infantry and cavalry may shoot then move half a move. See the shooting rules for the effect on their shooting.
5.2.Irregular Infantry. Irregular infantry could move quite rapidly but lacking discipline might not move when their general desired. Their close order formations were not tightly ordered, therefore they move the same speed whether skirmishers or in close order.
    Irregular infantry move 6" + the score of 2 dice.
5.3. Regular Infantry. Regular infantry was slowed by the need to keep order but their disciplined movement was more predictable. Skirmishers had less need of order than troops in line but were strictly contolled and therefore move the same speed as troops in line. Troops were formed in column when they needed to move any distance as the narrow formation was easier to manouvre, therefore our columns move faster. Squares were very difficult to move while maintaining formation and are therefore penalised.
    Regular infantry move 6"+ the score of 1 die.
    Regular infantry in column add 3" to their move
    Regular infantry in square move at 1/2 speed.
5.4. Cavalry. Cavalry's speed was affected by the need, even for irregular cavalry, to keep order and to preserve their horses. Irregular light cavalry tended to use hardy mounts and had less need to keep order, while regular light cavalry was practised at manouvering quickly and carried less weight than their heavy counterparts. Light cavalry will therefore be able to move faster than heavy cavalry. All cavalry usually charged at the gallop by this period therefore charging cavalry get a bonus. They must rally on the next turn even if they do not contact the enemy.
    Light Cavalry moves 18" plus the score of a die.
    Heavy Cavalry moves 12" plus the score of a die.
    Charging cavalry may add 6" to their move.
5.5. Manhandled Artillery. Artillery pieces may be manhandled by their crews. Machine guns were mounted on light carriages and were easily manhandled. Other artillery normally used limbers or pack animals to go any distance. If an artillery piece has less than 1/2 its full crew, it cannot be manhandled unless some infantry are assigned to assist.
    Machine guns may be manhandled 3" plus the score of 1 die.
    Other artillery may be manhandled the score of 1 die in inches.
5.6. Limbered Artillery. Pack artillery and heavy guns take a full turn to limber or unlimber. Other guns may move full and unlimber, limber and move full or unlimber and fire.
    Pack animals, heavy artillery and wagons move 6" plus a die
    Other limbered guns move 12" plus the score of a die.
5.7. Changes of Direction. Units may retire or take ground to the flank, facing the enemy at half speed or may turn and retire a full move. They must spend a full turn to face the enemy again and reorder their ranks. Other changes of facing must be done by wheeling or as part of a formation change.
5.8. Changing Formation. Only regular infantry need to change formation. Irregulars may close up or spread out as they move. Regular infantry take 1/2 a move to change formation including a 90o turn when changing between a line and column. Mounting/dismounting cavalry takes a half a move, not including a formation change.
 
6. CHARGES
6.1. General rule. A unit must declare its intention to charge and whether or not it will fire first, before rolling its movement dice. Its target must then announce its reaction. The charger may then wheel up to 45o then must move straight toward the target, moving figures into contact with enemy. Counter chargers move simultaneously. The chargers may break formation or close up as they charge so long as no individual moves more than their maximum movement. Now resolve firing, if any, from the defending unit. Casualties may be taken from the rear ranks if any. The defenders may now move figures upto 1" to contact attackers.
6.2. Reactions. A unit which is rallying this turn, which is shattered or which has already acted may not react to a charge. A unit which passed or which has not yet acted may react as follows:
Skirmishers may fire and retreat or retreat a full move.
Regular infantry may form square.
Cavalry may counter charge, wheeling up to 45o first
 Any troops may stand, firing if able
6.3. Reserved Fire. Infantry which moved upto 1/2 move and artillery which did not move may choose to reserve fire when they act. In this case they may conduct their fire when they are charged. If they are not charged they lose their fire. Note that the number of figures eligible to fire may be reduced if the unit moves.
 
7. TERRAIN
7.1. General Rule. Any terrain other than a flat plain disrupted the movement of cavalry, artillery and regular infantry in close order. Some terrain is even more of an obstacle while other types can provide cover from fire or sight.
7.2. Difficult Terrain. Steep rocky slopes, swamps jungle and other very difiicult terrain is impassable to horses, wheeled vehicles and close order formations. They can only be crossed by skirmishers moving at half speed, or infantry columns and pack mules following a trail.
7.3. Broken Terrain. Woods, brush, soft sand, steep or rough slopes and similar may be crossed by all troops.
    Skirmishers and irregular infantry may move at full speed.
    Other infantry and pack mules may move at half speed.
    Cavalry, artillery and wagons may move at 1/4 speed. Camels are unaffected by sand.
 7.4. Linear Obstacles. Streams, river fords, ditches, hedges and low walls or fences take half a turn for infantry and cavalry to cross. Artillery and wagons take a whole turn to cross. They leave a gap in walls, fences and hedges which can be used by any column, wagon or gun without penalty. Very high walls or deep ditches can only be crossed in pioneers spend a turn to prepare a crossing point. Troops in column can then cross as if over a minor obstacle.
7.5. Villages. Villages are represented by a group of buildings on a base. Towns are represented by several villages seperated by a road. Only infantry may enter a village. They immediately loose all formation and move as individuals at half speed. They may not move through solid walls; they must enter the village and any interior rooms through doors, windows or breaches.
7.6. Roads. Roads are only useful to artillery, wagons and regulars in column. Troops on a road ignore off road terrain. Troops on a secondary road add 50% to their movement. troops on a highway may double their move. If a road crosses a steep hill road units move at normal speed.
7.7. Concealment. Native units may be deployed in concealment at the start of a game and kept off table until they are spotted or they move or fire. Unless an umpire is available, place a marker when they move to show their location, they may not be fired on or charged unless spotted. Massed troops may be concealed in brush, forest, jungle, villages or dead ground. Skirmishers may also hide in rocky areas and scrub. Dead ground should be defined when the terrain is laid out. Units within 6" may always see each other. Spotting is done prior to moving or firing. Each unit may attempt to spot into one area of concealing terrain within 12". Roll 1 die and add the fieldcraft rating of the spotting unit. If the result is 6 then any enemy have been spotted.
7.8. Field Craft. Units with field experience or composed of men from the fronteirs were more adept at scouting than units fresh from Europe. This is measured by giving Imperial units field craft ratings of 1, 2 or 3.Most European imperial units would be 1 with some veteran units and most sepoy type units being 2. 3 is reserved for Gurkhas and frontier light horse or the like.
 
8. SMALL ARMS:
8.1. General Procedures This period saw, first the wide spread introduction of percussion rifles, then the deployment of breachloading weapons that significantly increased infantry firepower. These rules do not cover the introduction of modern smokeless magazine rifles which changed the face of battle. Roll 1 die for each 2 eligible figures. Count remainders of 1/2 or more. Two ranks of figures may fire. The target must be within 45o of straight ahead and must be visible. If charged a unit must fire at the unit charging it, otherwise it must fire at the nearest eligible enemy. Firing uses 1/2 a move.
8.2. To Hit. At close range 4,5 or 6 will inflict a hit. At long range 5 or 6 will inflict a hit.
 
Weapon
Short
Long
Pistol
2"
-
Smoothbore Carbines
4"
8"
Smoothbore Muskets
6"
12"
Jezzails/Rifled Carbines
8"
16"
Rifles
12"
24"
8.3. National Modifiers. Boers and Metis add 1 to their dice. Other native units subtract 1 from their shooting dice when fighting the British. This variously reflects lack of training, shortages of ammunition and just generally British good luck. They often got off light when under heavy fire.
8.4. Muskets. The term muskets includes all muzzle loading small arms including rifled muskets and cavalry carbines. Although a musket could easily be fired and reloaded in 30 seconds by even an average soldier, they were slower to fire than breechloaders especially for skirmishers trying to stay under cover. To represent this muskets take 1/2 a turn to fire. When a unit fires mark the unit with a smoke cloud to indicate that some figures will now be unloaded. This will remain untill the unit rallies. The options available to the unit are as follows:
     a. Standstill and fire all figures
     b. Fire 1/2 the unit and move ½.
     c. Regulars in close order who have not fired since they last rallied  may opt to fire all figures then move half. Mark them with 2 smoke
        clouds, they cannot fire again until they rally.
     d. Early rifles firing patched ball take a whole turn to reload. They must use option c even if skirmishers. Once they fire, however,
        they may elect not to use patched balland may then commence to be treated as ordinary smoothbores. They may only regain rifle
        status by rallying.
8.5. Breechloaders. Breechloaders could be reloaded much easier than muzzle loaders. Troops with breechloaders may fire all figures and move half or may stand fire twice.
8.6. Repeaters. Early magazine rifles could put out a much higher rate of fire for a short period of time, however, prior to the introduction of magazine chargers, reloading was a lengthy process. Magazine rifles may operate as ordinary breechloaders or they may choose to stand and fire four times. If so they must rally before firing again.
8.7. Pistols. Early pistols will be ignored and only revolvers will be counted. They have a very short range but allow a single officer to roll 1 die for hits.
8.8. Spears. Thrown spears are included as part of charge resolution.
8.9. Mounted Fire. Only light horse or irregular cavalry can fire mounted. They use the normal rules for their weapon type but need to score 6 to hit.
 
9. ARTILLERY FIRE
9.1. General Rule. Artillery did not improve as drastically during this period. There was a gradual switch from smoothbore cannon to rifled guns but muzzleloaders remained in service along side breechloaders with field trials showing little to choose between them for speed or functionality.
Artillery targets must be within 45o of straight ahead and must be visible. If charged a battery must fire at the unit charging it, otherwise they may pick their target. Artillery may not fire then move. Horse Artillery may unlimber then fire. Heavy guns may only fire on alternate turns.
9.2. Cannister. At close range all guns fire cannister. Roll 1 die per gunner needing 4,5,6 to hit for smoothbores, 5,6 for rifles. Native artillery deducts 1 from all dice. When firing cannister against a battalion or company square, roll double the normal number of dice. Errata 12" for all guns
9.3. Shot and Shell. At long range ammunition is assumed to be a combination of shot and shell or shrapnell. Measure the range to the target in feet then roll 1 die per gun needing to score equal to or greater than the range to hit.
     Rifled guns +1 to the die to hit.
     Mountain guns and 6 pdrs -1 to the die to hit.
     Native artillery -1 to the die
 If a hit is scored roll 1 die per 2 crew needing 4,5,6 to hit. Native artillery deducts 1 from all dice.
9.4. Machine Guns. Early machine guns were prone to jaming when most needed. Roll 1 die before firing a score of 1 or 0 means the gun has jammed and may not fire this turn. Machine guns have a range of 24". If there is no jam roll 1 die per crew needing 4,5,6 to hit. Native crews subtract 1 from all dice.
9.5. Breaching Walls. When artillery scores 6 when rolling for effect against a wall or building, a breech 1 figure wide is created. Heavy guns create a breach on a score of 5 or 6.9.6 Line of Sight
 
10. CASUALTIES:
10.1. General Rule. Close order infantry in the open suffer 1 casualty for each hit.
10.2. Cover. Troops behind hard cover suffer 1 casualty for every 2 hits on the unit from shooting. Native units may claim cover from small arms fire, but not artillery, if they are in brush or rocks.
10.3. Skirmishers. Skirmishers were harder to hit because they were dispersed and making maximum use of cover. Therefore, skirmishers remove 1 casualty for each 2 hits when being fired at. This is cumulative with the reduction for cover.
10.4. Cavalry. Cavalry usually suffered less shooting than infantry for several reasons. They tended to be in less dense formations and moved quickly while under fire and were thus not a target for as long as well as being harder to hit. Many of the hits were on the horses who would often carry on after wounds that would send a man out of the ranks. There also tended to be less straggling than in the infantry, if a man went down he was on his own as the regiment swept on as opposed to the infantry who would be helped to the rear by 1 or more comrades. Therefore cavalry suffer 1 casualty for each 2 hits from shooting.
10.5. Artillery. When artillery is fired on the hits may fall on the gun, the crew or the animals. Batteries normally contained enough horses to enable the guns to be moved even if some were hit, but there could be a delay while horse were redistributed. For each hit against artillery roll 1 die. A 6 means the gun was hit if the hit was from artillery the gun is destroyed otherwise there is no effect.A score of 4 or 5 means a draft animal has been hit. The gun may not move limbered this turn. A score of 1,2 or 3 makes a crew figure a casualty.
10.5. Remainders. If there is a remainder of half or more, place a casualty marker by the unit. If the unit receives a second casualty marker, remove both markers and a casualty. Ignore fractions of less than 1/2.
10.6. Risk to leaders. If a leader (including musician or standard bearer) is a target or is with a unit which suffers casualties, roll one die. If a 6 is scored a leader is hit. If several leaders are with a unit dice with an even chance for each to be hit.
 
11. MELEE
11.1. General rule. Dice for each pair of opponents in contact. If one side's score is 2 higher than their opponent than 1 opposing figure is hit.
11.2. Die Modifiers.
    +1 Imperial Infantry/cavalry
    +1 Lancers or heavy cavlry charging
    +1 Defending obstacle
    +1 2 vs 1 (2nd figure must touch the enemy)
    x2 Cavalry charging infantry not in square or cover, or halted cavalry
11.3. Resolution. The side with the highest casualties from shooting and melee combined retreats a 1/2 move facing the enemy. If the original fight is a tie, cavalry which charged will pass though the enemy using any unused movement from their charge. Other troops will stand and fight again. Casualties may be replaced from rear ranks. If there is no result after a second round of combat, the charger must retreat a half move. Both sides must rally after a melee.
 
12. MORALE
12.1. Shattered Units. When a unit suffers very heavy casualties it loses spirit as well as manpower. When a regiment, battery, tribe or detached company falls below 1/2 strength it becomes shattered and must immediately retire a full move in disorder unless surrounded. On its next move it must rally. If still shattered after rallying, it must retreat off the field of battle.
12.2. Surrounded Units. If a unit is surrounded and cannot retreat without approaching closer to some enemy then it may stand and fight until an opening appears. Once per turn the enemy may call upon the unit to surrender, both sides roll a die with the surrounded unit adding 1 for each attached leaders and 1 if the regimental standard is present. The highest score decides whether or not the unit will surrender. If a way becomes clear the unit must retire .
12.3. Recovery. If a shattered unit recovers enough casualties to rise above half strength, it ceases to be shattered and may operate normally until it falls below 1/2 strength again. A shattered company may rejoin its parent regiment. The status of the regiment is then based on the entire regiment.
12.4. Rallying. Rallying represents the regrouping of troops by their officers. Units must rally after a melee, when shattered, and may rally to recover casualties or reload. A unit may rally on the spot or fall back 1/2 move while rallying and may include a free facing or formation change. The unit may not shoot, evade or countercharge while rallying. The unit must end up in line or square if regular or in mass in irregular.
12.5. Casualty Recovery. Casualties include stragglers, men helping wounded comrades and lightly wounded or stunned men as well as serious casualties. Some of these may be recovered, therefore, when a unit suffers casualties, put them in a holding area. When the unit next rallies it may attempt to recall casualties to the ranks if it has any leaders attached.
 For each casualty in the holding area roll 1 die, on a score of 6 the figure rejoins his unit. Commanders were often able to inspire their men, if a bold or rash general has joined a unit to rally it, add 1 to the die. Martial music has long been used to stir men's spirit and many acts of heroism have been done out of devotion to a unit's or countrys colours. If there is a musician or standard bearer with the unit 1 may be added to the die. Any casualties which fail their roll are permenantly lost. Most armies attempted to rescue their wounded, particular Imperial forces facing enemies who did not take prisoners. On occasion, however, if units were under too much stress the men panicked and abandoned thier comrades. If a unit loses a melee and is shattered in the same turn, all casualties currently in the holding area are taken by the enemy and become permenantly lost.
13. Engineering
 13.1 General rule.  An engineer officer and a tool wagon must be present to supervise engineering tasks and provide materials. Only trained sappers may build a pontoon bridge or lay demolition charges. Any troops or conscripted civilians may be used for other tasks. Engineering tasks may not be conducted by shattered units or by units which shoot, move or which have been engaged in mellee during the turn. The owning player announces when that group is activated that they are working. If at the end of the turn they have not been disturbed then 1 period of work is completed.
13.2 Tasks.  The time taken for each task is as follows.
a) Build pontoon bridge if materials available: 1" per turn.
b) Lay demolition charge. 1 turn. When ready roll 1 per charge to find the damage inflicted. 6 points are required to damage a wooden bridge,
    12 points are required to destroy a wooden bridge or damage a stone one, 24 points are required to destroy a stone bridge. A damaged bridge
    may only be crossed by infantry moving at 1/2 speed.
c) Repair a damaged bridge: 1d6 turns.
d) Construct a redoubt to hold a gun or company: 6 turns.
e) Cut a road through a hedge or wall 1 turn.
f) Fortify a village: 3 turns.
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Saturday, October 15, 2011

From the Archives: A battle from the future of Faraway & Oberhilse


It occurred to me this morning, that I have archival material from the future of Faraway that show what the uniforms will look like in 1861. Doesn't mean that there can't have been a major shift in the 1840's, just look at the fashion havoc wrought by King William IV in 1832 with his attempt to put all British units into red. (I note that the artillery and Rifles escaped that one) .


Obviously, there are some factual errors in the following background blurb, for example, there is no mention of the hereditary Queen or the FTC and Faraway is described as a break away republic. I think we can guess the source of that information. This does call for more research as to whether Faraway did indeed become a Republic in 1849 or perhaps a Constitutional Monarchy?  

In the mean time, here is the first battle report ever written about a battle in Faraway. I believe it was  first published in 2001 after a wargame fought during a visit of good friends from Virginia. I have left it intact and not attempted to correct details where they differ from what is now accepted as fact. The miniatures are 54mm, the rules used were With MacDuff to the Frontier. The scenarios is the Island Battle from CS Grant's Scenarios for Wargamers. Note the artillerymen in the first picture, this is the only clue as to their dress as they do not appear in the battle. I believe that the New Dundee Highlanders may have been formed in 1842 so perhaps we will see it in action again within the year. 

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FROM THE ARCHIVES OF WITH MACDUFF ON THE WEB, AUGUST 2001: 

Oberhilse & Faraway

I'm always on the look out for less well known campaigns to recreate so I was pleased recently to come across a Charlesburg University Press publication:  "Russell's Dispatches from Oberhilse and Faraway: A European View  of the Border War 1861-1863" . Up until then I hadn't realised that William Russell had covered this little known conflict but this book is a wealth of information and has become my main source of information for a new wargames campaign.


BACKGROUND




I won't bore everyone with a long history but I figure a short intro as to the origins of the border war are in order for those who aren't familiar with this area. Leaving aside the question of whether or not St. Brendan visited the island on one of his voyages, we can pass on to mention that the Danish Vikings were the first to settle in what is now known as Oberhilse and that despite various charters from the Stewart's to their supporters (I have a copy of one such granting lands to Black Angus MacFarlane and there may be some validity to the claim that the name Faraway commonly applied to the Western Shore dates back to the MacFarlane grant), generally Denmark's title to the region was not disputed.The discovery of gold in the Rawdon Hills in 1821 led to  an influx of Irish, Scottish and American immigrants and in 1849, discontent with lack of civic rights for "outlanders" led to a revolt and the establishment of the Republic of Faraway. Denmark of course had her hands full with the Shleiswig-Holstein War and when Great Britain recognized the break away republic and pledged support, Denmark gave in and granted them independance with sovereignty over the Western half of the mainland.

FENIAN INVOLVEMENT

Hardcore nationalists in Oberhilse felt betrayed by this settlement and never accepted it. When they were quietly approached by members of the newly formed Fenian organisation who felt that seizing Faraway would provide a good base for their campaign for irish independance, they gladly took the opportunity to strike a blow at the hated British and allowed armed camps to be formed along the border and on some of the islands just off the coast of Faraway. From here the Fenians proceeded to raise and arm troops while sending agents across the border to forment dissent amongst the large Irish population. The Faraway goverment reacted by appealing to Britain for aid and in August of 1859 a small expeditionary  force arrived and a joint operation was launched against the Fenian camp on what is now known as Rebel Island.


This operation was the basis for the first wargame in my campaign. If you want a well written, colourful, account of  the battles and skirmishes of this war, "The thick blue mass tipped with lead" and so forth, I refer you to Russell's dispatches. My own account of our wargames will cover the forces and set up with just a brief description of the highlights. Following the usage of the time, I will refer to the British and Faraway forces as "Red", the Danish and Oberhilse forces as "Blue" and pure Fenian forces as "Green". 

REBEL ISLAND

Dundee Highlanders marching past Governor General & Lady Beaverbrook on their way to embark for Rebel Island. 

Red Army

OC:  Brigadier Daniel Johns (John Daniels Jr.)
2ic: Colonel H MacDuff (Ross Macfarlane)

  • Ft Henry Guards (Officer, colour, drummer, 7 bayonets)
  • Ft Henry Guards  (Officer, colour, drummer, 7 bayonets)
  • 11th Hussars (Officer, trumpeter, 4 sabres)
  • 17th lancers (Officer, 5 lances)
  • Naval brigade  (Officer, 9 ratings,  field gun and rocket)
  • Scots Fusilier Guards (Officer, colours, drummer, 5 bayonets)
  • Grenadier Guards (Officer, Drummer, 6 bayonets)
  • New Dundee Highlanders  (Officer, Piper, 8 bayonets)
  • Lawfordton University College Rifles (Officer, 5 bayonets)
All troops were regular with all but E,H & I being steady. The cavalry was impetuous, the Rifles are Light Infantry. All infantry was armed with muzzle loading rifles.

Pandora leading her Volunteers into action on Bighil Heights.

Green Army

OC:  General Jack Daniels (John Daniels )

  • McAlpine's Fusiliers (Officer, colours, 8 bayonets)
  • O'Reilly's Regiment (Officer, colours, 8 bayonets)
  • O'Carroll's Chasseurs (Officer, 5 sharpshooters)
  • Harper's Battery (Officer, 4 gunners, field gun)
  • Farrel's Fenian Dragoons (Officer, Bugler, 4 Light Horse)
Colonel "Annie" Pandora (Pandora Daniels )
  • New Waterford Volunteers (Officer, 9 irregulars)
  • Tipperary Tigers (Officer, 9 Irregulars)
A,B,C were regular light infantry, C were also sharpshooters,  E was irregular light horse, F&G were irregular light infantry. All troops were armed with muzzle loading rifles.


Rebel island as seen from a hot air balloon as the action begins.
Setup
 The general layout of the island can be gathered from the accompanying photos.  Red had a choice of  3 beaches, one to the East, one to the Southwest, 1 right under the guns of Ft. Daniels. There were sufficient boats to land the troops in 5 waves,  the waves appearing every 4th turn. The waves were selected as laid out above. Gen Jack Daniel's men were encamped in an earthwork on the Western end of the island, Pandora and her Volunteers in billets in New Waterford and the Tipperary Tigers billeted in Farmton in the south.
The game began with the Dragoons departing for their daily patrol of the island heading east from Fort Daniels through New Waterford, while the 1st wave came ashore at Souwest beach, hidden by a screen of trees and the lower slopes of  Bigill Heights.



The fight begins.
The Buildup 
By the time the Dragoons stopped to chat with local inhabitants, frolicked on East Beach and finally topped the crest looking down onto Souwest beach, the first 3 waves of Red troops were ashore and running out of dead ground to hide in. At the same time as a courier was sent galloping back through Farmton and over the saddle, sounding the alarm "The British are coming, The British are coming" (sad but true),  an alert sentry in Ft Daniel spotted the first company of Fort Henry Guards emerging from the woods and sounded the alarm.
Bluecoats spilled  from the fort forming a skirmish line along the creek and up into the hills while the gunners quickly (2 6's in a row) wheeled the gun from its position overlooking North Beach to face the attackers. Brigadier Littlejohn ordered the cavalry to sweep away the enemy skirmishers as the rattle of musketry disturbed the morning's peace.

The Hussars chase after the scattering sharpshooters.
Garry Owen Hail!  
Hearing the bugles ring out from behind the musket smoke, the Fenian skirmish line fired one last hasty volley and scrambled back towards the fort or up the grassy slopes of Bighil Heights. Incredibly one of those bullets, flying high, reached back and plucked the unfortunate Brigadier Littlejohn from the saddle. As his aides gathered round the stricken general,  the 11th Hussars emerged through  the lingering smoke and seeing only the sharpshooters climbing the slopes, spurred after them.
Despite the uneven, rabbit hole strewn hillside, the Hussars caught up with the fleeing Fenians and laid nearly 1/2 of them low in a running fight . Seeing Pandora and her Volunteers emerge from behind the crest to cover the sharpshooters, the Hussars spurred forward yet again but a burst of musketry from the volunteers and cannon fire from the fort tore into them  and sent the dazed remnants staggering back to the beach where they spent the rest of the day tending to wounded men and blown horses.


Irregulars firing from cover.
As the hussars retreated, the 17th lancers spurred forward, but, falling foul of the rabbit holes, they too were gunned down , only Col. Flashinpan and 1 trooper making it back down the slopes to the beach where they hastily re-embarked.

Come Out and Fight!
As the cavalry charged to glory, MacDuff took  command as best  he could. The Naval Brigade was now up and he ordered them to bombard the fort  while a company of Scots Fusilier Guards moved up into line. After a sharp exchange of fire, the Fenian gunners were driven away from their guns and  the British infantry which had been standing under a peppering long range fire from the fort and from the slopes of Bighil Heights, prepared to advance.

HMS Invisible  covers the retreat.
On  the right, a company of Fort Henry Guards reinforced by another of Grenadiers was trading fire with the Tigers and dismounted Dragoons. Despite the steady conduct of both companies it was soon seen that standing in close order  trading fire with an equal number of  skirmishers was not going to win the day. (esp when rolling fistfuls of ones )

Beating up their men's muskets, the British officers ordered bayonets fixed and led them forward into a withering blast of musket fire which laid low the colour party and 1/2 of both companies. The red coated soldiers fell back, rallied and advanced into another furious hail of fire then broke and ran covered by a handful of Grenadiers.


Billy Russell covers the retreat in a different manner.
Thank Gawd for the Navy.  
The last wave of troops was not quite up yet and  the command was badly scattered with only 2 companies in the main battleline but with the enemy artillery silenced, it was now or never if an assault was going to go in.  Slowly the Red line moved forward under a hail of  rifle fire from the fort. Then, suddenly  a blaze of fire came from the flank where Pandora and her crack shot volunteers had crept forward along the slopes into close range. In an instant the British line was a bloody shambles  and reluctantly MacDuff ordered a retreat to the boats covered by the Dundee Highlanders and the boys of the College Rifles.

For a moment it looked like the Fenians would press their advantage but then like a deux-ex-machina, HMS Invisible appeared bristling with guns, and the Fenians crept back to cover. (Actually it was deux-ex-machina, it was bad enough the British got drubbed in the opening battle (very traditional wot?) I wasn't about to allow them to be annhilated !) .