Showing posts with label Congo. Show all posts
Showing posts with label Congo. Show all posts

Friday, 3 January 2020

2020 Broken Seal - Congo


The year was kicked off in a spirit that shall hopefully be continued - enthusiasm and a carefree attitude to the constraints of work. I decided - after watching  'Jumanji" - to play Congo written by excellent and innovative Studi Tomahawk. My decision was well rewarded. 


I decided to play Scenario 6 - the Treasure of Makoko Mbe. The forces arrayed were 75pts of Explorers against the Zanzibari traders. Above a sacred warrior can be seen guarding the site of the treasure burial. 


The Zanzibari forces mustered from their diagonal corner of the table. 


Hmmm, I believe this is a tree. A rainforest tree. It is very nice and took a long time to construct. 


This is more like it. Slavers and Bundukis begin to trade long range volleys against Askari. The Zanzibari forces would come off second best in all shooting matches this evening. 


While shooting didn't favor the Arabs, they Zanzibari used their Balucchi troops to approach and eventually steal the treasure. 


European troops - this time German sailors - approached the treasure but too late to stop the balucchi. 


On the flank the Zanzibari forces tried to whittle down the Explorer troops but to no avail. 


Yep, thats the jungle. 


More jungle with sailors running along in the background. 


More volleys followed in turns 3-5 but again the Zanzibari were outmatched. 


The large white hand of the Muzungu - I shot those ones. 


The Zanzibari tried to hold up the pursuit. 


The sailors pressed forward. 


Bereft of his guard the Zanzibari trader stood exposed. 


Arab employed bundukis ran for it. 



Now the remaining Zanzibari forces formed a shield blocking the balucchi with the treasure from harm. The White Men Expedition had suffered very little harm. Speed alone would decide victory or defeat for the Arabs. 


Despite reigning fire upon the Zanzibari they explorers could not stop the flight of the balucchi. It was a victory for Zanzibar even thought they had most certainly lost the firefight. Congo was the winner as its simple system gives tricky command choices which is a preferred theme in our little club. The spirit of Africa rises and lives again in 2020. 

Friday, 20 April 2018

Congo Scenario 2 and my new Trees

This week I played scenario 2 of Congo once more. I had a few additional bits and pieces to utilise, mainly my new trees but also some skull on a stick markers. 


Above Kong prowls about his lair. In the background the Trained Askari of the German African Expedition move toward the beast. Oddly the Explorer player chose not to shoot at Kong until the final turn. He was more interested in the natives who worshiped this mighty beast. 


The native tribesmen surge forward. Their objective was clear - to kill the invaders. This they did with savage intensity. 


The Young Warrior unit on the left would bear the brunt of the askari and soldier rifle fire. The bundukis musketmen loaded and fired as fast as they were able. They whittled down the Explorer units and - more importantly - steadily added stress tokens. 


The Explorer askari from the other side of the table eventually got into the action but it was all too late. A single unit of cannibals killed, routed and ate 3 Explorer units including the soldiers, trained askari and the adventurers. All the mzungu went into the pot. 


A couple of shots went into Kong's broad backside but to little effect. The natives had trounced the explorers. The spirit of Africa prevailed. 


Above the leader of the forest people was overjoyed and could barely contain himself in his regular nightly address. 

Tuesday, 19 December 2017

Congo Wargame


This was the first game of Congo where I used the correct table size. This was kindly pointed out to me by someone who viewed one of my blog battle reports. I repeated the Nziari scenario that I have recently written a report on but with a reduced table and river size. I only have two rivers - one 2" wide and the other about 7" wide. Neither of these seemed to fit so I decided to use the smaller of the two. No, I'm not making or buying ANOTHER river. 


Above is the Banks expedition. One change I made was to make both commanders 'Retired Officers' as this seems to be much more useful than the other suggested in the scenario. I chose 90 point armies for this game with lots of native troops such as the Young Warriors and Askari shown above. Both sides also make use of porters and scouts. 


The entire length of the Nziari from the other angle. The three flag markers are shown down the river. In this scenario these flags must be secured and then taken off the opposite side of the table - through or around enemy lines. 


The adventurer unit complete with Dr Smuts - the expedition leader - and a porter. Quite a tough unit. 


These scouts are led by Tarzan himself - for some reason they have a porter - god only knows what he is carrying for Tarzan - a man who only owns a knife and two loincloths. 


Here askari and trained askari advance but one is effected by a movement stress token. A sudden downpour in Turn 2 reduced the range of missile for a turn. 


At the end of this turn the Smut's expedition had drawn the better cards through Confusion and were able to race toward the river. They also had more units on the right flank that were unopposed by the Banks expedition. This would lead to a swift capturing of the flag in this area. 


The Banks expedition were slow to start but tried to use psychological warfare on their enemy. 


What impressive cards! With this bonus card 6 units could move - these cards enabled the Banks party to surge forward. A shame however - an unhappy chance indeed - that Smuts had chosen and drawn the exact same card combo. 


Things were getting close and personal. Volleys of fire were exchanged across the river while crocs waited for the unwary. The men from Smuts plunged into the river seizing the central flag too. 


As described above. 


Some of the final bloodshed. The Banks expedition relied on fire to try and decimate their foes. This was less than successful mainly due to some amazing cover rolls from their opponent. Smuts however relied on movement to grab the flags and run. Although things were pretty hairy and tight at times - his men were able to thread the needle and run through tiny gaps using bonus cards to extend their movement and they were able to secure two flags from the table. At this point we decided to conclude the game not only due to victory points but also because it had been rather hot that day - over 40 degrees C all day and still by about 10pm that night. Congo like temps for a game of Congo. Thank god that the mosquitoes - although present - were not in similar numbers. 

Tuesday, 10 October 2017

Congo Wargame Night

 The planned game of Congo occurred this Tuesday club evening. The idea was to play two scenarios but this didn't quite work. I really wanted to play Scenario 4 "Escalation along the Nziari" and this is where we began.

 In this scenario the companies were to rush across the table, gathering a flag from the river along the way, then pass from exit points on the opposite edge. Each exit point could only be used once.

As with all Congo scenarios alacrity is key. You must hustle from turn one to complete your objective. In this game no one would complete theirs. Interference by the opposition slowed the passage of all units across the table and the accumulation of stress token further slowed progress.





Two players played on each side - Bill and Michael represented the Smut Expedition while Ian and Jason were the Banks Expedition. Players deployed along the long edge (within a S (small) measuring stick)) and took turns to place units.

The card system is one of the things I most admire about this game and the confusion special rule only added to its charm. Each player drew three command cards and could either keep these cards, gaining themselves an additional totem card, or discard and redraw a single card. All players took the extra totem option hoping for bonuses that could gain them some advantage.

We played the Confusion special rule for three turns (perhaps too many?) before reverting to the usual method of choosing the three command cards you wish to use from the seven available. You then choose the order in which these are played. You and your opponent place each of your three cards down in turn - at the same time - and the initiative number on the card decides who will take their actions first - either move, shoot or rally/terror. Totem cards modify these actions in a beneficial way.



The exhaustion rule had a profound effect on the Smut expedition with many stress tokens and some miniature loss being accrued. In fact the initial two two turns involved quite a lot of rallying and attempted placement of stress token on the enemy through terror tests. Perhaps not quite enough movement occurred in this phase which would impact achievement of victory later. As stated, in Congo each player really has to hustle to achieve goals.


By turn 3 and 4, units from both sides plunged into the river - more from the Bank's Expedition - in order to attain the flags. The Smut party seemed to be waiting to set upon the enemy as they emerged with the flags although this may be crediting them with more planning than was deserved - perhaps not but I'll give them the benefit of the doubt.



Note the swarthy fellows carrying tusks and boxes - these are bearers and we used them for the first time finding them effecting for soaking up a bullet and warding off the effects of movement stress tokens. 


Several units teetered on the stress token limit (which is four) as players continued to inflict terror tests on each other. This is like a psychological attack (attack not being the correct word) on the enemy that represents the pressure and threats of being in this dangerous environment. Animal growls and howls (both real and imitated), chants and shouts, encountered threatening idols or ominous signs might all effect the minds of explorers or warriors in Africa and explain a "Terror" attack. So in Congo you could be shot, stabbed or just run screaming into the underbrush overwhelmed by the many causes of your impending demise. A great aspect to the game.


Bank's men take the lead by seizing two flags but are swarmed by crocodilian defenders of the Nziari. 


By Turn 4 onwards both expeditions were ready to come to blows and the crack of firearms was heard resounding through the jungle/savannah. Units which waded into the Nziari then had to face the risk of crocodile attack. These creatures swarmed from the banks and dragged several askari under before disappearing as quickly as they had arisen.




By Turn 5 the Bank's Expedition units were clambering from the Nziari only to be greeted by an awaiting askari swarm. The Bank's units were of higher quality by the dice gods of Africa decreed a different outcome. Several volleys from these barely trained combatants cut a swathe through the enemy. Two units died and one flag (a scenario objective) was lost. This was quickly scooped up but this took precious time. Dice were also favourable to Smut's men in combat where further casualties were inflicted.

The highly vaunted German marines and Banks himself were all victims of lowly askari - under the direction of the experienced Smut. 


The last two images show the final turn. With stress tokens piling up, their own attacks failing and lesser opponents 'punching above their weight', what looked like victory seemed to be slipping away. The dreaded 'red hand' stress token crippled the soldiers in the final moments of the game - this sees stress so grip the unit that no further action is permissible in that turn. This certainly sped their doom. 

The final result was a victory to the Smut party although, as jungle-master running the scenario, I did neglect to tell the Banks players they could move a unit out of the river with a flag to gain five more victory points which would have seen a narrow one point victory margin to them. 

In short, Congo works. Interesting command decisions and pressures are certainly a major reason for this. Movement, shooting, combat and morale are simply yet effective and logical. We didn't get to play the second scenario but all certainly seemed to enjoy many parts of the one we did play. 

We will be returning to the .... Congo!