The South London Warlords are a wargames club. We also run the Salute show each year. The next Salute will be held on 12th April 2014, follow this blog for the earliest news and information.
For Tricorne fans....benefit of 10mm scale here is you don't have to paint the lace :)
French and Bavaarians vs Dutch and Palatine, approx 1705. French and Bavarians assaulting a prepared position and trying to turn the Dutch line. Figures all Pendraken.
Rules are the General de Brigade variant called British Grenadier. Rules are written for AWI, but have a lot of mechanisms that suit the WSS and SYW. We were play testing to see if the rules worked and broadly they did what we hoped. Will need to tweak, but all war gamers want to tweak rules!
From club member Iain Fuller's blog, about a good night at the Warlords:
Last night I had the pleasure in playing another of Phil Andrew's ‘Crazy
Horse’s Fury’ Plains War games where my brave Hunkpapa Sioux took on the
2nd Cavalry to prevent them moving a wagon over a creek and off the
table – no doubt for various nefarious reasons.
The US force was of 4 companies of cavalry, 2 Veterans and 2 new
recruits, with a Crow Scout troop and a wagon containing something or
other (either the payroll or working cartridges, we couldn’t decide
which!). They were controlled by Philip and Darren.
I controlled 4 bands of Sioux, 2 were Warriors and 2 were ‘Boys’ –
not great at shooting as they had yet to obtain rifles but very game and
eager to get stuck in!
I was allowed to set up each warband either in cover or behind a hill
so that they were not visible to the yellow-legs until they got close
enough to try and see me (needed to get 4-6 if the Crow’s, and 5 or 6 if
‘regular’ troopers I think). I duly marked the map and hoped my cunning
plan was cunning enough – the two older Warbands were placed in the
‘rough’ ground (brighter green patches) to the left and the furthest
right of the table with one of the Boys bands hidden in the copse by the
creek, the last band was behind the right hand hill on ‘my’ side of the
creek either to be used as a reserve or as a last gasp ambush attempt
on the wagon if everyone else got mullered earlier!
These rules are a good deal of fun and whilst being simple have
enough subtleties to make them really interesting. Each unit has to draw
a commander chit which has a characteristic on it that will either
bring a benefit or hindrance to their units’ performance. For example my
old mate ‘Talkheaps’ was drawn for one of my Warbands which meant that
instead of automatic activation I had to roll a d6, get a 1 and the unit
was inactive that go (the Cavalry drew their own version of this: ‘West
Pointer’). The Cavalry are quite lethal once they get dismounted and
start firing plus they have longer range than the Indians but the
Indians can move further each go and can Move, Fire and Move in a turn
(instead of just Move and Fire) which gives them more fluidity, plus
they are a bit more lethal in melee so both sides have their pluses and
minuses.
I won’t be able to do a blow-by-blow account of the battle as it was
really fluid all the way through, (again one of the great things about
this game) but here’s the basic outline. After the Crow’s nearly spotted
my left hand band I decided to break cover with them and leg it over
the creek, planning to either draw a unit after them so that the waiting
Boys in the copse for could spring an ambush or if that didn’t happen
to go into reserve to be used where needed. Over on the right Darren’s
troops were getting mighty close to spotting my braves so I sprang an
ambush which managed to hit home but I started an unbelievably inept
sequence of rolls in melee, so the attack was quite ineffectual. The
Crow scouts and a Company then started probing towards the woods and I
unleashed the Boys from there in another surprise attack – again they
charged home on Blue-bellies but again not with the desired effect.
From this moment on the battle ended up as a series of moves to
contact from the Indians with which I failed to do much damage from
the melee; or the Cavalry would move into range to unleash a volley at
me and roll a 1 or 2 (honestly they rolled about ten 1’s all night!)
hence causing no casualties; or I would move into range, fire, get a 5
or 6 forcing the Cavalry unit back, then retire myself to keep out of
range. I therefore managed to hold the line of the Creek whilst forcing
the Wagon to withdraw to prevent it from being captured.
I did manage to rout away one Cavalry unit with a successful charge
by the boys, this Company being wiped out by fire when it returned but
the boys came a cropper themselves when they tried to evict the Crows
from the Copse and nearly got cleaned out themselves. Over on the
other flank the other boys band had a terribly ineffectual in the rocks
with some veteran cavalry and retired back behind the creek. By the end
the Cavalry had started to unjam their rifles and cause losses on the
braves so I started to fall back further and further, now not being
strong enough to cause much damage myself. As time was getting on we
called the game and I believe a morale victory was gained by the Indians
as the Cavalry failed to get the wagon off the table but I had suffered
quite a lot of casualties in the process.
A great game again, and I’m looking forward to play another one in the future.
Here’s a few pictures of Des and Ian’s game of 6mm Napoleonics
(General de Brigade – Prussians v French) that was going on behind us –
game looked great so had to take some photos!