I’m spending way too much time doomscrolling at the moment and sadly this has induced the grey chicken of despair to resume pecking away at the old noggin. As a counter to this I’ve resolved to severely curtail my screen usage via phone TV, iPad etc, which is probably a bit radical, but if it reduces my exposure to a very crazy outside world it will no doubt prove helpful. In accordance with this initiative I’ve turned off comments on the blog for now lest your witty observations lure me back to the demon screen in one form or another. Again we’ll see how that works out.
So let’s get back to wargaming which is after all what you came here for.
The first game to be played with my new Indian mutiny toys is about to start, and since it is a small affair that does not lend itself well to The Men Who Would be Kings, I will be using a set of Victorian themed skirmish rules originally intended for the Steampunk genre.
So it’s the 10th of May 1857 and we are near the made up town of Jullundpur which is half way between the real life towns of Lucknow and Cawnpore.
Jullundpur is a no account market town sitting astride the last navigable portion of the Gumti river. To the east of the town is the barracks of the East India Company’s 28th Native Infantry Regiment and to the west of the town a walled compound containing the East India Company’s district office and telegraph station. There are very few Europeans in residence other than families linked with the administration or the military and they mostly live in company bungalows sited close to the district office. Chief amongst those civilians are the family of Sir Charles Weatherby-Blythe - the East India Companies district head.
Though it’s only May it is already intolerably hot and an atmosphere of sullen disaffection has descended on the natives, fuelled in part by the weather and in part by the rumours that a great rebellion against the sahibs might soon be in the offing.
On Sunday the 3rd May Mrs Fanshaw noted in her diary that after leaving church…
“Indian soldiers, used invariably, on meeting any ladies or gentlemen, to salute them in the sepoy fashion, by just putting their hand to the side of the hat or cap, whereas these men did nothing but point and laugh at me amongst themselves, while talking a great deal together in an undertone, keeping seated on the ground the whole time. My mind misgave me - it appeared very ominous of evil.” *
Countdown to disaster - (semi historical fluff)
1) 8th May. Two platoons of Her Majesty’s 64th Regiment of Foot march into Jullundpur, escorting a covered wagon. The wagon holds two sealed crates that are quickly spirited away into the basement of the district office. The crates contain 3000,00 rupees - the yearly pension/ payoff for the areas former Raja. (This is a LOT of money for the time but the 87 year old does have 14 wives, numerous concubines and a very hungry elephant to maintain). Naturally enough native eyes observed the crates being unloaded and it didn’t take long for speculation to run amok in the marketplace.
2) 9th May. Listening to market gossip the sepoys of the 28th become convinced by agitators that the crates delivered to the district office contain bibles. They suspect that the European soldiers of the 64th have been sent to disarm them and forcibly convert both hindoo and musselman to Christianity through the power of their holy books.
3) 9th of May (evening). When the rumours that something bad is brewing become too loud to ignore Sir Charles Weatherby-Blythe visits the ex Raja and his nephew to determine their continued loyalty to the crown, (resolving to hold onto the pension money for now as a bargaining chip).
4) 10th May. Colonel Thompson orders the 28th to parade in order to scotch their recent complaint that the cartridges they’ve been issued have been greased with pig and cow fat. Fearing the parade is actually a pretext for a gathering in which they will be forcibly disarmed the men refuse to attend. Colonel Thompson and a coterie of officers ride to the barrack area to remonstrate with them. Swords are drawn, shots are fired. The colonel and his officers are cut down. The men, now unconcerned by the nature of the grease on their cartridges, go on the rampage in the town, looting and burning anything or anyone of European origin.
5) 10th of May (afternoon) News of the rising reaches the ex Raja and his nephew. Sir Charles Weatherby-Blythe who the two are currently entertaining is “detained” for his own safety.
6) In her husband’s absence Mrs Weatherby-Blythe takes charge. Major Ashcroft of the 64th agrees to move his force into the district office compound and then sends armed groups out to bring in food, ammunition, and any vulnerable civilians they can find.
The game
So this is where we’re at. As fires rage in the town - the newly arrived civilians are escorted onto boats where they’ll be sent up river to the safety of Lucknow. The only fly in the ointment is Mrs Fanshaw’s best Sunday hat that’s somehow been left behind in all of the confusion.
![]() |
A daguerreotype showing the handsome Mrs Fanshaw and her hat. |
Knowing that Mrs Fanshaw will probably refuse to leave without it, Captain Napier of the 4th Sikh police battalion gathers a handful of men and agrees to go and find it. Lettice and Constance Weatherby-Blythe insist on accompanying the party in case they get the wrong one or just have a man’s look and can’t find it. The pair “tool up” for any eventuality.
I divided the board up into six zones with the central bungalow being the seventh. In each zone I placed a playing card to represent roving groups of mutineers and angry bazar rabble. I’ve no idea what the cards are at this point. A red card denotes occupants and the number present in the zone, a black card indicates no one is actually about.
Captain Napier and co diced to arrive in zone 3 (Top right).
Dusk has fallen and visibility is limited to nine inches. Every time that the hat recovery group moves they stand a chance of alerting potential adversaries in their zone. All adversaries across the board are automatically revealed and activated if a shot is fired - whereupon they must move towards the sound of it.
Napiers force gains 2VP for each mutineer who ends up suffering from extreme lead poisoning and 20VP if the hat is found and removed from the board via their initial entry point.
The mutineers accrue 10VP for killing / capturing each of the women or Captain Napier and 2VP for every Sikh they manage to despatch.
I hope to play the game tomorrow but the Batrep will have to wait until some point before month end.
Oh yes, in case it’s of interest I’ve just started work on a 100 years war project in 28mm so more on that in April I guess.
Look after yourselves mes amis.
* Actually a quote from a Mrs Sneyd’s diary - a real life mutiny victim.