Readers will recall that the redoubtable Mr Morrison sent me 36 beautifully painted Empress Miniatures (1st Madras Fusileers) last year, which acted as a massive boost to my nascent Indian mutiny project. The lads were accompanied by a mounted officer whom I’ve named Colonel Morrison in his honour. The following game will be his first run out using The Men Who Would Be Kings rules.
The story so far.
Indian mutineers had risen up in the fictional town of Jullundpur, forcing a small garrison of the 64th and the Weatherby-Blythe family to seek refuge in the Salisbury House EIC compound. Captain Lawrence of the 64th, disguised as a woman, managed to slip through the mutineer lines in the back of a cart and raise the alarm at Cawnpore.
Despite the rebellions occurring all around them, General Wheeler (officer in command) felt his position was quite secure and he ordered Colonel Morrison to form a movable column in order to relieve the Salisbury House defenders and return with them to the greater safety of the Cawnpore garrison.
The movable column is an adhoc force comprised of the 1st Madras Fusileers escorted by several troops of irregular cavalry. Morrison’s intention is to secure the bridge over the Royal military canal at Mansanar and reach Jullundpur in a rapid 3 day march. Other crossing points of the canal are available but securing any of those instead will lead to unacceptable delays and stiffening resistance.
The scenario
The action is centred around the seizure of the bridge across the canal at Mansanar and the following 16 point British force is pitched against a defending 24 point Indian mutineer force. For easy of play all Indian units are led by officers with no traits and have a standardised leadership value of 8+ while the British units had the diced for characteristics as follows.
OC - Colonel Morrison: “Bullet proof bumbler” (sorry Aly) Leadership value 9+. Luckily for him, if not his men, this Jonah leads a charmed life. Re roll (once) every successful leader casualty he falls foul of.
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Colonel Morrison - will add +1 discipline to any unit he is attached to. |
1st Platoon, C Company, 1st Madras Fusileers: Captain Frobisher - Fine swordsman. Roll 2 extra dice in melee. Leadership 5+ (very good).
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Captain Frobisher - flashing blade extraordinaire. |
2nd Platoon, C Company, 1st Madras Fusileers: Lieutenant Urquhart - Jolly sporty. This unit may add +2 inches to any at the double actions. Leadership 7+
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Lieutenant Urquhart - All those hours spent at “rugger” are about to bare fruit. |
2nd Troop - Prendergast’s Irregular Horse: Lieutenant Mountjoy - Short sighted. Cannot give order to charge or fire beyond short range. Leadership 7+
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Lieutenant Mountjoy - What enemy? Where? Are you taking the pith (helmet). |
The British may enter anywhere along the leftmost board edge, though I’m minded at the moment to try a run along the bottom of the picture. No point engaging everything on the table, what!
Special scenario rules
There are 12 possible locations for enemy units to be encountered, each will be diced for / revealed when line of sight is established. Any units absent from these positions will automatically appear beyond the bridge at location 12 which will always be the last location to be revealed.
The British need to have a unit on the bridge before the conclusion of turn 9 to secure a win.
All retreating Indian units must fall back towards or across the bridge.
All stands of jungle terrain are impenetrable and block line of sight.
It is hellish hot (and not a dry heat either, lol) so all British infantry lose 1 inch movement / activation.
Any Indian defenders will immediately disengage and retire if a British unit makes it onto the bridge.
Okay, I’ll be giving this a bash in the next day or so, so I’ll try and produce the batrep before month end - with any luck.
Toodleooh.
P.s. if anyone knows where I can get my mitts on river terrain at least 15cm wide I’d be grateful of the heads up. I made some myself but it really didn’t cut the mustard.