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.
Bring on the game! Will be interesting to see how the Bullet-Proof Bumbler fares in this action.
ReplyDeleteFirst time out, so I’m guessing everything will go wrong.
DeleteWell this all looks extremely excellent old chap! I just hope you remember to hum the theme from 'The Flashing Blade' when you try to activate Captain Frobisher;).
ReplyDeleteThanks Steve, I’m betting he gets shot before he gets close enough to even use that sword of his.
DeleteLooking forward to seeing the game unfold, the characters are all set, be interesting to see how they perform!
ReplyDeleteCheers Donnie, I’m hoping new unit syndrome won’t kick in!
DeleteNice scenario made more interesting by all the named characters. I like the special rule for encounters too.
ReplyDeleteThanks Peter, fingers crossed the game works okay.
DeleteI say! Is Mountjoy related to that Spanish chap? Don Quixote. What!
ReplyDeleteIronic that the leader of the scouting cavalry can’t see further than the end of his horses nose. It’s easy to be heroic I suppose when you can’t really see what you are charging at.
DeleteCol Morrison sounds like our old friend Flashman! Looks good although I can see a pro rebel bias in the points allocated to the forces! Going to be a hard slog for the Brits....unless all the concealed units turn up at point 12! Maybe send one of the cav up the British left wing of the table and try to "spring" the enemy there, well away from your intended route up the right flank??!
ReplyDeleteKeith, the British troops are regulars and the game rules gives them a lot of advantages when it comes to pressing on against the odds. The Indians have more physical units but far less staying power. I’m definitely going to push the cavalry up one flank or another in order to flush out the mutineers.
DeleteI like the terrain this guy does - may be worth checking with him?? https://www.facebook.com/profile.php?id=100057509227704# he has Flickr (shudder) as well if you do that.. https://www.flickr.com/photos/60734867@N06/
ReplyDeleteOoh cheers Steve - I’ll have a decko later.
DeleteLovely stuff on the site - just the ticket….but I’m going to have to save up a few pennies from the look of things. :-(
DeleteMarvellous intro. and beaut to see these getting a first outing in a game.
ReplyDeleteRegards, James
Thanks James, it’s about time I had a proper stand up fight with these minis, hopefully they’ll do themselves justice.
DeleteNice scenario set up. đ
ReplyDeleteCheers Stew.
DeleteGreat looking game JBM. I love the short sighted trait, very funny.
ReplyDeleteQuick rivers can be got from the Wargame Vault paper terrain. I printed some and stuck them to vinyl tiles. You can see them in this post
https://miniwarsyoumayhavemissed.blogspot.com/2024/05/after-third-apocalypse-zombie-campaign_01119873924.html
Quick and easy and look OK.
First off Ben that’s a great idea and that would work for me so cheers, second I was shocked to discover I was not following your blog! I used to be a follower and have never “unfollowed” you so I’m not sure what happened there? Sorry mate. Anyway I fixed it and now I’ve got some posts to catch up on!
DeleteNo worries JBM. I don't think you have missed much đ
DeleteGreat sounding scenario, flashing blade? Well you are on the continent I guess, Ben's idea sounds good too!
ReplyDeleteBest Iain
Hi Iain, I certainly am on the continent, a landmass where you can get away with flashing blades and twirly moustaches. lol. Yeah Ben’s onto something. I’m doing a little bit of experimenting with his idea.
DeleteThis looks great, individual characters are fun and random appearance of Indian units will be interesting. i'm also interested to see how you get on with the rules.. For the sake of the Britishers trapped at Salisbury House, Col. Morrisson 'asda do well, or there will be more than a lidl trouble (sorry!)
ReplyDeleteTee hee…like it David. You’d best (Co) op it while you’re ahead. (Soz that’s the best I can do without a lot more thought).
Delete