In this scenario the British need to capture the bridge across the Mansanar canal since the road across it gives the most direct approach to the besieged defenders of Salisbury house.
In real life the mutineers beat the Crown forces on a number of occasions but were always hampered by poor command and brittle morale. In this battle I’ve attempted to reflect that - the mutineers have a bigger force, but, if the British actually get on to the bridge they will consider the engagement lost and immediately melt away.
They have deployed in a fairly random fashion around the canal bridge, intent only on creating a blockade of the garrison at Cawnpore. Morrisons mobile column trying to actually break out from the town comes as an unexpected surprise.
All figures are Empress Miniatures 28mm and the rules used were The Men Who Would Be Kings. The British have 9 turns to capture the bridge before retiring to look for an alternative crossing point.
 |
T1. Frobisher’s platoon enter on the lower edge of the board, moving at the double despite the heat. Ahead of them Mountjoy’s cavalry troop ride along the flank to flush out any hidden mutineers. |
 |
T2. Mountjoy’s troop find nothing to disturb the infantry as the canter past several potential ambush sites but just as they prepare to swing in towards the bridge itself…blammo… In the last position on this side of the board the dice revealed a platoon of the 28th Native Infantry who’d heard the cavalry coming. Mountjoy (whose die generated trait was short sighted) had succeeded in finding the enemy, though sadly with the loss of several of his troopers. The fire was from long range, so Mountjoy could not order a charge or return fire (he couldn’t see who was shooting) and instead ordered his men back the way they’d come. |
 |
T2. The men of the 28th let fly in a slightly uncoordinated fashion with their obsolete muskets, and cheer as several cavalrymen fall. |
 |
T2. Secure in the knowledge that no enemy is present on their right flank the men of Urquhart’s platoon advance on the bridge along the central road - led somewhat superfluously by Colonel Morrison on his mighty steed - Maximus. |
 |
T3. With their running shoes on (Urquhart is a fitness fanatic) the platoon managed to keep up with the colonel on his horse until they crossed the hump in the road and discovered mutineers on the ridge to their left. |
 |
T3. Oh bugger! A die roll revealed both potential ambush sites on the leftmost ridge contained mutineers. In the Indian turn the cannon and the shako wearing elite of the 28th fired into the British on the road. |
 |
T3. The cannon fired and scored several hits. The chances of the leader going down are slim (a double 1 is required) so I rolled for it…and got… a double 1. Was this the end for colonel Morrison? Nope. The trait he’d rolled before game start was bulletproof bumbler so he could ignore the first hit. Perhaps the round shot took off his hat? Despite the musket fire from the soldiers on the hill he waved his sword and twirled his moustache to inspire the soldiers now pinned on the road. |
 |
T4. Yet more of Urquhart’s men fell to musket fire and they became pinned again but the colonels moustache twirling was impressive enough to prevent them from running. Fearing for his short sighted leaders reputation Daffadar (sergeant) Kuldip Singh grabbed Mountjoy’s horses reigns and swerved the troop over the brow of the ridge towards the hurriedly reloading cannon. During the Indian portion of this turn another unit (of irregular horse) is activated on the bridge itself. All potential starting points have now been diced for so any unrevealed Indian units from their force pool can only enter the game from the far side of the canal. |
 |
T5. The Indian horseman charge off the bridge into the unsuspecting flank of Mountjoy’s troop. Brave Daffadar Singh and several others go down under the slashing tulwars but the fight doesn’t go the mutineers way and they are forced to retire. The rules allow for cavalry follow ups in this event so trying to catch up with some blurry figures he assumed to be his own men Mountjoy thunders close behind, his remaining troopers in tow. A second contact and skirmish causes the Indians to flee still further. |
 |
T5. Still trying to catch those he assumes to be his own men Mountjoy makes it onto the bridge. The mutineers let out a collective moan of despair at the sahibs disregard for life and limb. Assuming he is protected somehow by the white queens magic they throw away their weapons and scatter. |
Game over and won within 5 turns!
For a solo battle this turned out to be quite entertaining. I was convinced that the British would lose given the force disparity and the early casualties which pinned the assault force in place. The flukiness (is that word?) of the actual win and the fact that colonel Morrison should have been killed (except for his crappy character trait) made it a good, if fairly short, run out.
So then the road is now open and Morrison’s mobile column is primed for a rapid march to Salisbury house.
I think that calls for a quick huzzah don’t you? And perhaps a gong for Lt Mountjoy?
Huzzah!
Toodleooh.
Huzzah! Nice looking game (tempted!) and I like the flexi road that goes over the hill.
ReplyDeleteIt’d suit you down to the ground Norm, not a lot of units, easy to paint 28’s and easy to remember rules. The period lends itself to both skirmish encounters and bigger battles if so desired and for me a fair chance that the natives can always prevail. No charging into machine guns armed with a sharpened kiwi fruit here. Hope your back improves a bit too by the way!
DeleteExactly so!
DeleteTMWWBK seems to put on a good game. What a lucky roll for the Colonel. đ
ReplyDeleteHi Stew, I was hoping for a suitably heroic trait for Colonel Morrison but was determined to stick with whatever the dice gods decreed. Good job as it turns out, because if he’d turned out to be the generals nephew or hero of the empire he’d have had his head shot off first time out. lol.
DeleteJudging from the commentary it sounds like a fun game. Your forces are looking splendid.
ReplyDeleteThank you Peter, it was the best solo game I’ve run in a long time.
DeleteAnother very entertaining action. I love the idea that Mountjoy goes hurtling off after the mutineers thinking they're his men. Was that something that came up in the rules?
ReplyDeleteHey Chris, the rules allow for a follow up chase to contact on a defeated cavalry unit, but Mountjoy chasing after men he thought were actually his was pure narrative invention. His trait was shortsighted so it didn’t seem too much of a stretch. Adds a bit of colour to a character I think, and who doesn’t like a hero that does something brave for the wrong reasons?
DeleteCracking looking game JBM and a very enjoyable read, the figures and terrain look great and indeed Huzzah!!!
ReplyDeleteI’ll see your Huzzah Donnie and raise you a Haroo! I’m scraping the bottom of the barrel a bit for terrain tbh, but needs must and all that. Nearly everything I possess is hex based!
DeleteFantastic looking game JBM and excellent report.
ReplyDeleteGreat narrative use of the officers' traits.
Hey Ben, the traits are quite varied and add a lot of spice to characters in a campaign setting. One of them in the book includes “is an accomplished balloonist” though how I’d use that is beyond me.
DeleteLol. Perhaps in a tight corner, he whips out his balloons and makes a giraffe and gallops away on it? Or not that type of balloonist? Finding the right figure might be hard.
Deletelol. I never thought of that type of balloonist!
DeleteWhat a smashing post! - the game looks great, and the whole approach is charming. Echoes of Howard Whitehouse (a hero of mine).
ReplyDeleteThank you sir, I think it’s fair to say that the rules encourage a “cinematic” type of game - which I always find a lot of fun and somehow works well with some of the larger than life characters found in this theatre and period.
DeleteHazzah! indeed Mark and at least a mention in dispatches, a piece in The Times newspaper covering his exploits and plenty of invitations to meet eligible young ladies too:)! Splendid game and can't believe how quickly this project has all come together. Looking forward to the next Ripping Yarn!
ReplyDeleteTee hee, thanks Steve. Mountjoy did do well out of this encounter but the only “eligible” young ladies he’s likely to meet in the near future is one of the Weatherby Blythe sisters at Salisbury House. We mustn’t forget the real hero of the piece, namely Colonel Morrison whose bold moustache twirling put off the accurate fire from the ridge and prevented the men around him from panicking.
DeleteYou don't get moustaches like that anymore JBM! More's the pity.
DeleteAh but you can Ben…I have one myself! Fortified with Fawcetts expedition strength moustache wax. No point in half measures. If you’re going to be a wargaming weirdo over 60 an unnecessary hair related affectation is an absolute must.
DeleteI can attest to Mark's impressive moustache!
DeleteI stand corrected! Thank goodness there are still some men with standards!
DeleteThe colonel literally dodged a bullet in this scrap. Well, dodged a cannonball, I suppose. Lucky chap! Great looking game, Mark, and your figures look splendid. Nice job!
ReplyDeleteCheers Jon.
DeleteSounds like tons of fun and looks splendid, troops and terrain!
ReplyDeleteBest Iain
Thanks Iain, sometimes everything just seems to come together doesn’t it !
DeleteThis comment has been removed by a blog administrator.
ReplyDeleteA stirring tale of deeds what won an empire. Full of derring do and stunning exploits. The rules do seem to generate a nice narrative ably assisted by a bit of creative thinking. Keep them coming JBM.
ReplyDeleteAlways surprises me how easy it is to get a story out of a game. More on the way.
DeleteWell, that looks like it was a great game! ( part of 'The Great Game' too, sort of..)
ReplyDeleteLovely table setup and figures, and 'TMWWBK' rules are obviously pretty good - do they include the personality traits etc? I loved the short-sighted chap following the wrong unit!
I also liked the 'bump in the road' and the picture of it - did this mean that terrain/troops beyond were only visible once a unit crested that rise?
I do have a copy of the rules but have failed to read them, oops - I think I was interested in the 'Mr Babbage' solo mechanism. Have no forces for the setting/period either, though I have seen them used for Franco-Prussian war, simply pitting two 'modern European' forces against each other - interesting idea!
Thank you David, the rules do include the personality traits and they’re worth indulging in if you want that extra bit of flavour. Yeah the bump in the road was a deliberate inclusion that blocked line of sight until a unit went over it. The mr Babbage aspect is interesting but I’m not sure I’ll bother with it at the moment. The rules would definitely work for other adjacent periods but they are very “cinematic” in outcome…which doesn’t appeal to everyone.
DeleteRe-sult! A wonderfully entertaining and colourful (in all respects) first outing for these figs, added to greatly by your witty and imaginative commentary. I.e., I enjoyed it!
ReplyDeleteI thought it was beaut how Col. Morrison's figure was looking to the left, directly at the battery, as he twirled his moustache nonchalantly. The figure fitting the theatre. Tremendous.
Best wishes, James
Thanks James, as I said above, sometimes everything just falls into place, and a narrative kind of evolves of its own accord. Glad you liked the whole shebang. Oh yeah that giraffe comment from Ben was a corker wasn’t it! lol.
DeleteA very enjoyable report old chap…
ReplyDeleteI expect to see an etching of my glorious namesake/ancestor in The Illustrated London News this month…
Along side an advert for Captain Fawsett’s finest…
All the best. Aly
Stout fellow! Not only an etching but a lithograph and a statue on the Mall to boot. I’m sure Captain Fawcett will arrange for some complimentary moustache wax to be delivered too under the circumstances.
Delete