Friday 24 September 2021

Capt. Cholmondley VC

We were back to the Sudan this week, although the Galloping Majors were down in number. Therefore the roll of honour was to be:

Major Stroker - posted overseas

Major Eyeswater - dining in the mess

Major Cakey - mysteriously disappeared in the bazaars of Cairo

Major Pea - Intelligence Officer (running the Dervish)

Major Whitemoore - Galloping Major, in charge of Camel Corps

Major Dundarse - Galloping Major, Langbaurgh Light Infantry and the evening's 'Sir Garnet'

Young Winston Elliot - The Adjutant

For this game, I wanted to test a few mechanisms for our prospective Sudan campaign. Firstly, I wanted to see how many Imperial players the game would accommodate. After playtesting, with Major Stroker, over the summer I was confident that 2 Imperial players would be fine. However, 3 players each commanding a battalion wing, whilst doable, seems to be stretching the format a bit. This week, I added the third player with the introduction of the Adjutant. The latter would not get an on table figure, as per the Galloping Majors, but would instead command units allocated to him by Sir Garnet, from the combined force of 2 battalion wings plus supports. Essentially, it's 3 players sharing the command of 2 Field Forces, and it worked a treat.

Secondly, we tested my 'Radical Babbage' system. This forgoes the Native deployment table and instead uses a system of Blinds. Once deployed, the Dervish are controlled by the normal Native Actions table. Native Recycling is carried out by the alternative Recycling table from our Suakin campaign. This was also a great success and resulted in a more realistic use of the Dervish and saw more movement on the Imperial side.

Thirdly, I wanted to see how far the players could realistically move across the table in a single evening's game. I informed the players that the objective was to cross the table but in my head they were searching for the body of Madly-Barking, and maybe even his Penny-Farthing.

We rejigged the terrain from last week; removing the residency and adding Finnigan's Famous Donga.

The British deployed first, with the Camel Corps on their right, opposite the donga, the Naval Brigade in the centre, and the Langbaurgh Light Infantry on the open left. Despite the objective being to move across the table, the British, had yet again chose a Gatling gun as a support option. 

The British Deployment

Once the British had deployed, we diced for the Mahdist deployment and got 3 mobs all on their right. I was concerned that this would be a bit skewed but luckily one mob was held off table to be deployed on a random table edge.

The Dervish deploy their blinds

So on to the first activation card, and it was to be the Dervish and the reserve mob came on the right table edge, in the open and in front of the Langbaurgh Light Infantry. Any hopes of surprise flank or rear attacks were soon dismissed. To add insult to injury this was the only turn the Mahdist card came out first, just when they didn't want it. For the remainder of the game the Dervish card was last every turn; I don't know how I managed that, it must be some kind of gift!


The world's worst flank attack


Unsurprisingly, the Dervish were spotted immediately, to reveal 4 units of Beja tribal infantry. They then spent several turns bravely, but foolishly, hurling themselves against the Teesiders. A company of these were classed as marksmen, so the outcome was inevitable and totally predictable.

Beja about to meet their maker


On the opposite flank, the unopposed Camel Corps moved up to the donga.

Ships of the desert

However, this didn't go unnoticed by the Dervish and they began to switch their focus to the opposite flank.


Dervish riflemen move left


As the Mahdist forces quickly built up in this sector, the Camel Corps confidently crossed the donga to face them off.

It's about to get nasty

Dervish prepare to charge

The Camel Corps calmly form a firing line

However, numbers tell and a unit of Beja breaks through

Cholmondley's company are horribly cut up but with a stupendous roll for  pinning test we instantly awarded him a VC

Back in the centre, with the Gatling gun refusing to fire, a unit of Beja had broken through against all odds. A company of Teesiders were almost massacred but miraculously passed the pinning test.

At the donga, Cholmondley's company had been pushed back by yet another attack. Now down to three figures, this was obviously Cholmondley, his batman and the CSM!

By now, the accumulated casualties was seriously effecting the Dervish's morale and they were beginning to slip away.

So, all in all, a great game and it did achieve everything it set out to do. I think we're close to finalising the game format for the next campaign now.

As far as this game went, I think Major Whitemoore's Camel Corps were clear winners. They advanced across most of the table, as instructed, and gallantly fought off a major Dervish attack.

The Wooden Spoon has to go to Young Winston, the Adjutant; with a Gatling gun that refused to fire, sharpshooting sailors (?!* - really?) that couldn't hit anything, scouts that couldn't spot (inexplicably deployed at the back or in the firing line), and managing to get a company of the Langbaurghs almost destroyed. There'll be some explaining to do in the mess, young fella me lad...........

Friday 17 September 2021

The Sad Demise of Capt. Madly-Barking

 This week's game was to be another of our 'The Men Who Would be King' playtests. Whilst we ran a very successful TMWWBK campaign, back in 2017, this time we want to explore the possibilities of a more multi-player approach.

Last week's game used the rules more or less as written and resulted in an overwhelming victory for the Mahdists, with the Anglo-Egyptian force being pretty much massacred. This week we re-introduced the Galloping Majors from our 2017 campaign and also added a group move rule. A major could order a group Move action to all units within 4 inches and would only incur a single roll on the Native Deployment table.

Once again the scenario was a 'cross the table' type affair with the Anglo-Egyptians escorting an important convoy of tea and biscuits, under the command of Captain Madly-Barking.

The activation order was determined by a card draw with the Mahdists represented by one card, the convoy by a card and the Anglo-Egyptian forces by 2 cards (essentially one per player). We used our 'Sir Garnet' rule, whereby, the senior Anglo-Egyptian Major decided which player would activate when the Anglo-Egyptian cards were drawn.

We had a change of players this week; Major Whitemoore remained in his cot under doctor's orders to add more quinine to his gin, and Major Eyeswater was away entertaining dignitaries back in Cairo. Luckily, Young Winston Elliot was back from an archaeological expedition and able to take command of the composite battalion.

Majors Pea and Dundarse joined the natives incognito, acting as intelligence officers; leaving Major Cakey temporarily in command of the Durhams and the evening's 'Sir Garnet'.

The last innovation was an attempt to give the game a more co-operative feel with the players rolling on the Babbage tables themselves and deciding upon the most logical / reasonable native unit placements between themselves. The Intelligence Officers' role was essentially an admin one; managing the action deck, getting troops out of the box, and rolling dice when required to do so.

All in all this was a much more even game. Although, it has to be said that the Anglo-Egyptians were incredibly lucky; the number of 1s rolled for Native Deployment and Native Actions had to be seen to be believed.

The Durhams, under Major Cakey, deployed on the right, with the convoy, and a unit of mounted infantry in support. The Composite battalion took the left flank and were supported by the Naval Brigade.

Even with the new group move rule, the advance was slow. The downside is that you're putting all your eggs in one basket; if you fail the Action Test then nobody moves. A probable over reliance on group moves and a close deployment, no doubt a reaction to last week's massacre of the Durhams, resulted in the Durhams and the convoy becoming entangled in the pass between some areas of rocky ground. Predictably the Dervish appeared in the right rear on the Durham's open flank, with a unit of camels scything into the exposed convoy. A couple of rounds of melee saw the convoy destroyed, and Madly-Barking dead in the dust, before the camels were driven off by rifle fire. El-Babaji was not finished yet though; a unit of Beja tribal infantry was hot on the heels of the camels and charged into the rear of the Durham's formation. They narrowly missed hitting the rear of the mounted infantry before they too were driven off.

In the centre, a mimosa scrub covered hill acted as safe place for the Dervish to gather their troops; a move through the cover of the scrub put them within charge range of the Midsomers. A couple of such charges by Beja tribal infantry wreaked havoc with the Midsomer companies but the centre was ably defended by the Naval Brigade with their Maxim gun. On the left, the Balamory Highlanders had to deal with a constant stream of Tribal Cavalry and Beja appearing in their rear. The Highlanders calmly about faced and saw off all comers with rifle fire.

Although, casualties were relatively light, this week, the Anglo-Egyptians only advanced a third of the way up the table and lost the convoy. Hence, the Residency remains under siege and the starving garrison are denied their tea and biscuits.

The Residency - desperately short of biscuits

The Allied Deployment

The Route to the Residency

Balamory Highlanders taken in the rear

The Durhams get entangled in the rocks

Camels to the front

Mounted charge

Madly-Barking in trouble

Destruction of the convoy

Beja in the rear

Midsomers badly cut up

Mahdists gather for the final assault

Allies gird their loins, for the inevitable charge, as the game ends


Friday 10 September 2021

The Race for the Residency


This week it was back to the Sudan and 'The Men Who Would be Kings', last played, at the club, in our fondly remembered 2017 Suakin campaign.

This time around we have some new players and, as the veterans of the former campaign will likely have forgotten the rules, I opted to play the rules largely as written, at least for this first game. Next game we will reintroduce some of our campaign 'tweaks' from last time plus a few new ones.


The table layout featured an imposing building on one table edge (of which I appear to have forgotten to take photos) representing an Egyptian held town (Khartoum if you like). The British deployed on the opposite table edge with the objective of crossing the table and reaching the town. Of course, El Babaji (aka Mr Babbage) and his Mahdist's lay in between.


Crossing the table is a big ask, when playing Mr Babbage, and the British usually just get mugged as soon as they attempt to move. We had a few house rules to ameliorate this last time but, unfortunately, the player's seemed to have forgotten this and took it a bit personally when El Babaji swiftly butchered most of their troops, as soon as they had left the start line. Oh well, as they say,  it's a learning experience..................

All I can say, is that it ought to be easier next time and, in my view, the game is not about winning, or even surviving, but is all about the narrative. So come on lads, play up and play the game, as someone once said.

Apologies for the poor photos; they were quick snaps and the lighting was poor. I need to spend more time on them next time. We were so busy this week that I even forgot to open the beer!

The Midsomers, worse for drink, deploy out of focus.

The Durhams take the centre with the Abyssinian scouts on their right.

The Langbaurghs deploy on the right, in blobs, with the RMLI in the centre.

The Durhams find the Dervish.........and die to a man!

The Beja sweep on to the next company


.......who seek refuge in the rocks.


Midsomers about to receive the same treatment


Dervish camels charge the rocks

McKellan goes down fighting


Game end with only the Midsomers left to tackle roving bands of Dervish


Friday 3 September 2021

The Hoste's Tale, or the Bishop's Admired End

From the Crusadebadly Tales, by Geoffrey Großer.

The Prologue the the Hoste's Tale

Lang had he wirked with brush and glue
Building an army up anew
To face crusaders again and again
A grumble of most agéd men
Rolling the dice and turning the card
We really take things over hard.


The Hoste's Tale 

Horny Hattin has been fought
Tensions rise, feelings fraught 
The Crusaders must escape the field
They give no quarter they will not yield
Sir Nigel, Archie and the Bishop
The feeling is it was a stitch up.


The War-Spur issue 6


The Game

Horny Hattin.  

The Bishop's plan is to charge!

Wee Archie's Scots crusade takes the centre.

And Bold Sir Nigel the left.

From the outset the Bishop and El Q go hammer and tongs

And Archie the Laird leaves his foot behind as he goes "well mad"


The view down table as the lines close

My Mounted Sergeants taking it to the enemy.


And Archie gets stuck in.

Sir Nigel uses his foot as a screen.  Good tactics.  The fellow has it sussed!

Wee Archie once again goes bonkers but amazingly wins.

before impaling himself on the Islamic's spears


And n the flank EL Q has faced mounted knights in droves.  Both sides are exhausted, yet Brian the Breton still hopes to survive



And Sir Nigel was still fighting his way forward, wondering where we had all gone!

The Bishop kills ff ElQ's Fierce foot



And Sir Lionel of Blair, Leper Knight kills El Q, the enemy general but is killed doing it.  Archie killed, El Q killed.  The Bishop next I fear.

Brian attempts to rescue his boss, but fails his morale and pulls back battered. 

The Bishop charges the Djimm, but recoils.  El Pea shoots down the Bishop, and all of our Holy men.

The view down table.  The centre and left hold, but the Bishop is gone as is half of Archie's force

My feeling is that Brian the Breton somehow escapes this!
And the Christians are far from escape as the sun sets over Hattin and the hopes of the West 

Except for Brian of course.

The Roll of Dishonour.  

I'm a good judge of the full 12 inches.

How much did it cost him to buy two Kings?  Scurrilous gossip.  Casting nasturtiums

It's your last game in this country, so of course he lets you win.

And the curse of Sir Nigel  "Fucksticks!  Holy Men."

Most Gallant Knight Points

Sir Nigel/the GallopingTurk  17 (+2 for his Lines lines lines but he survived the battle which is never good for the image) 

Grand Master/El Q 18  (+3 Fought to the bitter end)

D'Pidelin/El Pea 16 (+3 for his tactics Although a -1 for lack of valour was considered)

Amir El Liott 10 ( a no show but a good campaign record)

Oour Hoste 15 (+5 for gallantly putting on these games)

Bishop Farthingdale/El Fattii 16 (+3 for his glorious end.  -1 for the third use of that 12" joke) 

Wee Archie/Bungdit Din.  18 (+3 for a glorious end, again, +1 man of the match point from Father Jac) 

Wee Archie the Laird o'Balamory wins the title "Most Gallant Knight.  The Grand Master is second, winning the title "Very Gallant Knight"  Sir Nigel wins bronze, as "Somewhat Gallant Knight"