Friday, 20 February 2026

The Flagstaff affair

 The Flagstaff Affair  

After an act of defiance as a Maori flag replaces the Union Jack, a small detachment lead by Lieutenant Whitemoore is sent to secure the hilltop flagstaff.



Background & Narrative

Word comes to Colonel Tiberias Farthingdale of the 58th Foot that a small hilltop flagstaff — a key signal and morale position overlooking Kororāreka — has been retaken by local insurgents. They have cut down the union flag and replaced it with a local rag of some sort.  Reinforcements are still days away, but need time to muster.


Ensign Clancy Whitemoore, battered but unbowed by months aboard a frigate getting here, is tasked with taking, replacing and holding the hilltop flagstaff long enough for reinforcements to arrive..


Forces & Roles

British / Crown Forces (Players)

  • Lieutenant Clancy Whitemoore, 58th The Rutland's, leading a small detachment of 58th Foot 
  • "Captain Quilp Parkour, and his "company" of local Militia with a few forest rangers.
  • A handful of sailors / veterans detailed from HMS Acorn
Insurgent / Rebel Forces
  • The Greater Ariki with small bands of local fighters controlling the hilltop and surrounding scrub
  • A lesser Ariki with his own followers and an improvised cannon salvaged from a wreck.

Map & Terrain

  • Hilltop Flagstaff Location: A raised area in the centre or upper table edge
  • Cover: Bush/scrub around approaches, light woods, rocky outcrops
  • Fields of Fire: Open ground on approaches; rough/uneven terrain slows troop.

The hill itself offers little in terms of defensive advantages.


Deployment

  • Rebels deploy behind the hilltop flagstaff with a single ambush group.
  • British deploy near their table edge.

Special Rules & Mechanics

1. Holding the Flagstaff

  • The main objective is control of the flagstaff marker.
  • If any British unit occupies the flagstaff position at the end of a turn, they replace the flag using an action. 
  • If the British still hold the flagstaff at the games end they win outright.

Victory Conditions

British Victory

  • Control the flagstaff at the end of the turn when reinforcements arrive, or
  • Hold it until the game ends.

Rebel Victory

  • Prevent British from holding the flagstaff, or
  • Completely rout British forces before the end turn.

Draw

  • Neither side holds the flagstaff at the end of the final turn.  The Maori may claim a moral victory if their flag still flies.

Scenario Ideas & Twists

  • Fog of War: one Rebel position isn't fully known until discovered by the end of turn one.
  • Limited Ammo: historically both sides may be subject to limited ammunition.

The Game

    The Flagstaff affair commences 

    The view from the Pä

    The Maori advance around the hill

    And the 58th advance

    The Maori left advance aggressively.  Maybe too aggressively. 

    My shotgun armed Maori poke their heads up and get them shot off.  Three men down, one fatigue marker.

    But the flag yet boldly flies.  I position a group to storm the hill  

    And the 58th send a small group forwards under their Lieutenant.

    I position a second Toa of Maori to assault the far left.

    And the view from the 58th's position.  The Lieutenant prompts his men forwards 

    The Militia "Captain" has a group bogged in the mud of the stream, which counts as a depression 

    The 58th top the hill and spread their replacement flag 

    But my Toa of Maori wait their chance to charge as we try to weaken them.  Four times we shoot at these guys!  They shrugged it off!

    On the left I perform a haka and charge.  The 58th are unloaded, and it gets bloody.

    The Greater Ariki prompts the attacking left to attack again.

    On my right the lesser Ariki fights an attritional musket battle with the Militia 

    The view from above as the 58th close in on the flagstaff.

    And they take it!  But can they hold it?



    I charge up, through a hail of incoming fire.  Two are killed but they stand.  They fight back and the Maori dice are terrible.  We take four shock and reel back shaken.  We take our flag with us though!

    And the game ends.  Lieutenant Whitemoore has succeeded. 
    The Colonel promotes him to brevet Captain. 

    The Greater and Lesser Ariki sulk back behind the palisades.


    An artist's depiction the fighting by Van Klomp, presently hanging in the National Gallery.


    A Look Forwards

    The Ōhaeawai Pā Reconnaissance

    “The ground itself seems to be watching us.”

    Narrative Setup

    Colonel Sir Tiberias Farthingdale, 58th Rutland Foot, newly arrived aboard HMS Castor, has taken overall command. Confident, impatient, and already thinking in terms of artillery and assault columns, he orders Lieutenant Cornelius Farthingdale forward with a mixed shore party.  No nepotism in this family!

    Officially, the task is reconnaissance.
    Unofficially, Cornelius is being used to justify a decision already made.

    Unknown to the British, the Pā is no crude stockade. It is a carefully engineered killing ground.

    The Colonels biography "Carry on Tiberias" was published by Rutland Press in 1890.  





    Thursday, 12 February 2026

    Eisenhower visits Durham Wargames

     Eisenhower visits Durham Wargames 

    Four British Divisions vs four German, 1944,  Corps level gaming.


    The Germsns deploy first as defenders 

    And it's a nice looking setup

    We get some quality,  but not much quantity.

    And the Allies appear, with their objectives.

    And I lament our terrible dice luck.  They drub us from the air.  Pity we threatened to shoot our cowardly luftwaffe.

    And once they jolly well come.

    And our centre reels.  We put our worst division there!

    But our reinforcements, 12SS turn up an batter his flank.

    Meanwhile overn on our centre we are pretty much broken

    Still weather put up a good fight.  For the bad guys!

    And 12SS almost get behind them.

    We hold the village on the right.  Against all common sense, but we hold that objective.


    And I've with some late tank action we must concede.
    A win for the forces of Good.

    Swapping sides for next week!

    Wednesday, 28 January 2026

    Bashing the trenches

     A Square-bashing game where we tested the trench attack rules.  They are perhaps more focused on the Western Front, but let's blame it on The Turks!

    The Turks are on the attack,  and our trenches have suffered in the bombardment.

    Still the Mmg on the bunker survives.

    And our gun is damaged!
    They push forwards on our left.  We swap troops to reinforce.

    But we suspect they are going to hit our right first.  We push our reinforcements right.

    Still the left is looking sparse for the Imperials.

    So i spend and lay down a barrage stopping his attack on our left.


    And we actually start whittling them down

    Two attacks are thrown back on the left.
    The attack on the right fails as the countdown ticks onto game over.

    Honestly I thought I took more photos!

    Wednesday, 21 January 2026

    Square bashing Gallipoli

    The second outing for Square bashing, and once again it's Gallipoli.  The previous game had been a re-learn the rules exercise (for me at least) and given that it was an ignominious defeat, it went unrecorded!

    This time the Allies are determined to win against the Turks (a particularly unsavoury woolen hatted pair during this game - with the beast from the east as till holding  Durham in it's freezing grip outside)

    The terrain.  Our objectives are, left to right, the woods, the grassy knoll, the crossroads and the village /building.
    Deployment by the attacking Imperials.  Those nasty rough terrain hills cause some initial movement issues.

    15mm.  These really look the part.

    The Turks lose a huge piece of these army in deployment.  Many units are thrown into reserve.

    Well done the R.A for keeping them disorganised.

    And we land an initial barrage along their line doing yet more damage.

    It allows the Imperials to advance to the mid point, the road.

    Although a combination of the building and rough ground necessitates a wide loop around on the right.

    I leave a single mg company garrisoning the building

    And just to demonstrate that my dice are not always "pants."

    The first assault on the crossroads.  Very narrow result, but the Turks hold.

    We assault in the centre too.  Against treble the numbers the Turks hold 

    I barrage the crossroads.  It's the real point of contention for the game.  Another assault goes in 

    But that too is thrown back.  The Turks hold in an epic struggle.

    Undaunted I reform and go from the other flank, despite yet more hasty defences having gone up.

    Still the Turks hold.

    I push a brigade onto the Turk base line, cutting his forces.

    The overview as the battle starts to roll the Turks back

    We give up on the crossroads as too tough a nut.  The grassy knoll is the new target.

    The Gurkhas push the Turks back onto the knoll, where those sneaky wooden hatted fiends deploy yet more hasty defences.

    The Imperials cobble together and assault force, and advance on the knoll.

    But a quick barrage is needed to see the Turks reel back

    And when needed I roll a stinker!

    The Turks are thrown back in rout.

    At the end game we hold the knoll

    And the building

    And the woods

    But annoyingly it's not a clean sweep.  The tenacious Turks hold on at the crossroads by their fingertips.  

    A win for the forces of blind Imperial optimism.  A brave but tenacious defeat for Johnny woolen hat.