After a week of ‘garden painting’ in the blazing sunshine
it’s back to work on Monday. Hence, I was determined to get one last game in before
I go back – it also p***ed it down all day, so no garden painting this weekend
anyway. The last game in turn one of my Blood and Plunder solo campaign was still
to be played, so this was an opportunity to test the layout of my prospective Blood
and Plunder table. The next game was to be Dutch versus Scots and both required
a quantity of European Militia and Musketeers. A quick order to Irregular
Miniatures provided me with a small pile of 15mm League of Augsburg figures,
which were painted up over a couple of evenings. After painting 28mm
Napoleonics these were a doddle – 57 figures in 2 evenings was not to be sniffed
at. I really like these figures and they painted up quite nicely. The basing is
my system for Sharp Practice / Blood and Plunder but put on sabots they give me
2 more regiments for my Maurice ImagiNations armies.
Irregular Miniatures, 15mm League of Augsburg |
Whisky Galore!
The Dutch Colonies |
The scenario was to be the ‘Rescue’ scenario from the ‘No
Peace Beyond the Line’ supplement. HM Sloop ‘The Chancellor’, carrying vital
supplies of Whisky to South Carolina, has foundered in Dutch territory. The Dutch
are in possession of the only survivor; Brother Belcher, a monk of the Holy
Order of Glenfiddich. The Scots intend to rescue Brother Belcher and thereby
ascertain the location of the wreck.
The Scots as seen through a whisky haze – ahem.
|
The Scots, under Ebeneezer Balfour, consisted of two
groups of 6 Militia, one group of 7 Musketeers and one group of 4 Sea Dogs. (For
15mm scale I use bases and not individual figures). Half the force would begin
on land whilst the other half arrived in two longboats.
The Dutch |
Opposing them, the Dutch under Rip Van Dam consisted of
two groups of 6 Soldaten and a group of 7 Zeelieden.
The Dutch, along with Brother Belcher, would deploy near
the centre of the table. The Scots have 6 moves to rescue the prisoner.
Dutch deployment |
The Scots plan involved a pincer movement with Ebeneezer
Balfour leading the Militia from the western table edge, whilst the Musketeers
and Sea Dogs landed in the east.
The landing. Militia infiltrate the jungle in the far distance. |
The advance of the Militia was largely unopposed and by
mid game they had surprised and destroyed a group of Soldaten.
Unfortunately, the advance from the beach was a disaster.
Being caught in the open is very bad news in this game and as I has so little
terrain to use ‘the beach’ was rather open. The Sea Dogs were instantly
destroyed by musketry from Van Dam’s unit and the Musketeers fared no better.
Severely hit by musket fire, they were finished off by pistol fire from the
Zeelieden.
Musketeers come under fire after the demise of the Sea Dogs |
By turn four the Dutch had one Strike Point due to
casualties but the Scots had two. However, by the scenario rules, the attacker
gains a Strike Point if the prisoner is still in the hands of the defenders in
turn four. That gave the Scots an extra Strike Point and the difference of two
was enough to trigger a Strike Test – which they failed.
So a convincing win for the Dutch and Rip Van Dam goes
into the lead in campaign terms.
Conclusions
Firstly, the land game really does need decent terrain
and scenery. Not only will it look better but having a reasonable amount of
cover is vital.
Secondly, the land game can be very quick indeed. This
took much longer to set up and take down than it did to play.
Thirdly, while 15mm works well solo it would look much better
in 28mm. With that in mind I took a quick snap of the Firelock Games miniatures
against my jungle terrain. Scale wise I might just get away with it.
Better get painting then……..
Bring on the big boys |