Sunday, 9 July 2017

Mouse class Gun-drone

After Thurday nights game I decided that my victorious Space Rangers needed a little something-  Troop and Heavy Support options are easy enough to put together but there was nothing obvious that I could think of to fill a fast attack slot.  So I went into my bog box of bits (aka the Shed) and had a rummage and found a cheap and nasty computer mouse. I'd intended to make a hover car with it, but never got round to it, and it occurred to me it might make a good Landspeeder!

 I added bunch of other scraps from the bits box, and some bits of plasticard- the turret if from a Matchbox toy tank.
 Then all it needed was paint!
 The Mouse class Gun-drone ready for action! Despite the edict against any form of AI, the robust and versatile Mouse class and its variants can still be found in service with numerous mercenary and PDF units across the galaxy, and other organisations that simply didn't get the memo, and don't mind risking the wrath of the Adepts of Mars.

Part 2:

Of course having built one I found I just couldnt stop! Luckily I had the parts for two more lying around....

 So now I have three of these little gunships! Theyre not quite identical , but I'm very pleased with the results.
 Oh, and here is the whole of the Space Rangers force-  Captain Coruscant's Cataphracts:

Thanks for reading!

Friday, 7 July 2017

Space Rangers Lead the Way! 8th ed 40k.

Chris has been very excited about the release of 8th ed 40k. I was less so- the novelty wears a little thin after you've seen the first few editions. But he wanted a game, and I was keen to let my sci-fi scenery get an airing and to actually use my Space Ranger army, as I'd never before commanded it in battle!  Chris declared we would play to 70 power levels.  This is a simplified points system for people who can't be bothered adding up the cost of every bolt pistol and frag grenade. In our case 70 PLs appeared to equal about 1300 points.  He would of course bring his Khornate Loonies...I decided to bring my Space Rangers!  

These hadn't been out since the Raid on Research Station 217 and I'd umpired that. On toting them up I found the two squads and a tank only came to about 30 odd Power Levels, so I put in an order to EM4 for more!  This added another 2 tactical squads, and I used two spare Sergeants to make a bodyguard for the Captain. I then remembered I had some Mechs in the loft in a box from Em4 as well, and wondered if I could find a use for them. Scanning the Marine List on BattleScribe I found something called a Centurian- Slow but tough and with lots of weapons I felt this was a close enough fit- I added a pile of spare flamers from the Bits Box and called them Sentry Robots! This little lot was painted in the two days before the game!

Also for this game I managed to paint a few Sci-fi Civilians whom you'll see in the following photos- these are the metal magic figure now made by Moonraker miniatures. old school, detailed and characterful. I'll try and get the rest finished soon. 

A space thug and a pilot waiting for the pub to open.

Technician and Barber-Surgeon.

Another Techy chap.

The scratch built tractor.

The local plod!

So, on to the game:  
I took the following Patrol force.
Captain Coruscant- Thunderhammer, plasma pistol
Bodyguard of 2 veterans with Plasma pistols and Power Axes.
3 Tactical Squads with Flamer, Heavy Bolter, Sergeants with a mix of Plasma Pistols and various swords
Devastator Squad with 4 plasma cannons.
Sentry Robot Squad of 3 , all with flamers and mining lasers, and one with hurricane bolters,
Vindicator tank with hunter killer missile.

Chris took a Battalion consisting of
A daemon Prince
some Harpies/furies
about 20 berserkers in 3 squads
A Rhino, and  a Landraider with all havoc launchers.

We used the basic scenario and ended up with one objective- the Grox and Firkin Pub!  Clearly it was getting on for Beer O'clock!
I split one squad into combat squads but kept the rest together. 

My Deployment- Vindicator, one Tac squad, one combat squad, HQ and Robots
behind the pub.  Tac squad, Combat squad2, and Dev. Squad on left.

My plan was to shove the Tac Squad into the path of the enemy attack
as a speed bump, and then counter attack with HQ and Robots...

...While everyone else gives covering fire! These chaps on my left easily dealt with the
Furies, and a stray Khornate combat squad, and pummelled the Landraider.
1st Wave of Khorne hits my flank- the Tac squad goes in to slow
them down a bit. Everyone else gets ready to pile in. Vindicator Scratched
the Landraider. 

Tac Squad was overrun in short order- HQ led the countercharge-
Captain felled the Prince with his Thunderhammer, Robots and combat Squad1
chewed up and spat out Kharn and his loonies. Landraider is being ground down by overcharged plasma
cannon volleys into its flanks, and Demolisher cannon from the front.
Devastators and Tac squads keep up the covering fire from the flank- Landraider gets desperate and
tried to run over Captain Coruscant- unfortunately it skewered itself on his Hammer!

Rhino tries to outflank my position again, containing the last Khornate combat squad, and
runs into trouble. At this point I found out that Granades have no effect in melee! Arrgh!
Oh well,the Thunderhammer worked just fine!

The Berserkers within came out fighting, and thanks to some awful dice on
my part managed to take down two Robots!  However the last one wasn't having any
of that nonsense from some squishy emotional types and pulled their arms off!

Khornate forces were utterly annihilated for the loss of the Vindicator, 2 Robots, and about 11 Rangers.

So, how did I feel about the rules ?  Not bad-  Certainly a lot more Streamlined than they used to be ( as point of reference here I last played during 5th ed!) which will make big games easier. Leaving aside the fact this was our first time playing and we hadn't read the rules it didn't take long to get to grips, and nothing really seemed to bog the game down.  Interesting that some things form 2nd ed, like save modifiers and wound multipliers are back, but I feel it lacks some of the Character of 2nd.

On balance I'd say there's nothing revolutionary here at all, and not a huge amount to get overly excited by- its only doing what practically every other ruleset out there already does! But with all the dead weight gone you can now easily put all your figures on the table and have at it without having to book a week off work first! You don't have to worry about micro-managing so much, which is all good for a big game, so we'll probably be trying it again!

Thanks for reading!

Monday, 3 July 2017

Gauntlet17 - The Anglo-Zulu War, Battles of Qhedini and Fort Thesiger

A couple of months ago I got a message from Rick-  
"we've been signed up to do a game for Gauntlet" says he. 
"Oh aye", Says I, "Didn't think anyone had shown an interest in doing anything this year." 
We batted a few ideas back and forth for a bit- 
ECW? Napoleonics?  
Dragon Rampant? How about Commando? 
What the hell is Commando? 
Flames of War? No!  
How about something with Zulus? YES!

And that's how I got roped into painting 400 Zulus in just a few short weeks.  I'd already got 100 or so ready, and as you may have seen from my previous posts I've been rather enjoying games of the The Men Who Would be King recently. And I had a small amount of themed scenery.  We put the idea out to see how it fared amongst the group- the group liked it and some volunteers stepped forward to play it at Gauntlet. Now the question was- how many could we paint?  Rick stepped forward and insisted he would provide around 100 or so- and he'd started ordering them already. 

Thus enthused, and unhindered by children, I decided we would need a total of around 600 or so, and that I would paint the rest, and build some scenery to go with it.  In addition I would come up with a scenario and umpire it. Which suited me fine, because there has been one scenario that I've wanted to run since forever:

The combined Battles of Isandlwana and Rorkes Drift!

There has always been a bit of a problem with fighting these two battles on the gaming table- they are rather recognisable to anyone who has watched the films, and they can both get dull very fast if you just treat it as a "line 'em up and Charge!/Shoot 'em!" affair. I mean, surely everyone knows how the British "ought" to have deployed at Isandlewana- Form square or Laager and the thing just becomes a turkey shoot- the tactical considerations that affected decisions on the day go straight out the window! 

 But there's a way around that; by disguising the Scenario as something else! And so, inspired a little by events at the very end of the war I reworked the events of the 1st invasion of Zululand to take pace around the Capture of Cetsewayo, the Zulu King. and thus I came  up with this Scenario:

The Battles of Qhedini and Fort Thesiger!

The Premise was simple- in the last days of the Anglo Zulu war King Cetsewayo is in hiding , his cities burn, and his armies are scattered.  The British are hunting for him and pacifying any Zulu still showing some fight. As the hunters close in on their prey weary bands of zulu's gather, rallying to their king, in defiance of his order to disperse, for one final attempt to drive out the Imperial invader.

To this end I gave the two sides a variety of objectives and misinformation- The British were given only very vague information over the position and strength of the Zulus, and were told to Capture the King, burn the Village of Qhedini where he was hiding, and round up any cattle to be taken as War Reparations.  The Zulus were given slightly better intelligence about the nature of the threat facing them but weren't told where the King was hiding. They were tasked with the destruction of all Imperial forces, and taking the Camp and the Fort. 

The rules we used were The Men who Would Be King by Dan Mersey, one of my favourites. Some folk said a game with those rules of this size wouldn't work. They were wrong.  We did modify it a little though- I Preset all the stats, and we abandoned the idea of each unit having a leader. Instead I created certain Personalities (based on real people) who could be attached to a unit. These personalties were given various abilities that could be used to bolster their unit, or other units around them. There were 9 altogether , including Cetsewayo.  Some of them are a little more whimsical than historical!

Cetsewayo Kamapande
King of the Zulu

When discovered Cetsewayo will join the nearest British unit. If attacked roll to see if he is killed as normal. If that unit is destroyed he will join the nearest unit. He will not fight and reduces the unit SP to 6.

Major General Stroudly-Adams
officer commanding No.3 Column

Must be attached to one Regular unit. Allows any regular unit within 12” to reroll a failed order per turn. Once per game every Regular unit within 12” may make a Free Move.
Colonel Benford
officer commanding No.5 Column

Grants +1 discipline to any Auxiliary unit within 12”
At the start of his turn he may order any or all of the Mounted units within 12" to send their horses to the rear. They immediately dismount and may not remount . He is always the last model of his unit to be removed.
Captain Dorien Fellows
80th Foot.

Utterly Professional and Fearless, Captain Fellows may join any Regular unit . The unit may reroll any failed Pinning or Rally tests.

The eyes of the Zulu.

Is always the last of his unit to be removed . Any zulu unit within 12” may reroll failed tests to Rally.
Prince Dabulamanzi

 His unit gains Range 18” and hits on 5+ when shooting, except the Prince who its on 4+
Izinyanga Mpashana
Bullets shall turn to Water

Must join any Zulu unit. Any time the unit takes casualties from Shooting roll a d6. On a 6 ignore one casualty.

Inkosi Mkhosana

Joins a zulu unit, and gives it +1 discipline. Any unit within 12' that rallies may still attempt to receive an order, though even free moves will need to be tested for. Is killed on any score of a double rather than just 12.

Induna Tishayo
Wielder of the Black Knobkerrie.

Said to be as old as the world, made from the hardest of wood the wielder of the Black Knobkerrie is unstoppable in melee. Tishayo may join any Zulu unit and gives the unit +1 to hit in melee.

 Also we used casualty dials rather than removing casualties because the thought of trying to reunite hundreds of zulus with their correct units after the game didn't exactly fill me with pleasure!

The British would start on the table- No. 3 Column, consisting of 6 companies of Regulars, a gatling gun, and a 7pdr, and a unit of NNC.  would be in and around the camp.  No. 5 column, consisting of 3 units of Cavalry and 4 of Native infantry , and rocket battery, would be marching from the River to the camp .  A single rifle company guarded the Fort, and another was in reserve.  The zulus all started off table apart from two units of local scouts, with about 16 units in each of the chest, and the two horns. The British would therefore have the table to themselves for three turns before the first of the Zulus arrived, giving them chance to round up cattle, reach the village and capture the king before burning it. That was the idea at least.  The Zulus would arrive in 6 waves at three separate points over 9 turns, in part to keep the British guessing, but partly to give them chance to thin the horde a a little before the next wave arrived.

But before we could play the game I had to actually build it!

Firstly we would need Zulus!  Luckily during this period Warlord games did a couple of their Sprue sales so I grabbed a pile of zulus through that. Then I hunted Ebay and local model shops and gaming events for cheap Zulus, ending up with two of the Zulu Starter Armies and a large number of other boxes and loose Zulus.  Think I bought 500 in total, but was only able to paint 400 in time for Gauntlet. All the Zulus bar two are Warlord/Empress. Those two are from Northstars Africa! range- the King Lubengula figures converted slightly to become Cetswayo and Mehlokazulu!  A large number of movement trays were bought from Supplies for Wargamers.

The British only lacked for their Auxiliaries as I had a large number of Redcoats.  I added two extra units of cavalry- the Frontier Light Horse converted from ACW cavalry, and the Empress Native Horse. Dismounted versions were provided for both. I painted up an additional 3 units of NNC for the British as well.

Image may contain: outdoor

Total number of figures painted for this project was about 480 in three months

I also needed Terrain!  Hills were made using the "Expanding foam in a can " method, and a few items were bought like wagons, piles of mealie bags and other supplies, ammunition boxes etc, and a rather nice resin pontoon bridge. A small fort was built with foam board sheet to represent Fort Thesiger, standing in for Rorkes Drift!
Fort Thesiger!

Dongas!  Its not Zululand without dried up river beds.
Just bits of hardboardfrom the back of an old
 wardrobe covered in pebbles and gravel!

And Bushes!  Actually just clumps of  wirewool,
heavily spray painted, and then flocked!
And then we were ready for battle!  Michael took command of No.5 Column, Phil, who we met on the day and didn't have a game , took command of No.3 Column.  Geoff, Rick, Chris and the Two Bens took joint command of the Zulus!  After I'd laid out the terrain, lamenting that I didn't appear to have made enough large hills, and explained the scenario to both teams, helped them identify their commands, and then explained the scenario again to Rick who hadn't been paying attention the first time all that was left was to actually play! I wont bore you too much with a blow by blow and it would be impossible anyway, but here are some pictures.
An overview of the battlefield from the Zulu end.
The village of Qhedini on the left
is where Cetsewayo awaits his fate.

The British camp and wagon park as the British regulars move out.
No.5 column just appearing over the nek.
View from the Natal side of the river. All quiet here
with No.5 column in the distance.

View from behind the Zulu Chest. The left horn can
be seen just arriving. The Regulars actually moved out to
 meet the left horn, whilst the irregulars of  No.5 column 
moved onto the British left to oppose the Chest. 
The British struggling to maintain a firing line along the dongas. They 
held back the left horn and part of the chest here for a long while.

Major Benford leads the Natal Natives against the Zulu chest ,
supported by a Gatling gun!

View from behind the left horn, stalled at the dongas.

Fort Thesigers lookouts spot something in the distance!

The British Right gives ground

And so does the British left!

The Irregular Horse and the Natal Volunteers, having spent a
 pleasant few hours collecting stray 
cattle are surprised by the arrival of the Right Horn!

The British are forced back against the hill, where they try to form
 Square.  The right horn can just be seen coming over the nek into the
rear of the camp.

The British form an oblong, but there are too many targets!

A rifle company of the Helpmekaar relief column has arrived to contest
the river crossing, and cover the retreat of the last of the 
Frontier Light Horse. Part of the Right Horn has broken away
 and is invading Natal, intent on looting the supplies at the Fort,
 but are driven back across the river.

The last men standing! The final pocket of
resistance in camp as the Zulus close in!
With almost all of no.3 and no.5 column wiped out, and only a few survivors clinging on the Zulu side of the River it was clearly a Zulu victory. Time , and the two companies of Redcoats on the Natal side of the river didn't allow for a full bloodied assault on Fort Thesiger- Zulu forces there were too weak to try it alone and their nearest reinforcements were a fair distance away.

It was interesting to see where the game diverged from the actual events at Isandlwana.  Here it was the regulars of no.3 column rather than the Natives and Cavalry of no.5 column that went out to hold the left horn back, taking up a strong position amongst the Dongas and pinning it down for a long time. Obviously in real life this move was undertaken by Durnford to find the zulus, whereas here it was done to Find and Capture Cetsewayo! And as it was done by the infantry getting there and back took a lot longer!  In any case this move somewhat over extended the British firing line, and meant the NNC were still having to hold large areas without support. When they fell it allowed the Zulus to get at the British from all sides.  Of course this is pretty much how resistance actually collapsed at Isandlwana, though there it was the British right that was enveloped, and here it was the left.

By the time the right Horn arrived in camp there wasn't a lot left to do except mop up!  It should be remembered though that casualties in the Left horn and Chest were massive! They started with a total of around 32 units- they probably had half that by the end! The Right horn was largely untouched, chasing fugitives on the Trail back to the river, though there attempt to invade Natal was blunted.

The Zulu army did look very imposing though; when the chest and left horn showed up in strength a ripple of despair went through the British ranks, which was exactly as intended! The British put up a very determined fight, and were always looking for a way to turn the odds, making every shot count, and trying to position themselves to be able to fight their way clear.  Unfortunately the British couldn't afford to make any mistakes in the face of such an overwhelming enemy, and to my mind they made a rather clear one right at the start, by putting their three units of cavalry right at the back. With their speed they should have been in front , ready to ride through camp, on down to Qhedini, find the King, burn the village and be back in camp before the Zulu's have had breakfast! They would then have been free to escort the king back to Natal or Dismount (I gave them special rules to allow them to send their horses to the rear for this game) and join the firing line, which could have been calmly getting into a good strong position around the camp. Instead Michael had them rounding up cattle, a job better left to the NNC! Michael, was perhaps a little unclear as to the actual strengths and abilities of the Cavalry , apparently preferring the NNC in the firing line. The commander of  no.5 column had a variety of abilities that he could impart on his troops, but it did rely on them being close by, and they ended up spread out all over the place. That perhaps is my fault for not being clearer.

I would change a couple of minor details regarding allocation of victory points etc if I was to run this again, but my only real amendment would be to have a few more British reserves available to throw the Zulus a bit of a late game Curve ball- after all, what might have happened if Chelmsfords forces had put in an appearance?

Well that about wraps it up for Gauntlet 17. I really enjoyed the game , I hope the players did too, and don't much mind me making them dance like puppets for my amusement !

Thanks for reading!

Thursday, 23 March 2017

Death is in the eye of the Beholder!

Some stuff has rolled off of the painting table recently: 
BEHOLD!  The Harlequin Beholder. I like this monster, but I wish this model were a little big bigger and more imposing.

A new recruit for the  Orcs of the  Skull Smasha Lejun- they now have magical support on  hand!

The imperials rolled out two refurbished warengines. The first two I ever bought...

And of course, Zulus...

Alas only 'fasands more to go...


The Ring and the High Road

Well its been a busy week on the gaming table, and with games that the group has only recently started to adopt so I thought a brief review/AAR was in order! The games of Dan Mersey, such as Dragon Rampant and The Men Who Would Be King, appear to be gaining traction- their appeal is obvious- they are very quick and simple with no overly complicated mechanics are ridiculous army lists. One thing we've noted with them is that only a few turns in and you hardly need to consult the rule book. Ideal for those trying to learn or just play a game in the few hours available on club night!

On Thursday last we decided to try out Dragon Rampant, the fantasy version of Dan Merseys rules.  2 players aside, and each commanding 24pts- the two Daves with Daemons and Orcs versus Geoff and I with Men and Elves. The scenario rolled was The Ring, in which one of the Daves units was carrying a Macguffin, which served as the objective, with a tendency to scythe the battlefield clean of life if its bearer is the last unit standing! An interesting twist- to win the ring Bearer can't just hide at the back. If everyone else gets wiped out he explodes so both sides lose!

The Daves deployed. The nearest Dave has borrowed my Orcs for the occasion. Mostly Harlequin
with a Ral Partha Giant. The other Dave has a variety of scouting Imps backed up some nastier stuff!
 Unbeknown to us the Orc Warlord has the Ring! 
My force- Archers, Halberdiers, Free Company, and a Helblaster,
commanded by the Tsarina, and Legolas!
Geoffs Fully Painted Snow Elves - Mostly citadel 80's Noldor Elves I believe.

The Alliance advances, the Free Company leading.  In these rules each unit may attempt one action a turn,
usually having to test to do so. In Dragon Rampant the test varies depending on the attempted action-
 My Mostly Light Infantry force was quite good at getting moving, but less keen to press home the attack.
 If an order test is failed the initiative goes straight to your opponent! The game goes at a good pace, and large
 battlefields are covered surprisingly quickly.

Regular readers  know my theory on arm gestures and how they relate to the outcome of the game.
Compare Daves feeble and limp wristed effort with Geoffs much more decisive and definite gesture below...
The Allied advance had gone smoothly by this point- the Orc cavalry had been pushed back, and
everyone was in good shape. Then it went rather pear shaped.
The Free Company got beaten up by everyone, The halberdiers were roughed up, and the Archers were
 driven back. Worst of all, the Giant made mincemeat of the Tsarina!
Luckily the Orcs  and the Deamons had overstretched themselves; My Archers fought
back hard and drove offmarauding Orc infantry, while the Helblaster took down the Giant, and 
poked holes in the big daemon thingy.Most of our infantry was lost in this desperate scrabble.
 We suspected by this point that the Orc Warlord had the ring- he'd been hiding behind a tree all game! 
Legolas stepped into his charge range to draw him out, but wasn't able to evade the Wild Charge!
 The silly wood elf got his teeth kicked in, and the Orc went on a killing spree...
...which was promptly ended by the volley gun! With the ring bearer dead and the
rest of their forces inbits, the Orcs and Daemons quit the field.
 This was a great game, and very hard fought, with the Orcs and Daemons chewing up our melee units before our line steadied itself and brought its superior firepower to bear. Lessons to remember in DR are simply to be mindful of the order in which you try and active your units for certain tasks, to make sure you give yourself the best chance of completing as many of them as possible before the initiative is lost!

Last night I had the opportunity to play a Dave again, only this time it would be Fuzzie Wuzzies  (plus allied Pathans!) Versus Redcoats in the Men Who Would Be King!  This game is superficially similar to DR, the core rules are essentially the same. But enough is changed to give a different feel to the game, one more appropriate to the Colonial period.

We had 24 points for the Fuzzies, 18 for the Redcoats, with the Scenario "The High Road".  Daves objective was the British Camp.
Dave took one unit of Pathan Horse, and one of Pathan Foot, 3 units of Fuzzies and a captured/enslaved gun.  All the Tribal foot were rated Fierce. The Horse were Veteran.

I took 2 units of Regular Riflemen, one of Natal Volunteers, and one of Natal Native Contingent. No particular special stuff was added, but perhaps worth noting that my colonial forces are all based around units of 12, so for my tribal units I knock a point off to account for the reduced strength, so paying 2 for 12 rather than 3 for 16.

The Pathan advance past the generic African village...
The Fuzzies are stuck behind it.
The British Firing line deploys.  The NNC, a very long way from home, are beyond the camp.
Ignore the other stuff to the left- that was just Dave sorting his units out!
Daves assault falls to bits- He kept trying to double time; This requires a test and allows a
 unit to move an extra d6". The Tribal units don't normally have to test for their movement,
 but with poor Leadership andbeing made to test every turn they ended up all over the place! 
Just using their free move would have kept them alltogether and moving every turn rather
 than half the time. The Pathans got out in font by themselves- The Natal Volunteers 
charge and a couple of volleys from the Redcoats cleared both units from the field.

This is as far as the Mahdists got. They managed to beat the Volunteers back, but the
 Redcoat volleysripped into their piecemeal attack, and what was left was finished 
off when the NNC charged forward destroying the remaining Fuzzies...
 This was only my second game of TMWWBK against a live opponent, and I'd grown a little concerned that Native forces might struggle to win games- I'd seen the Redcoats win easily both times.  I had played Mr Babbage twice (TMWWBK includes rules for solo play with automated Natives!) and they'd been harder to beat there.  I wondered if it was the rules at fault, or the Tactics...both the games we'd played so far had seen the Native player trying to double time rather than make use of the free move, whilst heading straight at the Redcoat firing line. This broke up their attack and made them easy meat for the Martini-Henrys.

  So, we swapped sides, to see if I could do any better!

Dave deployed pretty much exactly as I did, and we used identical forces. The scenery was the same.
 Only the Native tactics changed.  Here a few turns in you can see that sticking to the Free
 Move has paid dividends-its not as potentially fast but it keeps everyone moving and together!  
Also I think I made marginally better use of the cover, and sent my cavalry against the NNC-their 
position was clearly the weakest point of the British line. The Horse piled 
through in short order, the Pathan  infantry close behind.

The Fuzzies actually got to within charge range before they took any casualties!

Having turned the flank the Pathan  horse tried to roll up the Redcoats. That didn't work but
 distracted the Redcoats for long enough that I could get infantry into camp, and more behind
 them. The Fuzzies kept up the pressure on the two units of Regulars, so they couldn't turn and fight.
 The Volunteers rode into camp to rescue the situation but were chewed up and spat out by the
 Pathans. The game ended with the British on the ropes; only 6 figures still in the fight! 
The Mahdists were in camp with 3 units still in the fight, and the gun just finally getting into range!  

I'm happy now that it was just the tactics that were lacking. My more concerted attack was far more successful than Daves version . Seeking the flanks and advancing in cover is the way to go, and with an extra unit of Horse instead of the gun I'd have been turning both flanks!

 My advice is to think like a Zulu- don't just rush headlong into the rifle fire, keep moving to the flanks...the civilized Imperialists don't get free moves, and can't move as fast so they can't keep up. Use this to keep forcing them to try and move (costing them firepower) and keeping yourself concealed  (costing them firepower!) .  Get round behind them and then close in from all sides.

Once close don't try and charge home straight away- firepower is key and the Natives have more, although of lower quality. Charge a Redcoat and he gets a chance to stick you with his bayonet- He'll almost always win that contest. However, throw a spear at him and even if he ducks there's still a good chance he won't get to shoot back! Then when they are pinned and thinned out a little, you can move into finish him off!

I'm now happy that TMWWBK is a suitable ruleset for use in our next project.
Each year at Gauntlet (our clubs annual show) a few of us put on a game. As big and impressive a game as we can manage (usually at short notice with little free time and a tight budget!). This year nobody had suggested anything and  nobody seemed keen to put themselves forward. We've done this for the last 4 or so years but it seemed this tradition was to be short lived. And then somebody told Rick that the table was booked for us. The organisers clearly expected something from us! I threw a few suggestions into the ring, based mostly on what was on my painting table at the time...fantasy stuff mostly, dungeon crawls etc. It got no takers.  And then I suggested the Anglo-Zulu War reckoning it was another non-starter...and Rick went and bought some Zulu's. And TMMWBK. That's about as close to committing to something as this group gets!

So for Gauntlet, in a little over 3 months we will put on as big an AZW game as we can manage using TMMWBK rules.  I've worked out a scenario, we have enough redcoats and their auxiliaries, I'm making the scenery...all we need now are Zulus...thousands of 'em.  I've 120 ready so far, but that's not nearly enough! Another 100 marched onto my painting table this week. 24 have already marched off again, but I must redouble my efforts if we are to put on a reasonable game for Gauntlet!

Toodle  Pip!