Sunday, 6 November 2016

Build it, and they shall come!

Once upon a time, a group of gamers would regularly gather to play games set in the ECW.  There were big battles, little battles, battles in weird shapes and campaigns.  And then, for a long time, there was nothing.  I arranged a few dates, set up tables and so on, but after several occasions where the only figures on the table were my own I gave up...

Occasionally I'd be asked when I'd do another, but work would get in the way, and nobody could pick a date when anyone was free. Rick offered to pick up the baton and run with it for a bit, and managed to get some folk to agree to a gaming day in about 32 years time.

Feeling that perhaps this was a little long to wait I decided to lay down a challenge- I would turn up with my forces on a set date, (this saturday) and play against anyone who turned up.  So on saturday morning I boxed up my army, and scenery and set off down to the old sports hall at Broughton. I set up the table in that huge lonely building and put out some scenery. And waited. The deadline Id set was 9am, but I was still on my own at quarter past. After a while wondering around the empty rooms I found myself looking down on the near deserted car park...and there was Ian, sat in his car reading Pike and Shotte!  By ten oclock, there were 6 of us!  Ok so its hardly woodstock, but I was very pleased with such a turnout!

We split into two teams- Myself, Ian Shaw and Dennis, against, Ian H, Michael and Chris. No fancy special rules or deployments were used. It was just a line up and whack 'em affair!

I'm not sure of how the game unfolded along the rest of our line, but I took the Parliamentarian Right wing, facing off against Ian H. I had a good array of potential defensive positions to choose from and a clear run for my Horse on the very right, however I was in the mood to be aggressive- my troops hadn't had a fight for a long time and I was keen to let them get stuck in! My Brigade of Foot (4 regts plus fireloques and guns, commanded by Essex, held the grounds around a small village and a hall, but merely sued this as a launch pad for the assault of another village up the road lightly held by Ian's Royalists. Two regiments of Foot assaulted the village directly, the other two covered the open ground to the right and engaged a similarly sized force of Ian's. My brigade of Horse( 3 regts commanded by Fairfax) Galloped up the flank enthusiastically but came up against large amounts of pike, which resulted in a bit of a stand off, with some sporadic skirmishing. This saw us lose a regt of Horse each, and my dragoons eventually arrived to push Ian's out of the woods which helped a little but the Horse didn't make much headway.  In the village the opposing units wore each other down a lot trying to outflank each other and by the end both lots were spent, and staring each other down across the surrounding hedges! It was in the middle where the most decisive fighting took place, with two regts of foot breaking into Ian's centre and driving back and destroying several units.  When we declared time up, we determined that despite my losses both my brigades were just about intact, but one of Ian's was broken. Similar results came in from the Centre and Left wing where IanS and Dennis both managed to do more damage to their opponents then they took, and a narrow Parliamentarian Victory was declared!

Initial dispositions-Royalists to the Right, Parliamentarians to the left.

View from the Parliamentarian left wing commanded by Dennis,

Michael at least, is pleased to be there!

The right wing, my regiments of foote deployed.

Parliamentarians take up positions covering the approaches to the hall.

Fairfax's Horse out on the flank.

The Royalist left wing.

Cromwell, the overall General, waves my regiments forward.

Dennis's Foot faces Chris's Horse at the other end of the field.

The first melees on the the Right Wing.

Royalist infantry counter attacks!

Parliamentarian troops overrun the first line of Royalists!

Fairfax's horse presses the attack , trying to find the weak point in the Royalist line.

At the opposite end of the field Royalist horse are driven back in disarray!

Thanks for reading, hope you enjoyed it!

Thursday, 22 September 2016

Campaigns in Kings of War

Given that its been a few months I thought it was high time I put a post up:

Firstly, lets get the painted stuff on.  There's been quite a bit rolling off the painting table, and even more rolling into the queue but I've only picked out a couple of my favourites:
Firstly a Ral Partha Giant; well he's sold as a troll but he's plenty tall enough to be a Giant! Found this chap in Llandudno model shop and picked him up with a bunch of heroes and adventurers most of whom are awaiting paint, but I couldn't resist jumping the queue with this chap- hes just so FI, FIE, FO, FUM!
 Picked up these chaos knights of ebay for a pittance, they are the old Battlemasters ones, but I think they scrub up well!  Went for as varied a unit as I could with all sorts of colours. I felt that the unit looked a bit thin with just one banner so added a second- borrowed from the cover of the Hawkwind Album "Warrior on the edge of time"! Felt it was appropriate...

There's plenty to be working on at the moment- the Druchii are getting priority at the moment, as they are so close to being finished! But a horde of Orks and Gretchin, chaos warriors and Orcs, plus a few dwarves and eldar are in the pipeline...oh and I recently put my entire Empire army through the dip, (and even added more figures to it!) and its now ready to be reasembled and repainted!  Phew...should keep me going for a bit!

Anyway;  Campaigns!  I like campaigns.  Don't like tourneys, but campaigns are fun.  I like to run them too, though they tend to die after a while as players drift off to other stuff...the trick is to keep them short I think...anyway I've not seen any Kings of War orientated rules for a campaign yet so I thought I'd my usual trick and abuse the ones that were written for warhammer-  you'll find various versions of them in the Warhammer 5th ed Battle Book and the ECW rule book.  I wrote up one for Pike and Shotte and decided to do another for KOW.

So here goes- This campaign is for any number of players and is simply  a way of linking battles to a common theme- the aim is to collect territories and the player with the most at the end wins! The Gamesmaster adjudicating can set other prizes along the way, such as special magic items, territories etc...

All players start with the following restrictions in place on their force selection:
600 points to spend, this is their Army Points Limit.
0-1 Hero   (may be a spellcaster with no more than 1 spell) 
0-1 Monster (may be combined with the above for a hero/Mon)
0-1 Warmachine
0-1 Artefact ( >20pts)
No Hordes or Legions may be taken.
No Units marked with either * or [1] .
No restriction on Troops units.
No Allies

To overcome these restrictions you will need to win territories!  All players start with three Rolled from the following Table, the benefits of which are added to the choices available as listed above.
Roll D66:

11-14 Village
  • Each village you own allows you to recruit more troops-  Add 25 points to your Army Points Limit.

15-16 Town
  • Plenty of raw material  here for the Recruiting Sergeants! Each Town allows you to add 50 points to your Army Points Limit

21-23 Woods
  • Each Woods you own allows you to take 1 additional Warmachine in your army (purchased from your army points limit as normal)
24-26  Road
  • Each Road under your control makes it much easier to move and mass your troops enabling you to take  one Horde or Legion per road  (purchased from your army points limit as normal), and adds 10 points to your Army Points Limit.
31- 32 Hall
  • Halls and Manors, the home of the gentry- its only natural that such individuals should be offered a position of command as an officer in your forces in return for their support: you may take +1 Hero  (purchased from your army points limit as normal)
33-34  Bridge
  • Bridges are very valuable things to control if you want to move long as they are kept in good repair. Each Bridge adds D6x10 points to your Army Points Limit. Roll this when the territory is generated. If the Territory changes hands reroll it.
35-36 Ancient Tomb
  • Digging up the grave of a Hero of ancient times is a little unsavoury but he's not exactly going to need that magic sword...You make take an additional Artefact worth >30 points  (purchased from your army points limit as normal).
41-43 Armoury
  • With a good supply of Weapons you can arm and equip the militia to support your cause- you are able to take one unit marked with a *  (purchased from your army points limit as normal)
44-46 Tower
  • Wizards gravitate to Towers like Dwarves gravitate to Ale, not least because it keeps out the riffraff and lets them get on with their studies- Each Tower you have allows an Spellcaster in your army to take 1 extra spell  (purchased from your army points limit as normal).
 51 Ruins
  • Searching amidst the ruins uncovers a powerful magical artefact...or possibly a worthless trinket. Randomly select one of the Artefacts. This is added to you Army Points Limit and where possible must be carried in battle by an appropriate unit. If none such unit is present it must be kept with the baggage.
52-53 College 
  • Establishing a college is a mark of a sophisticated civilisation, but more importantly allows to you train your own wizards and clerics! For each College you own you may take one extra wizard  (purchased from your army points limit as normal).
54-55 Temple
  • Building a temple to your chosen God is a sure way to get them on your side. Unfortunately that's no guarantee that their blessings will be any way helpful; Gods don't really have the same priorities as mere mortals... Roll a D6 before each battle in the presence of your opponent to determine how the whim of the Gods will effect you today:  
  1. The Gods are pleased with your offerings! They bestow a Duck living in your realm with the power of flight.
  2. The Gods are pleased with your offerings! They appear to your followers in a blinding flash of light, which takes a little while to recover from. Once during the battle your opponent may force you to reroll all the attack dice you rolled for a particular attack, all dice for the attack must be rerolled just once regardless of result. 
  3. The Gods are pleased with your offerings! The Gods bestow your followers with great vigour! Once during the battle you may reroll all the attack dice you rolled for a particular attack, all dice for the attack must be rerolled just once regardless of result. 
  4. The Gods are pleased with your offerings! The gods put on an astonishing display of lights in the sky that would have mesmerised all that saw them were it not for the concealing cloud cover that prevented anyone seeing it...
  5. The Gods are pleased with your offerings! The Gods bestow your followers with great skill! Once during the battle you may reroll all the attack dice you rolled for a particular attack, all dice for the attack must be rerolled just once regardless of result. 
  6. The Gods are pleased with your offerings! The Gods bestow your followers with great skill and vigour! TWICE during the battle you may reroll all the attack dice you rolled for a particular attack, all dice for the attack must be rerolled just once regardless of result. 

    56-62 Mountains
    • You may take +1 monster area of mountains under your control.  (purchased from your army points limit as normal and maybe combined with a an available Hero to make a Hero/Mon choice)
    63-64 Port
    • A well established port is a natural stopping off point for all manner of travellers and adventurers- For each Port under your control you may spend 5% of your Army Points limit on Allied Mercenaries, chosen from a suitable allied list and obeying all other limitations on your force.
    65 Treasure Trove
    • Uncovering a Treasure Trove allows you access to D3 additional Artefacts of  any points value  (purchased from your army points limit as normal) .  Roll the D3 when the territory is generated, this is the number it provides throughout the campaign.
    66-  Spy Network (doesn't count to total of territories, if you roll this as a starting territory keep it and roll another )
    • Its not easy setting up a network of agents and spies to keep an eye on your enemies,  but it can be worth the effort: roll D6 at the start of each Battle, after deployment in the presence of your opponent.
    1. The Spy is turned! He now works for your opponent who may now roll on this table
    2. The Spy is discovered! Caught and executed, this territory is destroyed.
    3. The Spy is unable to do anything of use for fear of discovery, and only just avoids capture.
    4. The Spy steals your opponents plans - you may redeploy one unit you have already deployed, anywhere within your normal deployment area.
    5. The Spy manages to get amongst the enemy's horses in the night and causes havoc-select a single Cavalry unit in the enemy army - its Sp is reduced by D3 for the rest of the Battle.
    6. The Spy slips something into the punch during the Officers Supper: roll a d6 for each hero in your opponents force- on a 6 they start the battle with a single point of damage already taken.

    All players need to do is challenge each other to a battle- at the start of the battle they generate the territory that is up for grabs on the above chart, and each offers up one territory they own as their stake in the coming battle- the winner keeps his stake and picks whether he wants the newly generated territory or to steal his opponents stake, adding it to his territory, the loser takes whatever is left. Battles are fought until a winner of the campaign emerges or everyone gets bored and goes off to play Bolt Action or something...

    Simple eh?

    Sunday, 10 July 2016

    Gauntlet 2016 and other stories

    So Gauntlet has been and gone, and it high time I posted some pics of our game, firstly though I thought I'd post some of the other stuff that I've painted recently, and some of the other stuff I've been up to:

    One new thing we tried recently was the old GW WW1 rules- a surprisingly good version of WH40k! I wasn't sure that would work out well but the game flowed well, and felt like a WW1 game should. My BEF Royal Fusiliers went up against some late war German storm troopers who were rather tough, but the Fusiliers held them to a draw. My only gripe would be that the rules require whole formations so if I want to field my lancers I'll need about 40 or so, which is a bit expensive! So, I picked up a Rolls Royce Armoured Car from 1st Corps at Phalanx to provide a bit more manoeuvrability for next time.
    Add caption
    Found these chaps at the west midlands safari park- 50p each. thought they would do nicely in my undead army, and provide a bit of skeletal variety, and some much needed hitting power...
     however in their first outing against Rick's undead they were soundly trounced by zombies of all things...

     Also at Phalanx I picked up this chap; Nong the Not Very Nice At All, by Wargames Supply Dump. I very much like this figure and need to get him some henchmen so he can turn his evil against the galaxy!

     Gauntlet 2016:
    As usual this year the boys and I decided to run a big game for Gauntlet, another large set piece battle to awe and inspire as best we can! It was, apparently, my turn to come up with something and so after some thought I decided we should have a fantasy game, using the KOW rules but with a bit of an Oldhammer vibe. Obviously we wouldn't be using any warhammer rules for the simple reasons we wanted to actually get a result before we died of old age...

    To this end I envisioned a Champion of Chaos, a sorcerer known as the Duke of Damnation, powerful and ambitious, who has decided that he is beloved of the Ruinous Powers and that they want him to conquer the world in the name. With promises of plunder he has called a horde of barbaric, bestial and bloodthirsty followers to his banners. Subjected to his rambling sermons and badly thought out manifesto for world domination most of them have come to the conclusion that he doesn't stand a cat in hell's chance of actually getting very far, but have pragmatically decided that the opportunities for plunder still make it worth the effort.

    Their first target is an ancient city called, er....Stadtburghgrad.  Once known as the Bulwark of the North, for millennia its walls held back the tides of darkness from swamping the lands of men, but in recent centuries the city has been in decline. A long period of peace and prosperity means no hordes of daemons or barbarians throwing themselves at the walls, and with no enemies to hold back those walls fell in to disrepair , the city's population reduced and its armies were forgotten.

    An army on the march doesn't stay secret long and news of the impending attack spread. The Warden of the City roused himself and ordered the ancient defences be put in order, the militia to be called up, stores laid in, the beacons have been lit and the coffers emptied to hire mercenaries. The citizens are preparing for a siege and can do little more than wait and see if ancient alliances still hold true.

    So far so good eh? I came up some rules for fortress walls, siege equipment and looting and destroying buildings, and decided upon an actual scenario- The forces of the Duke of Damnation would attack a city and its environs (an outlying village, farms, mills etc), destroying everything in their path. A smaller force commanded by the Warden would defend the city , and possibly receive reinforcements from an ally. I decided to include various random elements which could fight for neither or either side- a Gigantic Ancient Spider in the woods who doesn't like to be disturbed, a coven in the city desperate to defend their homes by any means necessary, an old hermit in the wizards tower, and other things stirring beneath the city...As the Umpire I hoped to be able to control things impartially, but things didn't turn out the way I expected.

    In the original plan I would umpire, and Chris, Dave, Michael and Rick would pair off as the actual players. Dave abandoned us the week before to go and play Gates of Antares in Nottingham, so Michael roped his son Ben in to help, however he had to leave at lunchtime! Rick had manged to turn up long enough to help set up but was called away as his daughter wasn't well and didn't make it back till we'd finished! I thus spent the first half of the game umpiring and fighting on both sides! Luckily we were able to rope in a couple of chaps who were standing around without anything better to do- Dave and his friend (whose name escapes me) spent the rest of the day pushing figures around for us. Well they do say that no plan survives contact with the enemy, but it turned out ok in the end.

    I won't bother with a blow by blow account because it would take forever and I can't remember the details, so instead I'll settle for pictorial highlights.
    The Walls of Stadtbughgrad
    Michael and Ben arraying the defenders of the village.

    The last supply train makes its way to the City gates
    Dwarfish Artillery attempts to bring down the siege towers.

    The hermit in the tower, Sirius Diction summons his followers
     to defend his tower from the barbarian horde.
    The coven summons daemonic aid but fail to bind the daemons to their will- they devour
     the coven and spill out on to the streets but are contained by the militia.

    The Warden on his firedrake attempts to thin the horde but is trapped and killed before the walls.
    An Elvish prince brings his warband to the aid of the defenders,
    emerging from the woods to attack the Minotaurs
    Some noisy Orcs awaken the ancient Spider Lloth. She isn't pleased...

    The Beastmen find a gap on the walls and pour through to the undefended streets behind

    The ancient and rotten walls collapse under the assault of the
    minotaurs- the miltia fall back in good order, trying to stem the tide.
    The monstrous Snaegl makes short work of the commander of the villages defences.
    A beastslaying Champion is sent to deal with Lloth..she adds him to her larder.
    Another section of the wall collapses! The mercenary Pike plug the gap.
    Ratmen rise up from the cities ancient sewers to fall on the unsuspecting citizens. 
    In the final analysis it was deemed that the defenders and held their ground like heroes, and done enough damage to the Dukes Army that it would be in no condition to take to the field again. Several sections of the wall had fallen,the village was in ruins, but the defending forces were mostly intact, and we hadn't even brought on the reinforcements they were entitled to! The attack had simply taken to long to gain the momentum needed to drive through the defences and loot the city behind.

    It was a good fun game, and I'm sure you'll agree it looked rather good, which is the aim. A full third of the figures never made it on to the table and it was hampered by lack of familiarity with the rules. This was a known issue before the game- I was most familiar with the rules, Chris and Rick less so, and the rest not at all, but KOW is a pretty straight forward set of rules so I didn't envisage much problem as I was umpiring and able to help everywhere. However with Rick out of it, Chris remembering less than expected and a high turn over of players meaning I needed to actually play it wasn't as smooth as I'd hoped.  With no clear commander in chief on the attacking force, the attackers lost focus of the objective and didn't make as much headway in collecting loot as I'd hoped , instead preferring to fight the defenders.  When they did they tended to send individual heroes to try and knock over whole buildings alone whilst big hard hitting creatures which would have ground the city to dust in a few turns went for softer targets, which meant the all out assault was slow and did a lot less damage than it could have done.
    In future (and with a bit more time) I'd have provided each unit with a marker for it stats so any player could turn up and command any units with ease, otherwise I'd just let each player command their own forces rather than pooling them..which isn't something that would have worked for this game given that most of the figures on the table belonged to me and Chris! I'd probably make the buildings/city walls etc weaker as you can't rely on people to even roll average dice! With every roll well below par it took a long time just to loot a tiny little cottage!

    Still, all in all, I think it went well and everyone seemed to have fun which is the main thing.  Didn't seem as much at Gauntlet this year, but there was a small Oldhammer gathering playing Rogue Trader and what appeared to be a WHFB 3rd ed Skirmish. Also a couple of tournaments for WRG(?)Ancients and FOW, and a scattering of other games. We always try and do something big and impressive for Gauntlet, so I wonder what we're doing next year...any ideas chaps?

    Monday, 2 May 2016

    Back to the painting table...

    So,  Ive been getting some painting done, and thought I should post the results as its been a few months.

    For starters I dug my old Dark Elf army out and decided its god-awful twenty year old paint job needed to be redone.  So the whole lot was stripped, excess models were sold, and the remainder reformed to make a 2000point KOW army.  Just under half has been through the painting process now:

    I decided to do this a bit differently from the traditional black and purple look:  Skintone is blue.  Hair is grey.  Thats pretty much all that unifies the force .  I wanted a slightly irregular, almost piratical look so every figure is unique- theres no standard issue uniforms here- so bright colours were generally the order of the day.

    The Witch elves.
    The elite Guardsmen
    Crossbowmen, ballista and Sorceress.
    Corsairs, with my favourite banner!
    Each of those units will double in size, and theres a few Cold one Knights and heroes to finish too.

    Finally found a second bombard at triples- Ok, so this is actually the almost but not quite identical Foundry version of the Citadel model.  Its slightly smaller but not hugely so. 
    I decided recently that I needed an alien force for 40k, a hunt around the internets suggested there wasn't much choice-  or rather, theres loads, but not if you want an army: theres plenty of Alien ranges consisting of just one pack of maybe 3 or 4 figures, but I wanted a variety of heroes etc to boot.  So A GW army it is, which narrows us down to either Orks or Nids. Then I found this chap on ebay:  
    Its always a figure I've quite liked and the decision was made.  It took only one evening to paint him: sometimes the brush just loves the figure!  I got a pile of Orks of various sorts from ebay, enough to make a 1000 point army in 2nd ed 40k, including Thraka for a mere £20 all told.   Also found this chap- 
     who will be on the painting table shortly, and then bossing the Grots around. The 40k stuff must take a back burner for a while though, I've got a lot of fantasy stuff to paint by Gauntlet in July, including this lot: 
    I've been wanting a pile of skellies to add to my fledgling undead army for ages now, and the way I see it theres only a few options if you want a mass of plastic skeletons:
    1) mantic-  not my favourite due to the clutter of rags and armour- prefer bare bones.
    2) several generations of citadel skellies- the earliest Horde being the best, the later ones getting a bit too cartoony.
    3) Wargames factory- my favourites but currently unavailable due to distribution going over to Warlord games who told me they're definitely in the pipeline, but they need to organise repackaging , where they fit within their range etc before they're released.  Arrrgh!    

    Luckily I reckon the Wargames Factory and Citadel Skeleton horde to be about equal in terms of quality and style and, unable to get the former, was happy to find the latter for sale on ebay- I managed to pick up about 30 infantry and 10 cavalry (though 5 of those are the later metal mounted wights) , plus a vampire and necromancer for £30, which I figured wasn't too bad.

    Also on the painting table are a dozen pikemen- Ive been wanting to bring my old Dogs of War Pike regiments up to full strength for ages but its been a long time since those figures were available for a sensible price, and I wasn't about to sell a kidney.  Instead I picked up some of the Perrys metal Renaissance Pikemen - they're about th right size and style, and had a go at sculpting-  I'm not great at that but hopefully a forgiving paintjob will hide the worst of my efforts- the plumes for the Alcatani Fellowship and the leopard skins for the Leopard Company.  Ill wait till they're painted before posting pics!

    Last but not least this chap recently galloped off the painting table:
    I picked him up at Triples for a mere £1.50 from the bring and buy. I'd managed to get four 5th ed metal Bretonnian knights off ebay and wanted a fifth to finish the unit, and the army.  He must be one of the earliest figures sold as a Bretonnian, being a 1989 Chevaliers De Notre Dame De Bataille  so its sort of fitting that he's the last figure for my first army.  

    Anyway, thats all for now, I'd better get back to the painting table!

    Saturday, 30 April 2016

    The Fight at Jims Place

    Down at the Deeside Defenders this Thursday a most tense and exhilarating action was fought between Rick, Chris and myself. We had considered a game of KOW...but I'd been mulling over something else for a while, and was keen to try it out.
     "Ok, Name the time and place" they said,
    "Alright," I said, " 1879...Rorkes Drift."

    So I gathered the Zulus (123 rather than "Faasands"), and mustered the Redcoats (80th Foot rather than 24th!), and worked out some rules.  Not from scratch I must add- I've been quite fancying the old Lord of the Rings Ruleset for skirmish games, so I just had to work out appropriate profiles for the various figures. In hindsight I'd modify them, this was very much a test game!
    Scenery was whatever I could find that would do at a pinch! Two buildings from my napoleonic collection, some stone walls, bits of lichen, the redoubt of a bunch of gabions on a couple of box lids was the best I could do...

    The Zulus:
    120+ Warriors, armed with a variety of spears and firearms. For the first half the game casualties were recycled.
    a Shaman ( didnt actually make it on to the table because I forgot to put him in the box of zulu reserves  after explaining all the rules)
    A runner. To carry messages...
    A Prince on a horse, with a proper rifle.
    The runner could provide any warrior in the vicinity with a Might point to spend on heroic actions, The shaman came loaded with Fate (presumably he would already know that he was going to survive) and a bit of Might, and the Prince got a good rifle and the skills to use it ., with a couple of points of Fate and Might

    The British:
    14 Riflemen with rifles and bayonets
    2 Sergeants.  ditto
    1 Bugler...with a bugle.
    1 Officer. with revolver and a stiff upper lip.
    Sergeants got a Might point each, the bugler generated a Might point for any nearby officer/sergeant, the officer got two Might points, and a fate point. British Casualties would be placed in the storehouse/church where they would roll each turn - on a 1 they expired, 2-5 they were still recuperating, 6- Reynolds has patched them up and sent them back into the fight!

    The first wave of Zulus came on in the SW corner of the field. Subsequent waves would come on from the west, then the north west and north of the position.

    Chris took command of the Zulus, with the objective of destroying the British by Ten pm. Rick took command of the British. I umpired, until Rick had to leave at 9, then took over his command.  If there was anything left...

    Zulus, approaching from the South West,  thousands of them.
    The men on the South wall give the approaching Zulus a volley,
    and set the standard for the days shooting, by missing with every shot.

    "We're next boys, this is the blind spot!"  The Zulus head for western end of the
     position, where the ineffective British fire struggles to reach them. 
    As the British fall back across the front of the Hospital
     the Zulus lap around to the South wall again
    Eager to reach the redcoats the Zulus swarm over the roof of the Hospital which promptly collapses
     under the weight of so many pounding feet (seriously Chris, next time, go round!)  , several Zulus are put out
    of action by the fall! 
    The platoon on the southern wall hold back the first wave.

    Covering fire from the Redoubt thins the horde a little.
    Heeding the bugles call The garrison fall back on the next line of defence. Some good bayonet work puts off
    their pursuers. Zulus take up position on the abandoned walls and give fire...
    Zulus throw themselves at the North Wall.

    The north west corner of the position now sees the fiercest fighting... more Zulus close in from all sides!

    Wary of being outflanked and unable to man the whole perimeter the British fall back on the redoubt and fire yet another ineffectual volley!
    The Zulus swarm over the abandoned barricades, and there's more still coming...

    Cornered, the British drive the Zulus back with cold steel and fire again, with no effect. 

    The Zulus, encouraged by the lack of effect of the Redcoats puny weapons and storm the redoubt!
    But this last effort takes its toll, exhausted, and with the few remaining British falling back on the Storehouse, they quit the field! 
     A cracking game full of drama and tension and desperate heroism!

    It went badly from the British from the off, whole turns went by without a Zulu casualty! Musketry was ineffective despite needing only 3's to hit, and the Redcoats couldnt win a melee roll off to save their lives. Only the barricades saved them from being overrun almost immediately, but even their good fortune there vanished half way into the game and the Redcoats dropped like flies. Most of the Garrison was being cared for by Reynolds in the Storehouse, with 4 dead out right. Barely 30 Zulus fell in total, which was why they stopped getting recycled- there wasn't any point!  Chris could have done as well with half the numbers he had. And another turn or two and he'd have had it in the bag.

    I'd like to play this again but with a single modification- The redoubt needs to be harder to get into, due to its height: we just used the same rules as for the walls which had proved quite tough, but the redoubt fell quicker than it aught.  I have not decided on a solution though.

    Stats for the troops I would do as follows- these have been modified a little as a result of the battle.

    Prince        F4/3+   S4   D3  A2   W2   C6   Fate 2,  Might 1.
    Shaman     F3         S3   D3  A1   W2   C5   Fate 2 . Any Zulu within 6" auto passes courage tests
    Warrior     F4/5+    S3   D3  A1   W1   C4
    Runner      F3         S3   D3  A1   W1   C3   Generates 1 Might per turn which a warrior within 2" may use for a heroic action
    All Warriors armed with either throwing spears (range 8", S2, no move penalty), primitive musket (range 18" S3, full move penalty), Hide Shield (may use a 2nd Fight dice but if wins cannot strike a blow, doesnt increase D.)  Prince carries Breach loading Rifle (Range 30" S4, half move penalty) and rides a horse.
    N.B I would have included more heroes for the Zulus but lacked any figures that stood out of the crowd.

    Officer      F4/3+   S3   D3  A2   W2   C6    Fate 1  Might 2
    Sergeant    F4/3+   S4   D3  A1   W1   C5    Might 1
    Private      F4/3+   S3   D3  A1   W1   C4  
    Bugler      F4/3+   S3   D3  A1   W1   C4     Generates 1 Might point per turn which any officer  or Sergeant within 2" may use for a Heroic Action

    Officer armed with revolver (Range 8", S3, no move penalty) , all others are armed with Breach Loading Rifle (range 30", S4, Half move penalty) and Bayonet (Fights as if spear armed i.e can fight through a friend in base contact) . All British Soldiers auto pass a courage test if there is a friend with 2".

    There, that should do.