The Giant Rat of Sumatra, a trilogy in four parts Part 3
Or Not Quite In Her Majesties Name*
The Prologue
The same room map and officers but
khaki uniforms, a ceiling fan powered by a pukka wallah stirs the
tobacco fog. Cups of char have replaced the port. “Now look here Caruthers*, these
raids on the coastal trade and plantations must stop. The other
ranks Char ration is down to a quart a day, if this goes on we face
dissension** in the ranks”
The map is whacked in proper British
military fashion.
“We'll have to send in the local
lads, Ruperts Light Mounted Plungers are the nearest, should get a
few volunteers, the Navy can provide a boat and barge.”
Dramatic pause, dramatic whispering in
loud mode:
“We are going to send in Inspector
Wafflin-Smythe (of the Singapore Police) and a section of Gurhkas!”
* I've nothing against In Her Majesty
s Name, don't get me wrong. I like the central concept, but find the
rules “flat”, designed to sell a range of figures. If you face
a foe, you know what he's going to field, their capabilities and
equipment. There's no uncertainty principle.
**The presence of a Caruthers is
mandatory. Although they were classed as endangered
***A type of fungal infection causing
prickly heat in and around the back of the barracks.
This is Flying Lead as Flashing Steel
deals with an earlier period. Everything is designed through the
builders featured here: http://www.ganeshagames.net/extra_info_pages.php?pages_id=17
Points 112 |
Inspector Wafflin-Smythe, British Quality 3+ |
Combat 3 |
-Pistol, CQB Specialist, Crack Shot/Marksman, Fearless, Hero, Steady Under Fire, Strong, Weapons Expert |
Points 90 | Quality 3+ | Combat 3 |
Single Chambered Rifle, CQB Specialist, Crack Shot/Marksman, Fearless, Steady Under Fire |
Ruperts Light Mounted Plunger or Navy
Points 60 | Quality 4+ | Combat 2 |
-Pistol, -Single Chambered Rifle, Jungle-craft, Specialist |
Pinky Bumblington, Chap about the Club and his Purdy Elephant Gun, Mayor in the Plungers
Purdy rifle (Points:22)
Armour Piercing, Lethal vs. Soft Targets, Range: Long, Slow Reload, Sniper Scope
Sgt Atkins and the Maxim Gun crew
Boat & Barge
Points 71+22 | Quality 4+ | Combat 2 |
-Pistol, Jungle-craft, NCO/Second In Command, Sniper, Stealth |
Armour Piercing, Lethal vs. Soft Targets, Range: Long, Slow Reload, Sniper Scope
Sgt Atkins and the Maxim Gun crew
Points 83 | Quality 4+ | Combat 2 |
-Belt Fed Light Machine Gun pre 1945, NCO/Second In Command |
Boat & Barge
Points 70 | Quality 3+ | Combat 2 |
Long Move, Personnel Carrier 15 passengers, Vehicle |
The Rotters, Cads and For'n Johnnies
Cultists. These are “mooks”, your
average trooper, security guard or extra. I'm ignoring the rather
modern firearm, counting it instead as an upgraded version of the
Chinese repeating crossbow. The weapon builder gives me:
|
Foo Han Chou the tazer does for hypno-ray, etc. Sprinter and Stealth for ability to get out fast.
|
---|
|
---|
Kut Chou and Hak Chou - dirty great swords come under superior weapons
|
---|
|
---|
Bit Chou, Chu Chou, Dog Chou, Eet Chou, Gou Chou, Mat Chou, Noh Chou, Out Chou
|
---|
Lin Chou, an anti-hero with a sabre
Points 89 | Quality 4+ | Combat 3 |
-Pistol, Acrobat, Combat Fiend, Hero |
(I spent 2 sessions working these out, cut n paste, don't ask why they turned out different
Game One The Battle of the River Ratapooee.
The British came a-puffing up the river. Rats suffered from an adverse wind, so had to rely on the current*. Their plan was to head them of at the pass, then board before they could steam away.
The lead rat boat pulled out with the first cannon shot, well short. Skip to the British, the Major shoots the large junk's steersrat while the maxim rakes the pointy end**. The junk heads for the bank out of control.
The lead rats pull ahead of the British
and try another shot that just about hits the river.
Meanstwhile the
middle boat starts its run, but without the junk to attract fire it
suffers from concentrated British fire and there's a trail of dead
rats. Taking the initiative the Inspector orders a section of
Gurkha's and a rating onto the small junk, which is taken on tow.
With enemies to front and rear, the
British concentrate on the large junk, the maxim sweeping first the
bridge, killing the chief rat, then amidships. Out of control, the
junk piles into the bank for the last time.
But this leaves the first boat time to manoeuvre and its next shot crashes into the bridge, causing the launch to lose control. Using this confusion it slips away to raise the alarm. The expedition slips to the other side of the river and wait for darkness.
The maxim is moved to the launch, which
will engage the tower by fire and movement.
The captured cannon is jury rigged on
its junk into service as a mortar, manned by the three naval ratings
Using the remaining barge, troops will make a stealthy approach to the tower, where
the Plungers will blow the doors off.
*Direct current. The rats were relying on punting with their oars and other such naval stratagems. As you readers are of proven nervous disposition I decided to refrain from the salty naval descriptions.
**I must thank Phil Mackie for his help
with the naval terms.
Game 2
Night has fallen like China across the
river. The rats mourn the loss of their leader and his hat, last
seen heading downstream in the fading light of day while all the
little fishies a-nibble at the bits floating with it.
An old cannon is turned into a mortar, satchel charges are prepared (this is why all Thumpers & naval are rated specialists). A cold repast, mumbled talk before the off. Weapons are cleaned, lettered written as thoughts turned to loved ones thousands of miles away upstream. With a quiet nod, the boats are loaded and push off for the far shore. Once ashore, a quiet assembly and the little force pushes off.
Just as dawn first light breaks rosy over the horizon, here comes the launch with a whoosh, a splash and the chatter of the maxim, to be answered by the throaty roar from the forts cannon. Then there's the clump, whish, thump of the improvised mortar. All miss, but it's good fun and all eyes in the fort search the river.
The Thumpers take the cautious route through the ruins, but the Gurkha's march (if quietly) down the road, weapons to port, bayonets fixed.
Once again, roar, whoosh, shoot – one
cannon shot comes close to the pointy end*, soaking the maxim but
causing no other damage. The mortar gets the range, but despite
hitting only succeeds in knocking some rats off their feet – but
manages a good group (if in the wrong place).
The shore party make their way to the hedge, over the Thumpers go with the satchel charge. But their luck couldn't last, a rat party prepare to point pinkies, you get it, see or hear something, and drop a rain of objects on the Thumpers heads below. All bar one are forced to retreat. He has the charge, everyone holds their breath! Wizz-thump! The mortar again, scatters the piddlers all to pot, they fail to raise the alarm! A whoosh 'n a ratatatat and here's the launch again, but the guns are waiting and a more luck than anything and a hit on the blunt end* leads the launch floating powerless and backward down the stream to finally thump up on the bank.
But wot's this? The maxim has actually hit someone, the rat leader/standard bearer doing lookout on top of the ammunition hoist goes “erk” and tumbles over onto the cruel rocks below.
Meanstwhile, back at the door, there's
some shooting coming from inside the forts ground level. The chap
lights the fuse and retires a bit sharpish. His Major takes (his
only shot of the game) his rat down through the gunport the hard way.
Bang! Gurkha Hai! In they go, a bit sharpish, tickling sticks** at
the ready. I was cruel to Tony at this point, he directed, I moved
and did the combat. More like a RPG with figures, as is often the
case. Break left, break right – get that one! A few shots, but
mostly bayonet work. One Gurkha down to a side attack (see later)
and another, outnumbered falls. Quality will out and the
Inspector's pistol pops off the last.
Leaving the Thumpers to clear up, the
Gurkhas blood's up and it's out with the steel and they follow the
Inspector up the stairs. A few scattered shots go wild and it's down
to the press. Here comes Ling Chou***, antihero and combat expert on
the flank of a ranker. With the flick, he's down and next he's a
head of most of his chaps. Look, there it is, bouncing down the
stairs. Crash goes the Inspectors pistol and the resistance is done.
The final stairs, to the battlements.
But wait! The flare's down stairs with the Thumpers! There's
nothing for it, another mad charge and frantic hand-to hand with the
rat cannoneers to clear the stairs. One rat goes plummeting, but
misses the Thumper. A dash and whoosh, the flare goes up just in
time to stop the mortar.
I've let my English go a bit Kipling. I hope you can follow it. Try saying it out loud ('aat lawd).
We had intended to do another game, the
remnants of the force bait the remainder of Fu Man Chou's force in
the depths of the forest temple-. But it was not to be, with the
loss of the launch (and work pressures forcing another layover) the
expedition is up the river without an engine and must pool all their
resources to get home. The evil genius lives to fight another day, I
didn't expect that!
A lot of new resources went into this
game:
Victorian persons courtesy of Irregular
miniatures
Boats from the Scene's new-website
sale.
Rubble made from linka remnants in PVA,
based on credit cards and gently baked. Another idea nicked from
TMP.
Scratchbuilt tower – which worked as
expected, may be the model of pirate projects yet to come. I asked
on facebook for feedback on whether to paint and do more. I got lots
of “likes” but no comments. As it was a one-off, I could see no
reason to do more cosmetics. OK, the pics aren't as pretty as they
could be. Come on, tell me what you think!
Old
10mm rats from Pendraken, including the
Captain and Standards
Pyrats from Rebel. I ordered one pack
plus pack of pirate-skeletons, but got 2. Not complaining as they
all got used.
Cultists from 15mm.co.uk. I'm
impressed with these, good variations including height. They waited
in the wings but did not stride upon the stage.
I appreciate being able to buy singles
from both Irregular and 15mm.co.uk.
*A big thank you again to Phil Mackie for his
extensive nautical knowledge and terms.
**loaded rifle and bayonet
*** this level had better morale and a
killing machine. I had toyed with the SMG, using one in close
quarters would have resulted in more use of explosives. If the top
layers command hadn't gone down they might have been met with the
guns, very nasty. I'm a bit surprised Tony didn't set the magazine
off as it was, being prepared to hack holes in the tower. I was
doing a Space 1899 RPG with a well researched Russian hermaphrodite
spy, based on a Napoleonic original, the evil villain who also went
down to an already wounded Gurkha in the first session. Lesson
learned.
A quick note on the Gurkha. I've taken a liberty to "back date" a fine police service a few decades. I don't think there's any other relationship worldwide like the British Army and people and the Gurkha. To say that we as a culture hold them in the greatest respect, affection, pride and a little dose of awe. Let me tell you about my Aunt Rene. For most of her life she had never spoken to a person who lived and was born within 10 miles of her home. She got a job in the canteen at Bovington army base. Back then there were two sets of younsters (tankers are never young, they age on enlistment) the Junior Leaders and a Gurkha training unit. Now the mini-Ruperts were of a class (or asprired to) that demanded respect, but not intimacy. I remember her explaining that during an extreme cold snap (-20.c) the Gurkhas had, without orders, climbed on the roofs and removed the snow barefooted. These were "her boys" and there was nothing she wouldn't have done for these smiling, polite young men thousands of miles away from home in an exotic new land.
No comments:
Post a Comment