Please note that I'd posted 1st part by accident, now completed. Apologies!
New edition! Look at that! Now to try and break it.
Well didn't break it. Tried--.
The result was a good series of games. Most of the new stuff, well let's look:
Rules are not designed for colonial warfare.
Colonial warfare rules are not designed for fantasy settings OR for limited scope aimed at specific ranges.
Bodkin. If you're used to Xeno this is heavy weapons, Costs a lot but 6's gives you 2 hits. A force multiplier. Turns a unit of (say) heavy crossbow into an early machine gun.
Add flying and you've a heavy sled with real punch, but 1/3 of your force.
Add long range and you've got light artillery hitting way back there.
I tried adding Bodkin to mixed light infantry, I want to give this a good go as the ability to form wall of spear - or square needs testing.
95th was simply normal skirmishers with good shots.
Shooting party is your small group of "high tech" and your link to a campaign or RPG. Add more, good shooter, bodkin and extra range for 2 shooters with reloads and high powered scoped hunting rifles after that T Rex trophy. Or a group of veteran longbowmen transported to earlier times.
Naval volunteers are the ones who would go through Boxers like a laser through cheese. Cutlas, heavy pistols and a few good shot marines.
I got the figures (Irregular Miniatures) on Monday, played Thursday - I got a paint pen and started on webbing that morning. Once again I forgot flying bases and red base cloth. Next time you see these will be against the dread Baron Greenback!

7p County Inf. H shoot 12 |
| 6+ 6” |
| Attack 7+ Attack V6 DefenceV5 |
Courage 4 Armour 2 |
| Shoot 7+ 4+ 18” 6=2 |
| Bodkin |
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4p 95th Recon 6 |
| 5+ 8” |
| Attack 7+ Attack V6 DefenceV6 |
Courage 5 Armour 1 |
| Shoot 7+ 5+ 12” |
| Hard to Tgt. arm 2- 12”. Fleet foot Skirmish 7+ Evade. Good shooters |
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8p Ghurka/Scot Mix LI 12 |
| Move 5+ 8” |
| Attack 6+ Attack V5 DefenceV 4 |
Courage 4 Armour 2 |
| Shoot 6+ 5+ 12” 6=2 |
| Mixed weapons. Wall of Spears. Bodkin |
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2p Shooting party 6 |
| Move 5+ 8” |
| Attack 7+ Attack V6 DefenceV6 |
Courage 5 Armour 1 |
| Shoot 7+ 5+ 12” |
| Hard to Tgt. arm 2- 12”. Fleet foot Skirmish 7+ Evade. |
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8p Naval Vol. HI 12 |
| Move 5+ 8” |
| Attack 6+ Attack V4 DefenceV4 |
Courage 4 Armour 3 |
| Shoot 6+ 5+ 6” |
| Offensive. Short missile. Fast |
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7p H MG H Shoot. 2 as 12 |
| Move 6+ 6” |
| Attack 7+ Attack v6+ DefendV 5+ |
Courage 4 Armour 2 |
| Shoot 7+ 4+ 18” 6=2 |
| . Bodkin |
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9p L.art. H Shoot.2 as 12 |
| Move 6+ 6” |
| Attack 7+ Attack v6+ DefendV 5+ |
Courage 4 Armour 2 |
| Shoot 7+ 4+ 22” 6=2 |
| Long R. Bodkin |
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10p Fly MG L Shoot. 1 as 12 |
| Move 6+ 8” |
| Attack 7+ Attack v6+ DefendV 5+ |
Courage 4 Armour 2 |
| Shoot 7+ 4+ 18” 6=2 |
| Fast. Flyer . Bodkin |
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Suggested 30 points |
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2 County, Scots. MG 29 |
| 3 county MG Party 30. |
| 2 Fly. Scots or navy. Party 30 |
Art. Fly. 95, County 30 |
| Mg Flyer. Scots. 95 29 |
| Fly Art. MG 95. 30 |
Young Easton decided to take my plan and try to wreck, um, Zulu it. Take my Borderers (see 1st post) and make as many units as possible. Add skirmishers.
So I ended up with 6 units of foot and 2 skirmishers. Actually worked out to 28 points.
I was facing 3 County infantry units and a machine gun. 8 vs 4.
Matt "negotiated down" trading units to add javelins and skirmishers.
He faced 2 flyers and naval volunteers. 7 vs 3.
This force was punishing on cavalry, but the flyer and skirmishers routed one flyer and damaged the other. Naval infantry not so good at fighting cavalry.
One of his units hit a line infantry, did damage and sent them back before the MG opened up-.
Here they come! My dice rolling was - not good.Starting to wear them down, I got some damage on the MG but at the cost of both skirmishers.
Just getting there!
The survivors. All of them! It was hard pressed and not quite as unbalanced as you might expect. I can see (say) 1/3 of a force Europeans working well.
Game 2. Matt's Reptilians again, 36 points each. I decided on Scots (2 lines) 95th (red, Mars deployment) Party and 3 County. How's this for a British column?
Drat! Matt takes the objective, the Carrot Pile of Carrots.
The lesser warbeasts plow into the Country, cause damage then get shot. That slows me down whilst his lighter infantry and skirmishers mass on my right flank.
The 95th and the left gets pounded by shooters. Party and reserve move right.
Everything concentrates on the Scots, now the lead unit and my commander. And they're gone. Snake eyes and I lose another unit. My ability to roll one's is unparalleled today.
Oh good, a big gap. That should be ideal for my shooters!
Shoot! A 4. I need 7. No command so no reroll and that's turn over. Oh good.
They're there! Shoot! And I do, but I need 4+ Not enough! 1 gone--.
They slam in, NOW I get a good roll. If that had been the shooting it would have been 4 gone and possibly broken. That was my last chance--.
Gone gone.
Next. Get sent back broken.
And that's me done! Excellent game, well balanced.
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