Thursday, 27 April 2023

Another Mutiny Game

 I had the chance to play another Indian Mutiny game on Tuesday night at Oldmeldrum Wargames club. The Osprey blue books make for good off the cuff games and as my stuff was still sitting out of storage it was easy to put on a game. 

This time the defenders were the Mutineers and it looked like the British, were poised to roll them over from the very beginning. 


However Dave was able to get his men into cover and turn to face his attackers and it was then that both sides realised they had the same weapons and were facing soldiers as well trained as each other. Sending in the HEIC Europeans, whilst the Loyal Sepoys worked round the flank, Ross faced off a charge from some Badmashes and took casualties which whittled down his men.



Dave then launched his cavalry hoping to break the British line. Two charges were needed, but the aim was achieved and one of the European units was sent scurrying to the rear. However the cavalry were now themselves vulnerable and were charged by a unit of Loyal Horse and Ross was able to restore the situation. 

Ross's Sepoys seemed reluctant to advance against their former colleagues failing several activation dice and, now in musket range, the Europeans were suffering badly as their shots were unable to tell against the   Rebels. Taking another volley they were down to the last man. 

Whilst waiting for the loyal sepoys to come up, Ross had put his CO in with his cavalry and now sent them in against the Mutineers. It didn't go well and they were forced back, but worse still the officer was down and his force was now without a senior officer. 



By now both the Mutineers and the British had lost two units, the latter all of it's European men. The Mutineers were in good cover and I'm good order though slightly weaker than the Loyal Sepoys facing them as such they could probably hold their own and so with the darkness of the end of the game falling we decided to call it there and allow them to slip away into the night....

We really enjoyed this game, a more complex battle than initial deployments and points suggested it would be. TMWWBK has a way of not letting you get your own way and out games have always been fun. 

We don't have individual unit commanders as we tend to play with two or three aside and so allow for one officer with traits per player. To compensate we allow 7 to activate units. Another house rule is that a pinned unit can retire without having to make a rally check, if it has a clear path. This allows units to get back out of range and recover without always being whittled down on the spot. Of course if the unit is within range it can still be shot or attacked so it's no guarantee of safety! We also brought in the blunders table from Rebels and Patriots....because we miss it and with less characters on the table it's good to have those random factors without the hassle of remembering who has the best moustache or is the generals nephew! 



1 comment:

Aly Morrison said...

A nice looking game Stuart…
All the best. Aly