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Anting Station June 13th 1900 – Boxer Rebellion

November 28, 2010 in AAR, Colonials

OK whilst not strictly a club game, I wanted to try a run out of my Boxers using the Too Fat Lardies – Sharpe Practice Rules, prior to taking them to the club, it must be 2 years since the 15mm Boxers last saw the light of day.

The collection has grown over the years and the current rules have not been able to keep pace with the growing collection of units and the bigger games – That’s where SP has been such a winner.

Skirmish at Anting Station
An advance party of sailors from Admiral Seymours column are sent ahead of the main force to protect the railway line and station at Anting.
Their orders are to protect the railway line and defend the station.

The Boxer orders are simple to destroy the railway line and/or capture the station.
They are hindered by the fact that reinforcements enter the table at random points around the station.

Using The Sharpe Practice rules with a number adaptions from TSS, the Allied payers had 5 Naval units from France, Britain, Russia, US and Italy together with 3 Big Men. The Boxers 10 units and 6 Big Men mostly status 1.

Turn one
The Allies deploy around the station with a large detachment under Lt Gordon Smith sent up the embankment to spot the approaching Boxers and defend the rail line.

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Turn Two
The Boxers enter the North whilst the Americans and French rush to meet their attackers.

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Turn Three
Boxers begin to mass to the South and West of the Station out of sight of the Allied defenders.

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Turn Four

In a bold move the Boxers sweep from behind the wood and along the road leaving the Russian sailors to defend a barricade with no attackers to their front.

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Elsewhere Boxers burst from the tree line only to be stopped by accurate Rifle fire by the British contingent the charge falls short and more shock is applied to the units forcing them to retire.

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Turn Five
The battle for the Buildings continues, the Russian Big Man Card comes up first and they are able to defend the buildings, but faced with several groups they are wiped out in the first building and take a excessive shock to make them in effective in the second building, it’s only the thought of being chopped to bits by the Boxers that stops them from surrendering.

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Turn Six
On the Western Flank the boxers mass and charge up the embankment, the French are faced with Boxers to their front and Left Flank, they turn and deliver a Volley which drives one Boxer Unit from the field, only to be forced from their position by the Boxers scampering up the embankment.

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Turn Seven
The Italians having spent all game marching from one flank to the next, rush to support the Russians only to be caught in the open Street and whilst inflicting a number of shock points the kills inflicted from the Boxer attack including their CO forced them to retire.

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Another disaster for Seymour to contend with, the station in Boxer hands and the rail line likely destroyed.

The British (as usual) acquitted themselves well, but the weight of the Boxer attack and the lack of concentration of fire from the Allies proved to be their undoing.

The rules flowed really well and plans for an all dayer continue to take shape.

Next All Dayer January – Western…..

Bugs!!!!

November 2, 2010 in Sci-Fi, Starship Troopers

 

Sunday Night saw the first outing for the Mobile Infantry and the Arachnids, for me Starship Troopers falls into the category of Zulu, Private Ryan & Last of the Mohican’s, at one stage in the life of your wargaming hobby you just have to try and game it….
Mark had been finishing off his Pig Iron’s Armoured Infantry, whilst I spent the last couple of weeks putting together a bunch of Plastic Arachnids….

Would you like to know more?

The Scenario.
During the Battle of Klendathu a platoon of Mobile Infantry are sent forward to hunt for a missing walker and for evidence of Bug activity in the area, the unit consists of two sections of Infantry and a command elements within an APC.

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The table…. The Mobile Infantry will be moving on from Right to Left, they decide on a wide frontage to provide them with the best opportunity to spot the powered down walker.

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Moving with Caution through the bush, the MI look for signs of bug activity….

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First Section feels the ground tremble as a bug hole opens up just off table and a stream of bugs burst forth heading straight for them. The MI are out numbered 2:1

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The bugs up close….

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The MI duck back and seek a defensive position in the high ground hoping to thin the charging horde before they get to close.

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In the centre of the table a second bug hole opens up right in front of the commanders APC just has he and his command debus, caught in the open the HQ section is able to fight off the lead bugs before diving back into the APC. It was going to be one of those nights for the bugs.

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1st Section begins to run low on ammo but have reduced the horde of bugs to one or two, the supporting fire from 2nd Section really helped to stop the wave of bugs (together with some really bad dice by the bug player…)
The retreating APC can be seen in the background with a bug still clinging to the armour plating.

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2nd Squad take cover behind a cluster of rocks and throw everything they have at the approaching horde despite a couple of bugs closing with the MI they are able to defeat the assault by the bugs without a single casualty. A job well done by 2nd Squad.

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A supporting platoon are ambushed by a further wave of bugs bursting from a bug hole to the right of the MI.

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A number of the Squad are killed but their sacrifice buys time for the other squad members to form up and pour fire into their attackers…

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With supporting fire from the high ground out of shot the last of the bugs are defeated.

A great nights gaming completed in under 2 hours using the THW rules 5150.

With a further 20 Warrior bugs to paint and a unit of fliers I expect a tougher battle next time for the MI….

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