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Starship Troopers Campaign – Round 1 – Beachhead.

April 26, 2017 in Uncategorized

Each player represents a squad from the 24th Mobile Infantry “The Wyverns”. You have been recruited following Sky Marshals Dienes request for volunteers to combat the Arachnid treat.

The campaign begins in orbit around Alpha Fennell one of the outer colonies, SICON has identified a concentration of Arachinds, Fleet Orbital bombardments has degraded the bug prescence and it’s now time to put boots on the ground and wipe the bugs off the planet.

MI your orders are to kill anything that has more than 2 legs, push further forward clearing the landing zone to create a perimater and destroying bug central at the far end of the table.

5 Players step forward to clear the beachhead, The Wyvern Warriors and Deacon’s Destroyers take the high ground over looking the battlefield as other elements push through the centre.

Sensors pick up movement to the front of the MI, the sneaky bugs are attempting to tunnel beneath the advancing squads, a couple of well placed rocket rounds are enough to collapse a number of the tunnels, so far so good and no bugs in sight.

The MI press on, Baldwin’s Bastards – Fleet Landing party take the right flank whilst, Nico’s Roughnecks the right and the Luck Devils push straight down the centre supported by Deacon’s Destroyers, the first bugs appear on the table rushing towards the advancing MI.

BB’s secure the high ground, which prompts an immediate bug response with a bug hole breaking to the right and fliers enter the table sweeping down on the Fleet landing party.

It becomes a shooting gallery as all players light up the bugs looking to amass points…..

The Lucky Devils poor fire into the recently discovered bug hole and send a Marauder unit to support Baldwin’s Bastards who between them make short work of several waves of bugs.

Things are really hotting up now, a second bug hole opens up, with the Arachnid ace card – A Tanker Bug !!!!! But a poor initiative throw gives the MI the drop, players rush forward eager to seek the prize of 250 points for downing the beast, Deacon’s Destroyers inflect several hits on it’s harden shell before the Lucky Devils inflict the final blow, the Marauder Unit sriking home with several rockets.

Meanwhile in the rear Cliff Mites rush out of the rock formations only to be beaten back by rifle fire and flame throwers, giving the Wyvern Warriors some valuable points as Deacon’s Destroyers clen up the rest to add to their tally.

Meanwhile Nick’s Roughnecks advance steadily down the table, destroying several waves of bugs and beating off several Hopper attacks. There Rep 5 Pathfinder status being the difference in a number of tight encounters.

As the mission draws to a close, Baldwin’s Bastards have lost a number of troopers and are dragging their fallen comrades from the front line, Nick’s Roughnecks creast the hill but are out of grenade range to destroy bug central, which gives an opportunity for the Lucky Devils to seal the hole and bring the game to a close.

A great first encounter with others players signing up to get in on the action.

The bug’s suffered from a number of poor initiative rolls, which gave them MI the drop on them on several turns, two random holes appeared but when the location was tested for they were both off table.

Let’s see how the MI get on when Mission 2 is rolled out – “Expand the Perimeter”

Starship Troopers Campaign Round 3 – Rescue

May 25, 2014 in Sci-Fi, Starship Troopers

Last Sunday saw the third outing in the Wyvern Wargamers Starship Troopers Campaign and the largest collection of players yet including 4 new players straight out of academy.

Baldwins B*stards, Deacons Destroyers, Wyvern Warriors, Combat Surfer, Dark Revenge, Red Front and The Verminators all set out looking to deliver death to the bug hordes…. confidence was high with so many players and troops what could possibly go wrong.

The scenario
Though you have fought hard and done well thus far in the invasion, other troopers have not been so lucky, The Arachnid presence is weaker in this area (no doubt due to your efforts) and you have been asked by your seniors to locate the crew of a Viking Landing Craft who which contained a high value indiviual that has crashed in the Bug deployment zone.

Your units must cross the table contact the crashed crew and escort them to the entry point on the table.

Points are awarded for all kills and players are penalised for losses.

The table layout, 6″ foot of hostile desert and rock formations, two bugs holes had been identified by fleet but no bugs had been sighted yet.

Wow with so many players over 3000 points were available to the Federation and they took them all. Walkers, Power Armoured Troopers and buggies, even the press were on the scene.

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Players jockeyed for position all looking to be the first to shoot and kill themsleves a bug, however the bugs had other plans, they had learnt from other encounters and nothing was showing above ground and as the MI advanced into the arachnid zone no bugs were to be seen, it was damned quiet.

The Baldwin’s B*stards reached the first ridge supported by the Verminators Chickhawk and are ambushed by Cliff Mites who emerge from the rock formations catching the troopers cold, however the Cliff Mites lacked the power and armour of their larger warrior breathern and are soon pushed back with limited casaulties on the MI side.
The MI looked at one another the bugs (ok me….) were being bloody sneaky…..

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The Bugs win the initiative and multiple units move to engage the human invaders. They spew forth from the known bug holes, blips are picked up on the scanners showing underground movement moving swiftly towards the MI lines and fliers swoop in from the left flank…..

The advancing buggies beat a hasty retreat towards their own lines as the first bug units races after them across the table.

The anchorman for the Federation Press gets his own exclusive interview with the bugs as the Fliers swoop in attacking the unit closest to the table edge its a swift and bloody affair with bugs scattering the advancing MI and inflicting several casaulties on the Wyvern Warriors.

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With several men down the MI are faced with having to rescue their fallen comrades and defend against the advancing bugs. All units are engaged driving back the advancing bugs.

The high ground is secured and cleared of Cliff Mites allowing the Federation forces to pour fire on to the advancing bugs, however the bugs countered this by launching another assault from a hidden bug hole catching the Verminators and Deacons Destroyers in hand to hand, Baldwin’s B8stards look on unable to fire until fired upon.

Things look desperate for the Verminators and Deacons Destroyers who are caught with Bugs to the front and rear both squads lose several men before beating off the bug onslaught.

On the left flank swift progress is being made, several rounds on low activiation for the bugs allowed the MI to seal a bug hole and push forward sweeping all before them, Dark Revenge and the Red Front rake up several wins killing the bugs at distance.

One hole down Dark revenge venture too close to the remaining bug hole and are attacked by a fresh unit of bugs, Dark Revenge suffer numerous casaulties before the bug threat is surpressed.

As the clock ticks down, more bugs appear on the table including a Tanker bug, it shuggs off a number of rockets from Baldwin’s B*stards and the Combat Surfers the route of advance is most definately blocked, there will be no rescue today……

The MI fall back to their start lines…. Game Over.

The scores after Round 3 are as follows….

Baldwin’s B*stards continue to lead the way on the route to Sky Marshall, another blooding for the Wyvern Warriors, the new recruits gave a good account of themselves, things are hotting up, lets see what happens in Round 4.

15mm Boxer Rebellion

December 22, 2012 in AAR, Club Nights, Colonials

The run up to Christmas so what better way to spread harmony than to pit multiple players against one another in a race to save face and claim
their stake in the Chinese Market.
Sunday night saw the Wyvern Wargamers put on a 5 man participation game set at the height of the Boxer Rebellion.

Seymour was on his way back from his attempt to relieve Peking, with the rail line destroyed he is forced to turn back to the coast, the Boxers had
never really threatened his command but the amount of wounded and lack of provisions was making the march very arduous.

“During the night in a thunder storm Seymour lost contact with the Boxer forces. His column approaching a swollen river his scouts indicate that there are three possible crossing points. It’s unclear which route the bulk of the Boxer forces took perhaps even crossing at all three
points. If he is to protect is wounded, flanks and rear he must ensure he maintains in contact with the withdrawing Boxer elements ”

The game is played out using Mud & Blood from the Too Fat Lardies, the Big man and Support desk is divided into 3 piles, players decide which pile to allocate to which cross point, the Chinese Imperial Army and Boxers allocate to defend and the Allies to attack.
Whilst the devious umpire rolls to see which crossing will be played out on table….
Crossing two is picked, the Boxers are allowed to deploy as blinds and hidden within the terrain, they await the crossing of the allies, we added in an additional rally card for the Boxers and made them aggressive, due to their lack of firepower and the need to close.
The Chinese Army moved in from the edge of the table also on blinds.
Fortunately Crossing two for both sides contained several strong units which moved the encounter on at pace.
 
Both sides had chosen well, the Boxers had selected several armed bands and their only Artillery section, whilst the Allies had selected the cream of the Allies forces with US Marines and British Regulars, together with a detachment of mounted lancers….

Boxer Artillery deploy for action, these have not been out of the box for a few years and that gloss finish really needs dulling down.

A number of turns pass the Allies edge closer to the hinterland, having cleared the river, with limited casualties from the Chinese fire, but they had yet to encounter the Boxer masses, as time wore on they new reinforcements would be arriving from the other crossings.

The Imperial Army show their hand and Artillery and Kansu Braves reveal themselves from the millet.

  
Boxer pour from the village and the surrounding terrain, bolstered by reinforcements from the 3rd River Crossing, things look bad for Charlton and his boys…
The Boxers close and force the Marines back.

Meanwhile reinforcements from the 1st Crossing point enter into the outskirts of the near by town, catching the Imperial Army cold, brisk firefight takes place and the Imperial Army is ejected from the town, thanks to a valiant charge by the Royal Marines supported by French Sailors.

  
The Imperial Army turn their guns and pour fire into the Allied defenders as more Chinese regulars enter the table to bolster the Chinese defence.

Mean while south the Column is bolstered by Russian and Austrian Sailors who try again to force the river crossing, inflicting heavy casualties on the Boxer defenders, but they have too much ground to make up if they are to link up with the French in the town.

As the evening draws to a close the Allies have a foot hold in Northern bank of the river, but Chinese Regulars and Boxers are thinning the Allies with several big men wounded or carried from the field.

As is the case with many encounters if only we had another couple of moves…..

The following forces were initially available split between three crossing points.
The first crossing point was 1D6 turns away, whilst the second 2D6 turns away to give both sides the chance of bolstering their forces.  

Boxers.
7 Big men
10 Units of Infantry (10-16 men) Aggressive
2 Jingels
1 Section of Artillery.

Chinese Army
Hesitiant Command and poor shots.

4 Big men
4 Infantry Units
2 Sections of Artillery

Allies.
1 Big Man per Unit
All Allied units are 1 experience level above the Chinese forces.
Detachments included.
French Sailors.
Austrian Sailors
Russian Sailors
Italian Sailors
French Marines
US Marines
Royal Marines
British Infantry
1 Artillery Section
1 MG Section
1 Lancer Detachment

The Battle of Powick Bridge 1938 style

October 28, 2012 in VBCW

Harry Doyle smiled as he released the carrier pigeon into the evening sky,  reinforcements were on there way, after the recent set back at Park Royal the Leader of the Severn Riverside Wharf Labours Federation had received word that a flying column of Gloucester dockers were on route via upton.

Was the tide turning in favour of the forces of the left.?

The plan was a simple one seize the Bridge at Powick opening up access to the city from the West.

 


 

 

The main road bridge was well defended but the old Bridge of the1st civil war fame, was less so with only a single bunker  guarding the approach, the Socialists were also made aware by a local angler of a crossing at the weir and salmon tanks, which had been over looked by the Fascists, allowing the dockers to cross the Teme to flank the BUF positions.

 

 

Top Left the Old Powick Bridge and Power station, the Weir crossing can be seen to the right.

 

 

 

 

Dawn on the 7th under the cover of a low lying mist to protect them from the defenders of the road bridge the dockers advance on a board front pushing down the road to Powick Bridge and across ham hill towards the River Teme.

 

 

We used the Too Fat Lardies Mud & Blood Rules, with a couple of card tweaks to add to the 1938 flavour, The BUF defenders were forced to start within 10inches of the Power Station and Bridge, all BUF defenders started the game on blinds or hidden in the terrain.

The dockers must exit the bulk of their forces off the southern table edge.

 

 

Opening moves and the BUF push forward their armoured car to cover the bridge and the approaches to the the Bridge from the Malvern Road.

 

The dockers enter the table to armoured cars and several sections of infantry, the Socialist opt not to enter on blinds to give them the opportunity to  fire on to the bridge defenders.

 

 

A Fascist  blind rushes to the weir realizing that they have left their flank exposed, socialist blinks can be seen in the background sweeping down from Ham Hill.

 

 

The dockers reach the Vernon Arms (a wool shop in this encounter) and skirt around the rear to avoid the harassing fire from the BUF pill box, meanwhile a good turn of cards has pushed a second section into the enclosures to the right of the Pill box.

 

At the Weir the Socialist blinds cross the river, whilst a BUF Blind takes up a postion in the meadow covering the crossing.

 

The end of the turn and both players unmask, the BUF are significantly outnumbered armed only with rifles and close assault weapons, whilst the docks have several lewis guns in their armoury.

 

 

The BUF and local Police rush to support the weir defenders knowing that the power station and bridge will compromised if they cannot hold the right flank.

 

Despite the BUF card coming up first the rifle fire is insufficient to stop the advancing dockers, they move forward and close assault the BUF defenders, despite the fact they held the hedge row, the SMG and pistol armed dockers inflicted sufficient casualties to drive the BUF from the field leaving their Big Man mortally wounded in the mud.

 

 

Meanwhile at the bridge the Socialist made their play, bursting from the hedgerow they charged into the BUF defenders who were unable to bring sufficent firepower to bear, unable to retreat the shell shocked defenders surrendered to the forces of the left.

 

 

Playing an heroic leader card the fired up communists charged across the bridge hand grenades primed.

 

 

 The dockers inflicted sufficient hits on the vehicle to force the crew to bail and flee the table.

 

 

The BUF commander attempted to rally the fleeing section in front of the power station but was set upon by the advancing dockers a further fire fight ensued forcing to the BUF to head for the realative safety of the Powick power station.

 

 

The BUF on the run, their would be some dark nights in Worcester in the coming weeks unless the government forces to recapture the power station….

 

A great nights gaming with plenty to keep both sides busy……..

Played in under 3 hours although we could have played for longer if the militia had turned up for the far right.

Lord of the Rings – Goblin Raid

May 20, 2012 in Fantasy, LOTR

Sunday Night – Club Night, the new website is starting to bear fruit and we welcomed 4 new guy’s to the club.
As part of a future project I wanted to give Lord of the Rings rules a try, despite being a gamer for over 20 years I had never played them and was looking for a set of skirmish rules that could accommodate plenty of figures, with heroes and leaders – more of that in future posts.
Thanks to Dane for the lend of the figures.
The scenario was a simple one, a homestead in the hinterland was attacked by a Goblin and Orc war band with a view to stealing the sheep herd….. the valiant defenders had to hold on and protect their live stock.
The farm and surrounding countryside before the Goblin horde descend.
The defenders rush to the southern tree line as the Green mass attack, archery fire proved to be in effective, resulting in very few casualties on both sides, the troll can be seen at the bottom right, which was to cause so many problems.

 

 To the North Orc’s skirt the walled compound looking to gain entry to the farm.

  The good guy’s are no match for the size and bulk of the troll.

In the center of the village the Rohan engage the Orc’s. The Captain of the guard killed several of the Orc attackers but they were unable to stem the tide and stop the Orc’s breaking into the village.

  With the defenders pinned by Goblins to the South and Orc’s to the North the troll was free to pick up the flock and wander off unmolested.

The rules flowed really well, but will need a few tweaks to fit with the project I have in mind, all in all a good evenings entertainment.

A Norman 3 Way …… Saga AAR

May 2, 2012 in Saga

Sunday night saw our first serious venture into Saga and what a fun night was had by all. It was my first game and I found the rules easy to follow and the turns flowed easily. I think I shall be amassing a Welsh army soon.
3 club games followed by a 4 player encounter with each player out for themselves.Warbands were called to Battle from Anglo-Danes, 2 Vikings and Norman’s.
No one wants to go first, I hedge my bets and had straight for the centre of the table, careful not to appear to be advancing towards anyone, even then my placement of Levy Archers appears to worry the Anglo-Danes to my right.
The Vikings opposite me break first and advance towards the Normans in the top Left corner.

With the rallying call we all head for the Norman’s keen to pick up the scraps left behind once the two combatants have weakened themselves.

View from the Norman corner, Pauls knights are knocking chunks out of the Vikings until the Viking Leader charges in, wiping out the Knights and killing the Norman leader.

As the games closes, Normans are down to a few weak Warrior and Levy units, the Vikings and Danes are involved in a titanic struggle in the centre of the field, meanwhile my Vikings are largely untouched but have very little points to show for it, killing a bunch of Norman Archers…

Victory to Mark’s Vikings out stripping all of us, in terms of kills.

A cracking night in the Vale….

Sharp Practice – Putain’s Patrol.

April 15, 2012 in Napoleonic, Ottoman Turk, Sharp Practice

Sunday night saw another outing for Kaptain Putain of the Imperial Russian Army and their war against the Turk, following the success of the first engagement,

http://dusttears.blogspot.co.uk/2012/03/chronicles-of-kaptain-putin-part-1.html

Putain is sent on a dangerous mission by Colonel Goransty to scout the land to the west of El Hamid seeking out the Turk and tracking down Padre Borganski who had gone missing and with him the ancient relic of St Peter. The scenario was generated using Platoon Forward – The Patrol Scenario.

I had to be honest when the dice rolled I was encouraged by the table layout, Borganski was hidden in the centre of the table with a reasonable amount of terrain around the table.

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The Russian’s were to enter the table and pass through all nine sectors hunting down the padre, the Ottoman’s were to appear in one of two places, only one would be real.

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Padre Borganski lies injured in the shade of an olive tree, his ankle broken.

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The Ottoman’s are revealed and some great rolls mean’s that the Ottoman’s are all musket armed, surely a chance to deal a blow to the Russian Invaders. The Janissaries are newly painted which is a little worrying… The curse of freshly painted figures.

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The Russian’s release the first volley inflicting shock on the Turkish line, as the Ottoman big man card comes up, a movement event forces a goat herd to break free from their herder and head towards the Turkish lines. I can’t stand stand up to the Russian volley’s and seek shelter of the Ottoman hovel.

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The Russian’s secure the Padre and push the Ottoman’s back further, another victory for Kaptain Putain…..

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Pike Shot & Zombie AAR

April 1, 2012 in AAR, Elizabethan, Pike and Shot Zombie

Sunday finally saw the role out of my first PS&Z game, I decided on using the starting scenario at the back of the rule book, but also liknk it to the previous encounter based upon the landing of the Armada.The survivors are being pursued by Spanish forces when they reach a deserted village if the survivors are to have a chance of survival if they reach the ferry and cross the river.The path that leads down to the river crossing, passes through a deserted village. Which has the stench of death about it. Who knows what the Pope has sent to this land to drive out our good Queen.
The Southern end of the Village
View from the Ferry and safety
Stephen Danes rules have some excellant mechanisms such as the firing rules which force players to decide between distance and impact, the incident cards give a great feel for the game as they pit the survivors against the undead hordes.
6 Survivors means 6 Arrival points, what is refreshing as the umpire is you decide where to place the Zombie arrival points to hinder the survivors.
DeploymentThe survivor figures will begin the game at one end of the table (on the opposite side to the ferry). A small group of undead will be placed in a blocking position along the path, in a location where the survivors have line-of-sight.  I selected right in front of the village.

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On with the game….

Turn one and the players appear to be an easy match for the sambling horde, although their pot shots appear to be having little impact on the bodies of the undead. What is a reassurance is that the Zombie movement is some what limited compared to the human survivors.
The players split and each head in separate routes each attempting to reach the ferry first.

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William Cornish breaks through the hedge row and unearths the first burial ground, drawing 5 Zombies from the evil ground. He lets off a quick round and rounds for the West of the Village with the Zombies in tow.
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To the East of the village Daniel Fanshaw a rich land owner from the Dover area, stubbles into the second arrival point, he is set upon by two zombies but fights them off. Without a scratch.

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Ernisto Cortez a spaniard recently captured by the English by passes the arrival point as the zombies begin to mass as they breakground. But he is free and having no armour is able to out run the walking dead.

 

Mean while back in the West, William Cornish and John Miller are cornered faced with Zombies to their front and rear. They are able to shot several but the dead just keep on coming and the noise and smoke bring more zombies to their position.

Daniel Fanshaw and Ernisto Cortez rush down the main road, triggering two further arrival points, they evade the grabbing hands of the dead and head for the Jetty. The ferry is only fit for 4 of the survivors any more and the vessel might capsize. The survivors rush for the ferry, the undead narrowly miss the live flesh.

The ferry drifts to safety as the undead gather on the shore line, but what of Cornish and Miller?

Russian Invaders Defeated…..

August 27, 2011 in Force on Force

Great game last week over at Evesham thanks Paul for arranging. I thought I would post up my Pic’s from the battle.

*****Footage has been obtained from State TV*****

As the valiant defenders of the town take a stand against an incursion of Russian invaders.
Our forces deploy in the centre unsure of where the Russian barbarians would enter.

The Russians in their tin baths rolled in from the eastern end of town.
Our forces had planned for this and let fly with RPG’s destroying the first APC and killing all it’s occupants.

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Defenders of the faith sponsored by Coke.

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The Russian Invaders halt after seeing their comrades killed and seek the cover of local buildings.

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As our front line forces seek cover from the occasion small arms fire from the Russians.
Reinforcements head into town to turn the invaders back.

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Another great victory for our valiant forces…..
Stay tuned for regular updates from your unity government backed TV channel. Propaganda is our tag line.

Stu

Crossing the Buffalo

July 4, 2011 in Colonials, Sharp Practice

In preparation for our Big Game in September we played out the first proper game in the Chronicles of Ferguson of the 99th.
The plan is to carry over the big men from each scenario for the British which will allow us to add a little flavour to each encounter. So here goes Chapter One. Crossing the Buffalo.
Ferguson had been in Natal for less than a week when orders came from up the line.

He was to take his platoon and with a detachment of NNC and cross the Buffalo River to provide a covering screen for a company of Engineers who were testing the drift for a suitable crossing place for the wagons of Chelmsford’s invasion force.

It was not known how long the mission would last the Engineers would fire a yellow flare once they had completed their scouting mission.

Ferguson being a pragmatic man decided to take his full platoon as he had no knowledge of what lay over the river. Sergeant Taylor his no.2 was his usual self, he had been in country for several weeks and was keen to get a closer look at the mighty Zulu.

The British forces advanced on table masked by Blinds, with the NNC securing the left flank and sections 1-3 across the centre of the able.

Sergeant Williams of second squad was unwell, as usual he had put his belly before his head and was under the weather after eating some of the local muck. This caused him to miss a couple of turns as he would nip away for a constitutional on more than one occasion – That was to be the least of his worries.

On the Right Flank Lt Henshaw was his usual snooty self, strutting about the table barking orders.

The morning started well for Ferguson as they march on table Zulu’s were spotted to the right and left of the advancing British however the first concentration of Zulu’s on the bluff turned out to be merely a scouting party. A small group of rifle armed Zulu’s appeared on the left but their occasional rifle fire an no effect on the advancing British.

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On the left flank a concentration of Zulu’s rushed down the bluff head start for Sergeant Williams Section and Ferguson who had attached himself to the section. A number of Volley’s crashed into the Zulu but they were simply to numerous and they drove into the British Section, first to fall was Williams who was otherwise engaged when the Zulu hit home.

The section fought back killing a number of Zulu’s. Ferguson threw himself into the melee in attempt to turn the tide but was over come by Zulu’s with a blow to the head, his efforts were not in vain as the remaining Zulu’s withdrew.

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Whilst the 99th were engaged to their front a number of Zulu’s burst from the grass land and charged head log into the NNC, they hoped that a full volley would be enough to slow the Zulu their poor fire only served to slow the Zulu advance for a few moments.

Faced with odds of 3:1 they at first waiver’d then broke head back across the Buffalo carrying Sergeant Taylor the platoons’ senior NCO with them.

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Taylor recovered his wits and broke away from the fleeing NNC with intention of saving the remaining men of 1 section who were now leaderless, reinforced by dutch courage borrowed from the quartermaster he ran back towards the now isolated section only to trip and fall knocking himself out for a round…..

The survivors of 1 Section were over ran by the main Zulu body.

On the right flank Lt Henshaw began to engage the Zulu skirmish line whilst at the same time turned 2 section to fire on the now advancing Zulu’s victors of the melee with the NNC, a number of long range volley’s were enough to force them backwards with the accumulated shock from a number of turns of melee and long range rifle fire.

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As a yellow flare was seen in the early morning sky, the Zulu’s began to fall back have leaving the field to the British who began task of seeing to their wounded and checking to see if their were any survivors of 1 section.

The flanking mission had been a success but at what cost?

Medical report to follow shortly.

 

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