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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

Even the Olympics has to stop for wargaming

August 8, 2012 in AAR, ACW

With the country in thrall to the Olympics and the great efforts of our sportsmen, we all still found time to gather at the Village Hall for an evening of gaming. Tonight we welcomed John and John, who had come down to have some first games of Saga, with our Saga day coming soon we needed no encouragement to put on some games for them to learn the rules. Elsewhere we had Warmachine and another game in our ongoing ACW campaign game.

It had been a little while since we’d played a game in our Sharp Practice ACW campaign so we thought we drag the figures from our boxes and have a game. This was going to be the fifth game in our ongoing campaign, the 79th had been reduced to 73 rank and file, more importantly Captain Cook was still recovering from a wound sustained in the last game.

After rolling up the scenario, Marching, the Confederates rolled and ended up having to march across the table and off for victory. Seemed simple, a few good rolls and it would all be in the bag. In the photo below, the Confederates were moving from left to right and the Union players, Dane and myself, choose to attack from the top.

We knew that the trees would give us plenty of cover, our blinds unhampered by the terrain could advance to the road quickly.


The leading bases of the Texas, had reached the junction, coming off their blind after being spotting by Dane’s zoauves. The zouaves opened fire giving first blood to the Union.


The Union blinds continue to advance, cutting off the Confederates from their exit.


The first groups of the 79th reveal themselves as they prepare to open fire.


The Confederates will be in danger of being enfiladed. The Zouaves fire again.


After some desultory fire from the Texans, the New Yorkers return their fire creating such as black powder cloud that fire from anything but short range becomes near impossible.


Some of the Confederates are driven off routing whilst others take cover behind their countrymen.


During the exchange of fire Burnham is badly wounded and will play no part in the next game.


The remaining Union troops deploy from the blinds cutting the Confederates off from their table edge. The Union enfiladed the rebels and they began to retire to save their numbers for another day.


In the middle of the table the Confederate skirmishers are driven off and the zouaves draw themselves up for a tremendous volley., with the Texans retiring the Union win the game and with it the two victory points. Points are spent to improve leaders and musketry, alas the losing side receive no points to spend to improve their troops.


The next club night is going to be a SAGA practice session.

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?

ACW – Opening Shots..

April 9, 2011 in AAR, ACW, Sharp Practice

<div><div><div align=”justify”>Following on from our “Terrible Sharp Sword” game at the last club, we kicked off our narrative campaign last week. Paul’s &amp; Dane’s Union forces launched an unprovoked attack on the peace loving Southern States sending Coy I, 76th New York Regiment on the offensive. All that stood in the way was elements of the 5th Texas Infantry and 4th Texas Cavalry.

Using Scenario Two in the rulebook “Marching” sees one force trying to move across the table whilst the other is patrolling the area and unaware of their opponents position. The Union troops entered the table on the road whilst the Confederates entered from the road on the right hand side as seen from the photo below.

<a href=”http://s298.photobucket.com/albums/mm269/seelowe41/ACW/?action=view&amp;current=P1020441.jpg” target=”_blank”><img alt=”Photobucket” border=”0″ height=”650″ src=”http://i298.photobucket.com/albums/mm269/seelowe41/ACW/P1020441.jpg” style=”height: 315px; width: 430px;” width=”430″ /></a>

The Table for the “Marching” Scenario

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The Union forces enter the table with Cavalry to their front and the Infantry on blinds.

<a href=”http://s298.photobucket.com/albums/mm269/seelowe41/ACW/?action=view&amp;current=P1020446.jpg” target=”_blank”><img alt=”Photobucket” border=”0″ height=”315″ src=”http://i298.photobucket.com/albums/mm269/seelowe41/ACW/P1020446.jpg” style=”height: 315px; width: 430px;” width=”430″ /></a>

Union Cavalry come off Blinds and into sight, Southern Forces can be seen to their front deploying in the maize field.

<a href=”http://s298.photobucket.com/albums/mm269/seelowe41/ACW/?action=view&amp;current=P1020444.jpg” target=”_blank”><img alt=”Photobucket” border=”0″ height=”315″ src=”http://i298.photobucket.com/albums/mm269/seelowe41/ACW/P1020444.jpg” width=”430″ /></a>

The Confederate Infantry loose off a volley.

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Close up of the Confederate Lines as they poor fire into the Union Cavalry. Capt J C Rogers orders the line of G Coy The Milan County Greys.

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Close up of Buckholts Cavalry Troop as they dismount and fire into the approaching Union Cavalry.

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The 4th Texas Cavalry, Company E – Milan County Guards under Lt Charles Buckholts deploy amongst the tree line to slow the Union Advance as Union Infantry deploy to their left flank.

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Coy I of the 76th NY Regiment deploy on the slope and advance towards the Southern Lines. Whilst taking a number of casualties from the Southern Cavalry. Their opening Salvo was enough to inflict sufficient shock on the cavalry to force them from the table. Facing such a concentrated force and seeing the cavalry retire. The 5th Texas withdraw from the table to seek better ground to stand and fight.</div><div align=”justify”></div><div align=”justify”>A great evening opening game and a number of learns for both commanders.</div></div></div>

March 20th, FoW and ACW

March 22, 2011 in AAR, ACW, Flames of War, Sharp Practice

A full house this week saw a good selection of games. Whilst 40K continues its run of games with 3 games this week, Wood Elves fought an all goblin army in Warhammer Fantasy Battle, on a historical front we had 15mm WW2 with Flames of War, WW1 Naval and 28mm ACW.

Andy and Chris played Flames of War and Chris gives us a quick battle report.

“The German force (Andy) had to hold the line against a determined British offensive (Chris C.) The British player starts with all 8 platoons on table while the Germans only had 3 initially, so a quick forward push while the Germans were weak was all that was needed. However, the British attempt was fool hardy and easily beaten off by the German AT platoon. The British lost their M10 platoon on the first turn and the Wasp Carrier platoon on the second turn. On the third turn the German reserves started to appear and it was all over before it started. Not a good day for the British and revenge for last week when the British were victorious over Andy’s German Panzer force.”

Over on another table, we put together a run through of the Terrible Sharp Sword rules for ACW. We did make some mistakes with the rules which we have ironed out for the next club.

Initially all the troops were represented on blinds, Union by cards and the Confederates in terrain. In the photo below we see the Union troops spreading out whilst some head up the road towards the bridge.

Confederate dismounted cavalry successfully spot advancing groups of Union troops and open fire from behind the cover of the tree line. They also manage to spot the advancing Zouaves forcing them off their blind.

Again the cavalry opened fire but disaster strikes as they roll more 1s than 6s causing a random event – in this case excess smoke builds up in front of the firer.

Union dismounted cavalry take advantage of their Sharps rifle to pore shots across the river towards their foe.

The union “big men” manage to combine groups and advance.

Confederate troops behind the tree line.

The Zoauves reach the bridge.

At this point we bring the game to a close, realising we all opened fire to soon, holding for the first volley is worth doing and shouldn’t be frittered away firing at long range. We also made a really stupid error with the rules which is far too embarrassing to reveal, none the less we are playing again next club.

Braaaainssss …………

February 21, 2011 in AAR, Zombies

Last night saw 16 players roll up to game, we had games of three different Warhammers, ( 40K, Fantasy Battle and Ancients), Malifaux and Zombies using Chain Reaction from Two Hour Wargames.

By pooling our ‘modern’ type terrain we are able to put together a decent looking town centre, the buildings are from a number of sources including Snapdragon, Forgeworld and Plasticville as well as a good selection of scratch builds. Add in some diecast cars and other small bits and pieces for colour.

The zombies are from a number of sources and in all we can probably call on about 200 between us. We have played “All Things Zombies” previously but tonight we wanted a simpler faster game as we had 6 players so we used Chain Reaction with added zombie rules from ATZ. (Chain Reaction 3 is a free download from here.)

Here’s a couple of Zed’s looking for lunch.

The Hazmat team check vehicles for spares.

The ‘family’ face off against a zombie, their mix of clubs and bats killed more zombies than anyone else, more importantly they did it quietly!

Geezers check out some “motors”, probably looking for expired tax disks.

Some pretty nasty zombies took a fancy to the Biker gang and spend much of the game following them around.

Now the zombies had organised a flash mob recreation of Thriller!

Mrs Grady Old Lady attack the Hazmat team as they attempt to break in to a Renault 5.

From above we see Zombies have got in to the supermarket whilst others have attacked the Bikers.

The Byker gang have taken a casualty, probably PJ or maybe Duncan, another has been knocked to the ground.

With the realisation that supplies were limited (we were collecting petrol, spark plugs, a fanbelt and battery i  order to get a car started), conflict became inevitable. The Hazmat team and Gangstas traded shots attracting the zombies, two fell dead from the Gangsta’s surprisingly accurate fire.

The Gangstas found themselves being mobbed by Zeds, but soon made a quick getaway.

The Zeds pour in the direction of gunfire.

The grisly end of the Hazmat team …….

Chris managed to collect all the supplies and was declared the winner, the rest of us went off looking for more modern miniatures armed with clubs, bats, swords and axes. It is too easy to use guns to fight the Zeds but that only ends up attracting them, if only Stu would have let me have the flame thrower.

Another report and more photos can be found at Mark’s Wargaming Blog

January All dayer

January 18, 2011 in AAR, Club Nights, Wild West

We had our recent winter all-dayer on Saturday. We had a mini Warmachine tournament, a large Flames of War game and a multi player Wild West game using Legends of the Old West.

Over to Chris for a quick game report.

To make full use of the all day game session we decided to have a ‘big game’. Both players had 3500 points (twice as much as we have on a club night) and we played on a table twice the size of a normal game. It was 12 ft long.

The game was a standard Late War ‘Encounter’ scenario with the British taking the first turn. The British were soon running for cover however as the German left flank moved forward with Tigers and Jagdpanthers and the German infantry that were concentrated in the centre, moved forward. By mid day the Germans were contesting an objective with two Tiger tanks and the central push of Infantry had cut off British reinforcements from coming to the rescue.

The German player (me) was very confident at this time. But disaster was just round the corner, Both Tigers were eliminated in quick succession by the British heavy artillery and a flanking move by a Cromwell tank platoon and an infantry platoon destroyed the German defenders leaving an objective wide open for them. The Game was over and it was a British victory, well done Carl. A very enjoyable day.

DEAD MANS GULCH

The past two years have been particularly hot and dry along the border with Arizona and Mexico. What once was a fertile land with rivers, streams and watering holes has been replaced with an arid and desolate wilderness. The once thriving settlements along the border have become nothing more than ghost towns.
One such ghost town that has become an interest to you is that of  “DEAD MANS GULCH”.

Talk of a shipment of gold destined for Mexico that belonged to the US Government on it’s way to support the rebellion have surfaced. It is believed that the US Cavalry escorting it were ambushed and slaughtered near to Dead Mans Gulch. Rumours claim there were some survivors and that they buried the gold somewhere in Dead Mans Gulch itself.

Whoever finds the gold would be richer than their wildest dreams.

Having set the scene enter the posses looking to make it rich.


Paul – Dewitts Scalp Hunters


Stu – Cinderella Cattle Company


Dane – Buffalo Soldiers


Steve – Roho’s Renegades (Mexicans- say no more)


Mark G – Apaches

Turn 1.
All posses entered the table from set points having been given a map of where they thought the gold was hidden. Unknown to them each map they each held had different locations on. Searching buildings would also be beneficial as scattered around inside them were the odd gold coins and very discretely positioned was the odd stick of dynamite.

Everyone at first started to search the buildings and stay out of the firing line of everyone else.

All was going well until the Mexicans found a lone cook armed only with a saucepan and some beans who had been sent to search a building for gold coins (Chocolate coins left over from Christmas – don’t tell my kids).

After a couple of turns the cook had killed two Mexicans and was doing a fine job of seeing off the rest.(The Steven Seagal of the Wild West).

Eventually all good things must come to an end and Cookie fell dead at the feet of a whole bunch of very angry Mexicans.

At this point having lost his cook, Stu sent his posse into the deserted sheriffs office. There he found locked away the gold that he had come for. With a well placed stick of dynamite he “Blew the bloody doors off” and exited the building.

This is where it became bloody. As Stu’s cowboys stepped out into the street they were met by a hail of gun fire from Steve’s Mexicans. Thinking it looked fun Paul’s scalp hunters also decided to fire with their buffalo gun sending one of the cowboys flying to the floor.

If that wasn’t enough for poor old Stu, Mark’s Apaches who had remained hidden until this point in an abandoned hotel next to the sheriffs office also saw their chance to shoot at him. Two dead cowboys later and the gold lying in the street, Stu retired to cover to lick his wounds.

The Apaches turned their attention towards the Buffalo soldiers who had until this point quietly entered the bank and removed their gold. As they attempted to leave the table, a battle ensued between the soldiers and the Apaches for the rest of the game.

With Stu licking his wounds, The Scalp hunters turned on the Mexicans. Both began a bloody exchange of fire that quickly went to close combat. The Mexicans took casualties but held on until one of the scalp hunters decided it would be fun to toss a stick of dynamite into their midst killing two outright.The scalp hunters mopped up and killed the remainder Mexicans to the last man. It must be said that we chose not to use the Head to the Hills test for this game.

At the Eleventh hour just when the game was coming to a close, Paul’s scalp hunters leapt into the lead and won the game.

A thoroughly enjoyable days gaming and I believe everyone had a good time due to everyone getting into character.

Watch this space, more on the way soon.

MarkL

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…..

Zulu War – Battle of Inyezane Refight

February 1, 2010 in AAR, Colonials

Well the big day has come and gone.
But how did we stack up against events on the day?

On Saturday the Evesham Wargames Club Re-fought the Battle of Inyezane, not a bad effort for a club that 3 months ago had no figures for the Zulu War. Over 100 Brits and 500 Zulu’s in three months.
I am pleased to report a British Victory albeit like many a Zulu encounter a close run thing.

The British were ordered to cross the drift and push over the ridge line to capture or destroy the Zulu Kraal in order to limit the Zulu reinforcements in the area and whilst they were unable to push over the ridge by the end of the day, their steady fire was enough to inflict sufficient casualties on the Zulu army to shatter it as an effective fighting force.

The Zulu command was forced to attack the British line piece meal and whilst closed on several occasions the supporting fire from other British Companies was enough to drive them off.
Next stop Gingindlovu.

The View from the British River Crossing with the ridge rising in the centre and the Kraal seen to the top right right of the table.

Initial British Deployments with the 99th Foot and Native Horse crossing the Drift.
Natal Carbineers shield the Left Flank and escort the wagons.



The British on the Move.


The Zulu Right Horn emerges from the Ridge Line.


View from the British Lines.The Zulu Left Horn bursts from cover.
Whilst the Giraffe keeps right on chewing.
The British stand Fast with Naval Brigade and Artillery in Support.


View from the British lines as the attack develops.
The range markers were to prove invaluable in giving the British the extra bonuses to break the attacking Zulu’s.


The right horn closes with the British Flank.
Close ranges volley’s are able to inflict sufficent casualties to drive them off.


The chest charges for the British Centre only to be stopped by a combination of rifle fire, artillery and Machine Gun fire.


The final push by the Zulu Impi’s, Frontier Horse hold up the attacking Zulu’s before breaking them with a well timed charge.

Wild, Wild West

November 6, 2009 in AAR, Wild West

Just Another Boring Day in Silver Creek
Legends of the Old West

“Silver Creek, a town just like any other town where nothing really happens from day to day”

Well everything was about to change for Sheriff Lee and his lowly paid deputies.

Three days earlier the Sheriff had locked up a drifter by the name of “Roberts” for killing a man over cards in the saloon and whilst he sat guarding him in the towns small jail he waited nervously for the Prison train to arrive so he could give over custody to the US Marshalls that would be on the train.

What had made the Sheriff nervous was that upon “Roberts” arrest he had laid a challenge down for the whole town to hear. “Roberts” would give a reward of $10,000 to anyone who set him free.

The news had spread far and wide and even though for a split second the sheriff had been tempted himself, he knew deep down that trouble was on the way.

All the sheriff wanted was to hand “Roberts” over to the Marshalls.

Turn One saw the arrival of US Marshall – Captain Seeforth and his deputies disembark from the train to pick their prisoner up. (Played by Paul).

Pictures of Silver Creek and Main street where everything was about to erupt.

Enter “Tuco’s” Mexican posse, played by Mark G (too many Mark’s in our club). He was there to rob the bank which he hoped would be unguarded as the Sheriff and his deputies were busy guarding “Roberts”.

At the same time from the far side of town entered yet another Mexican Posse, this time controlled by Dane, who were hell bent on freeing “Roberts” for the reward. No one was going to get in their way.

Tuco and his boys move towards the bank.

Meanwhile the Marshalls begin to walk up Main street towards the jail.

Prospector Pete – wrong place, wrong time.

Dane’s Mexicans move towards the jail.

Tuco’s boys spot the Marshalls and open fire.

All hell is unleashed as both posse’s shoot it out. Caught in the middle are the sheriffs deputies.

As Tuco’s posse begins to take casualties, they are watched from above by yet a further group of down and outs in the form of Stuart’s Mountain men who had also come into town for the reward. Again no one was getting in their way either. Things started to hot up in Silver Creek.

As the fight began to get desperate, with casualties high on both sides, Tuco’s boys closed in for the kill. Another US Marshall bites the dust.

Meanwhile, whilst Tuco and the Marshalls fought it out in Main street, both Dane and Stuart took the opportunity to assault the jail. Mayhem and carnage followed with everyone shooting everyone else. Stuart’s mountain men gained entry to the jail and in a hail of bullets half the sheriffs deputies fell dead.

Meanwhile, on Main Street, Tuco realised he could not get to the bank to rob it so decided to take a poor defenceless female as hostage so that Paul’s Marshalls couldn’t shoot at them.

With both Stuart’s and Danes posses now inside the jail it looked grim for the Sheriff and he surrendered. With both posses positioned to shoot it out inside the jail we were all set for a blood bath.

Who would win and free “Roberts?
Would Tuco escape the Marshalls?
Would the Sheriff ever be released from his own cells?
Whoever said nothing ever happens in Silver Creek?

More to follow soon.

Thanks to Stuart, Paul, Dane and Mark G for making it a good evenings entertainment.

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