Tuesday, September 27, 2022

Sudan Supply Run

Rules: Men Who Would Be King Scale: 1/72 Figures : HaT, Italeri We each built up forces of 36 points each. The British player must transport supplies across the board to a nearby village. British unit Leadership is 7 for all units based on poorly rolled random stats. The Dervish had most units at a Leadership of 5 based on great randomly generated stats.
The British had to escort a supply convoy from the upper left of the board to the lower right.
Since the Leadership was 7 with a +1 modifier we thought there was a good chance the Brits would move most of the time. We were wrong.
Poor activation rolls of 5 or less plagued the British through the game. Many key units were static and the Brits could not move forward. The Dervish moved across the board quickly.
The convoy was stuck in the beginning third of the board.
The Mahdi forces were able to close and cause significant casualties but there was too much rifle fire.
I would have liked the British to be more maneuverable. I can't say the British won, they became mired. I needed to give the Brits a limited number of turns to make it across. The British infantry will always win a standing fight, so giving them an objective to move the supply convoy across the board was a bit too challenging. I may need to change up the objective or make it easier to move across the board. One failed activation really hurts the British player.

Saturday, September 24, 2022

Sudan - The Men Who Would Be Kings - First Game

British / Egyptian force Scale 20mm or 1/72 Rules: The Men Who Would Be Kings Objective: British need to obtain supplies I was able to get a copy of the rules for $9.00 and as much as I love The Sword and the Flame, I wanted rules that would move the game more quickly. We had 2 Highlander units, a unit of Naval Infantry and an Egyptian unit trying to move forward to a town to scrounge for supplies. They were opposed by a unit of mounted Tribes men, a unit of rifles, and 6 units of infantry. The board is sparsely populated with terrain. There are hard and soft cover with a few hills. We skipped customizing units and leaders until we get a better understanding of the rules.
The Mahdi forces start off in the hills and will quickly approach from the opposite side. Since they can move free they will cover a lot more ground then the Brits.
The Mahdi cavalry move in losing only one figure to fire.
The infantry moved across the field to the walls with no opposition as the British moved slowly, in fact the Naval infantry failed activation twice and never moved after the first turn.
The Mahdi rifle unit moved to the left to delay the British, getting pinned in the process
The Egyptians gained access to the village but could only move half distance because vllages are difficult terrain.
Soon the Mahdi rifles on the left are reinforced by a unit of Fuzzy Wuzzy which is also pinned.
In the village the Egyptians meet the tribesmen after grabbing some supplies, they were driven out before obtaining the second set of supplies.
Meanwhile on the backside of town the Ansars try to charge the Naval infantry but fall short by one inch. The Ansar are met by a volley fire which reduces the tribesmen and pins them. A unit of Fuzzies makes it in town but fail to charge the Egytians until 1 turn later and pushed them out of town. .
The Brits hold the Madhi left flank preventing an overrun.
The game was very close but the Allies pulled it off. I really like the rules, there are no surpises and they do the job with no flash. I will be using them for gaming in the future. The British were not very mobile due to a 6 inch move rate, which is halved in difficultterrain. The British fire, especially volley fire, ground the native units to a pulp. Hidden native movement and ambushes will be a good addition. British troops do take far more casualties in these rules then The Sword and the Flame rules. Melee is also resolved faster. Will try another scenario soon.

Wednesday, September 7, 2022

ATZ - The first week after the outbreak

Figures: 28mm Wiz Kids, EM-4, and various manufacturers Rules - ATZ (2009 version) The police have sent 2 rescue squads to search and retrieve survivors. As the police approach they aren't sure what they will find. Several zombies walk aimlessly around the town. Each squad will go to as many buildings as possible to search for survivors and scrounge for supplies. The road ahead is daunting A card (Risk and Rewards deck) would be flipped when the building was entered to determine who or what was encounteredThe options are Survivors, Zombies or nothing.
The mission is to clear as many buildings as possible to find survivors and supplies and exit off of the opposite edge.
Since shooting can attract zombies the police try to do melee, a very bad decision. They scored no successes and were quickly overrun. The 3 surviving team members leave the fallen and run into a factory. This is not a good start for the first team. From now on its all firepower.
As they enter the building they find no one but uncover a crossbow.
The second team lost no one and was able to rescue 3 survivors
The zombies were able to take out 2 members in the second turn were feasting for 4 turns. This enabled both teams to fast move and create distance.
A second zombie mob emerged near city hall. Both teams were fast moving until the end. Then tactical movement was used to prevent any surprises from random directions.
The second team (Bravo) rescued more people and won the game. These teams will be used again, including new members, to continue their escape.