Remember Isandlwana
Singapore Mutiny
Raid on Mashama's Kraal
The Battle of Omar's
Isandlwana Again!
MacDuff in Bengal: A Close Brush
Keeping De Wet from Defeat
Mysore Wars: Nandi Droog
1791
Maori Wars: Gate Pa 1863
Remember Isandlwana!
10
September 1998
Went to the wargames convention in Milbrae last weekend with my friend
Ed Allen. This is the first time I've been to any wargames event on
this
scale, and with good company it was a great experience. There were two
colonial games, the first a Zulu War 15mm scenario involving 2-3 8 man
units of British Infantry, lancers, Natal Mounted Police and artillery
and lots of Zulus. The ruleset was Principles of War and made for
rather
fast play so two scenarios were played. The first was rather what one
would
call a walkover for the Zulus, the British had to relieve a concealed
hilltop
artillery position, while the Zulus had to stop them. We split the Zulu
impi in two parties, the larger one in the donga in one corner of the
table
and the lesser at the other end of the table, which (lucky for us)
turned
out to be the rear of the British relief force. The artillery opened
fire
immediately, thus disclosing their position and so we headed right for
it . The relief column got as far as the artillery position, but
became
encircled
and destroyed piecemeal. All in all a rather dull affair.
Unfortunately I missed the
first bit of the second game, but when I dropped in the Brits were in
possesion
of a tabletop hill quite unnassailable on two sides and hotly engaged
by
the Zulus, arriving from the direction of a nearby wooded hillock, and
attempting a similar encircling movement as in the last game. The right
horn, as it were, was sweeping around the tabletop,
being
first charged by the lancers, with some success, and coming under fire
from the British artillery battery after getting horrible dice throws
at
critical moments. The Zulu attack pressed home nevertheless, and a
sharp
hand to hand brolly ensued. The attack had by this time been bogged
down
essentially, and the game ended with no clear cut victory or defeat.
Presumably
all parties gave up for tea.
Returrn to top
Return
to Trevor's Colonial Wargames Page
The other game was a very
picturesque representation of the Singapore Mutiny of 1915 in 25mm
using Sons of the Desert rules. The mutinous sepoys started at the
barracks
and fanned out to take the city. A rabble of local townsfolk
(represented
by Boers) and British officers armed with a Maxim gunrallied round a
fortified
bungalow, awaiting eagerly the British response. The British by the way
were coming in randomley from all directions in extremely unreliable
lorry
transport. The first troops to arrive were the Malay Constabulary
(converted
from Ral Partha Gurkhas), and the remaining sepoys still loyal to the
Crown,
distinguished by yellow facings on the cuffs. The British plan, as
expected
was ill coordinated, their having to search all the buildings and
rescue
the civilians cowering inside, relieve the bungalow if possible, and stop
the mutiny.
Ed's policemen headed flat
out for the besieged homesteaders but were stalled by engine trouble,
while
the loyal sepoys went down the main street, but were mowed down by the
renagade Punjabis who managed to occupy the buildings beforehand. Then
came the second group of armed civilians, naval landing party, the
British
infantry and an 18pdr in the rear. The townsfolk and the naval brigade
began the slow process of searching the buildings for civilians, while
the Imperial foot started a really smashing Balaclava-style charge
for
the
guns. The force at the bungalow, meanwhile, while making a gallant and
hard fought stand, they simply couldn't hold out forever against the
savage
hordes. As it happened they fell within sight of their would-be
rescuers,
who had to proceed on foot.
The Imperials, in the course
of their rather rash action, came under the unexpected fire on
the
right flank from sepoys positioned in one of the more dominant
buildings,
plus that of the mountain gun. By the time they reached the wall they
had
ben halved and mutineers had showed up in great numbers. After
inflicting
some casualties they were repulsed, and fled for cover. Meanwhile the
Chinese
New Year's parade was proceeding right through the two belligerents as
scheduled. The Mutineers, growing impatient with the slow dragon train,
decided to charge the bally thing, which was full of Boxers! The gun
deployed
too late and by the time it was unlimbered and ready for action the
only
target was a unit of sepoys who had captured and were holding hostage
the
nuns and priest from the local Church. Even the diciplined soldiers of
the Queen will shirk at some things! The naval brigade and the
volunteer
levy spent themselves on an assault on the marksmen firing from the
loopholed
buildings, and the Boxers were eventually driven off. All in all a
bloody
shambles for the British. And so it came to pass that the sun set on
Singapore.
Returrn to top
Return
to Trevor's Colonial Wargames Page
This is a 25mm
1879
scenario using The Sword and the Flame I've been putting together
gradually
for awhile. It was useful in getting to know the rules and test the
scenario.
Unfortunately for the Zulus they were up against my good 'ole dad. The
forces consisted on the home team six mixed units of Zulus and on the
forces
of Democracy and (debatable) Civilization were a unit of Thin Red
Linesmen
and one of Dragoons. The initial Zulu plan was to wait till the
redcoats
had blundered into the valley and envelop them from all sides. But this
was not to be! The Zulus were the ones outflanked as the insolent
Englishmen
split their forces and advanced through the neighbouring valleys on
either
side. The cavalry made a dash for the kraal only to literally stumble
upon
the bulk of the Zulu horde hiding in the donga. After taking one
casualty
(wounded) from thrown assagais the gallant twelve decided to leg it.
Seeing
Zulu reinforcements threatening to outflank them, the troopers made
their
way towards the other friendly unit, two valleys away.
Meanwhile the redcoats,
catching the other horn eagerly anticipating another Isandlwana in the
other direction, commenced a murderous volley fire. The startled
warriors
retreated behind kwaYehoodi, the residence of a local Indian trader.
Here
they were again caught offguard, this time from the rear by the highly
manoeverable British riders. After recieving another volley, this time
from the newcomers, the thought they'd had enough and promtly bolted.
Then,
with the oncoming impi at their heels, the noble twelve dragoons scaled
Mt. Dingiswayo to get a good view of them and support the infantry.
Another
fusilade occurred and the crack unit of Zulu rifles (actually Pathan
jezailachis
in disguise) fled, seeing the Zulu chief dead. With the whole army
frozen
in shock the horsemen, fearing a Zulu flanking march in progress,
dashed
again, this time for the right flank of the infantry.
Next move the Zulus tried
to ascend the conical koppie, but the British picked off the foremost
warriors
one by one as they appeared on the skyline. The other wing of the Zulu
army continued its flanking movement, in the direction of the burnt
farmer
Jed's house, presumably to take him and his wife Fanny hostage. The
game
was ended with the British general, though in a fairly secure position
and only outnumbered 2:3, a trifle uneasy in his boots about the
possible
bad publicity if he let Fanny become a hostage. Presumably, at this
juncture
all parties decided to stop for tea.
Returrn to top
Return
to Trevor's Colonial Wargames Page
This was a 25mm
Soldier's
Companion British-with-native-allies-vs-Germans-and-Boers-with
-native-allies game run by Ed
Allen at the Art of War in Oakland. The basis of the game is
that when the Boers asked for European support in the South African War
they actually got it, in the form of the Germans attacking accross the
Orange from Sudweft Afrika. The conquering Huns proceed to a point in
beautiful
Cape Colony populated by a mixed Indian-African community. Confused by
the ethnicity factor, the Germans stop long enough to be intercepted by
the British army sent to remedy the situation.
Because of the large number
of troops involved this was a pretty straightforward sort of
engagement,
the objective being Omar's Camel Palace, situated in the centre of the
table. Both forces were arrayed in a lines along the long baselines of
the table to meet in a head-on collision. On the end nearest the wall,
the German right and the British left, were amassed the local native
forces
employed temporaraly as mercenaries by both sides amoungst the Bushy
Hills
found in that quadrant. In the middle, which was fairly flat, were the
European troops; infantry, cavalry, and artillery of both sides, ready
to duke it out to the last. On the side furthest the wall, the British
right and the German left, was a conical hill, the approach to which on
the German side was in a thicket of scrub. On this side were the
Australian
contingent, and on the German side a unit of white clad askaris.
As it happened the general
plan of both sides was the same -- to employ a semicircular formation
and
engulf the enemy in fire. It was later discovered that the British had
a numerical advantage-- twice as many natives, two more guns, and more
cavalry. On the other hand the Germans had that most feared of all
military
innovations: the Maxim gun! Something had to give.
Initially, the natives made
a breif fight on the side nearest the wall which was inconclusive,
before
going home for tea. The German askaris on the side furthest the wall
were
bogged down in bush while the Anzacs raced to sieze the heights. The
Boer
irregulars in the centre meanwhile were making a dash of their own for
Omar's camel lot. The British guns opened up a lethal barrage on the
Germans,
obliterating one Maxim crew right off.
Then, just as the Teutonic
askaris fired a shattering volley at the Aussies, just appearing on the
summit, the Boers came under the fire of fully half the British force,
forcing them to retire after a gallant stand in the lot.
By this time, it was getting
late, and the players became grumpy with the effect of what the general
concencis of opinion that night maintained was a tedious and outright
slow
set of rules. In the future, it was decided, we would try With Macduff
to the Frontier.
Returrn to top
Return
to Trevor's Colonial Wargames Page
Another great debacle for the British followed in this game, despite
the best intentions and great enjoyment of the men in charge. This game
started with the same scenario with TSATF as Mashama's kraal; a british
column, this time consisting of a troop of the 17th Lancers, a troop of
Natal Native Horse, and a unit of the 24th. The action started
immediately
as two units of Zulus charged the Thin Red Line of (mostly) Welshmen.
They
sprung from the bush only a few yards from the British position, and
the
British commanders evidently hadn't had their tea that morning so had
not
thought to avoid it. To begin with the supreme Commander in Chief of
the
British Forces, Edward Rapier-Briggs, fell victim to a thrown Zulu
spear.
This could not be a good sign. The line opened with a crashing volley
of
.45 Boxer-Henry lead directly at the assailants, but it was not enough!
The infantry soon became so deeply embroiled in such a fierce melee
that
the thought to remedy the bush situation and move away had failed to
spark.
Meanwhile on the left the
lancers trotted at a stately pace towards the conical kop, right passed
the not-so abandoned (as it turned out) mission station. The very dark
Zulus in feather headdresses hiding behind the station immediately
began
pursuit. Luckily for the 17th their horses were given quite a start and
galloped swiftly on, conveniantly taking the hights as they did so. To
avoid the next hill the troop formed into column, getting their
rearguard
swallowed up as they did so. Soon most of the troop were either dead,
wounded,
or carrying wounded, thus reducing the effective fighting strength to
two.
Something akin to "The Route of the White Hussars" followed, and they
almose
made it to the end of the table by the time the game ended. So much for
the Death or Glory Boys!
Despite the valiant charge
of the Basutos the repeated Zulu attacks were just too much for the
infantry
in the centre, and so it came to pass that they, the Thin Red Linesmen,
fled right off the table like the lancers. The light horse proceeded in
a dash for the kraal, supported, they thought, by the lancers on their
left, who were actually running for their lives. About this time a unit
of Congo-Zulus partially armed with rifles had scaled the rocky hill,
and
bore down on the Native Horse with the full strength of 15 improvised
muskets
and rifled muskets. They were surprisingly accurate, and three wounded
resulted. Now even the gallant light horse reached a point where their
commander was not willing to risk more lives by continuing, so they
turned
too.
It looks like the British
are going to have to come in with at least two battalions of redcoats
to
quell these damnedably good, not to mention really scary fighting men.
Returrn to top
Return
to Trevor's Colonial Wargames Page
MacDuff in Bengal: A Close Brush with Death in the Jungle
For this game,
played
at Eric Rauchner's place in Berkeley, our local gaming group was able
to
to test out a new period and a new set of rules: Bengal in 1757 using
"With
MacDuff to the Frontier," a project I had been brewing for some time. I
set my scenario in the campaign which marked the beginning of a large
empire
in India under the British, between the Honourable East India Company
forces
and the French-backed Nawab of Bengal, Siraj ud-Duala.
A batallion of Company
Europeans
and two of sepoys with an artillery battery were advancing up a small
river,
jungle on one side and plains on the other. They were off to take the
town
of Chugwaddi, in preparation for the siege of the great fortress
standing
nearby on a precipitous cliff.
The
Nawab had anticipated their arrival, and set up a force defending the
region
of 3 20-man units of matchlocks, 1 of sword-armed peasants, 1 12-man
unit
of cavalry, and three guns. The guns were well entrenched behind the
rampart
of an old stone bridge at the town, and put up a heavy fire against the
British advancing up the river. The British opted to advance through
the
jungle rather than their customary foray on the plains ("That'll take
them
by suprise, what?"). Unfortunately, there was little in the way of hard
cover for the British artillery, which was left on the wrong side of
the
river, away from the rest of the force in the jungle. The advancing
native
matchlocks finally closed into melee with the honourable gunners, and a
terrific row ensued. Meanwhile, the infantry were preoccupied with a
costly
skirmish with the Hindu peasants, who, despite being the worst unit on
the table, caused the most casualties! It all turned into a horrible
bloody
mess for the British, as they each came under half strength and
successively
were shattered. So much for the impervious Thin Red Line!
It may not have been a perfectly fair scenario, as the British had a
lot
to take care of, with the natives entrenched in the fort and the
bridge,
and huge amounts of intervening terrain making a blitzkrieg impossible.
The two times I have run it since have also been total flops for the
British.
We generally liked the rules, but the melee system, we thought required
some modification because melee becomes the predominant tactic, giving
the advantage to whomever has the most troops, and making it very
difficult
to simulate the
disparities
endemic to Indian warfare. Accordingly, I have made my own rules where
a unit closing into contact has to take a die roll first to see if it
closes,
stays put, or retreats. After a tuning period, we found these new rules
seem to work well, making the game much more realistic. That said, we
all
had a fun time, and hope to try new scenarios soon.
Returrn to top
Return
to Trevor's Colonial Wargames Page
At last years' Gamecon (2000) I had the pleasure of attending a The Sword and the Flame Boer War game run by my friends Bob Abra and Nick Stern. It was set around 1901 with De Wet's commando and wagons trying to break out of the ever-tightening cordon of British blockhouses and Barbed Wire surrounding the bitter-enders in the Transvaal. At one end of the table was a railway line protected by a barbed wire fence and a lonely blockhouse defended by ten British infantry. In the middle was the Boer commando with its wagons moving slowly up the road to the blockhouse. After a couple of turns trying to reduce the blockhouse with the Staatsartillerie pom-pom guns, the Boers were met with a large British force fast coming up to their rear. A rearguard action was fought for awhile, trying to stem the Imperial horde long enough for the ox wagons to advance out of harm's way.
At
length
the Boers decided they had better resort to more drastic measures if
the
commando was to be evacuated, the British cavalry moving menacingly
around
their flanks, and ordered every to mount up and ride hell-for-leather
to
the rail line, wagons be damned! The blockhouse had by this time been
reduced
by constant Boer fire to a negligible state, and the Boers were fast
cutting
through the wire, and a fair number even escaped to the green fields
beyond.
But just at the critical moment, with the British catching up rapidly,
a British armored train arrived on the scene where the Wagons were to
cross.
There wasn't time to find another escape route, and with the British
almost
at bayonet's length, the umpires called it a game.


In retrospect it seemed to be a difficult scenario for the Boers. If
they had charged for the railway line in a sort of "planned rout" from
the beginning, instead of wasting time skirmishing with the British,
they
probably would have won. The Boers got victory points for each man
safely
accross the railway line as well as the wagons, so even if they had
abandoned
the three wagons, it still would have been enough to win the game if
all
the Boers escaped. This would be considerably aided by the fact that
the
Boers were ALL mounted. All in all a very fun game. It made me want to
paint Boers!
Returrn to top
Return
to Trevor's Colonial Wargames Page
Mysore Wars: A Scenario Based On The
Battle
of Nandi Droog 1791
(Photos by Ed Allen)
I finally painted up enough Mysore regulars and 18th century British
that I could actually run a Mysore Wars game. Since I had also
completed
my huge modular 6ft x 3ft Indian walled city, I thought it would be fun
to start out in style. I had a ready-made

Mysore Wars scenario by Stuart Asquith and Charles Grant in their
"Wellington
in India - A Wargamer's Guide" calling for a fort - Nandi Droog. Though
the real battle happened in October 1791, I set the scenario a little
earlier,
say 1781, to fit with my SYW British and sepoys. The fort was arranged
with an outer and an inner wall, and my old "With Macduff to India"
modifications
were pulled out of the closet. The game was run at Ed Allen's house in
Berkeley.

The British siege artillery opened up on the fortress at dawn, greating
a big breach in one part of the wall, through which a series of attacks
were launched. While the sepoys partook in rather ineffectual musketry
fire on the Mysore irregular matchlockmen manning the walls, the
British
light infantry climbed the cliff to the fort with ladders, finally
storming
the breach. There in the clearing they met up with the Mysore regular
infantry,
and some artillery sweeping the breach. It was a fierce gun battle,
and the light infantry were completely routed by the end of it.
However,
since the British were all concentrated around the breach, and the
lights
had soaked up all the hits like a screen before them, it was easy for
the
Brits to send in a stronger assault by the grenadiers. The Mysore
troops
inside the fort had gradually been worn down by the assault of the
lights.
The test of cold steel proved too much for the poor Mysoreans, and with
the route of the two main units defending the breach, I declared a
British
victory.

All in all it was a pretty close fight, but I think that there were
some basic problems with the scenario. The artillery made a breach in
the
midst of the battle, before the Mysoreans had time to concentrate their
forces to meet the assault. In real life, the artillery would require
days
of pounding at the walls before making a proper breach, giving the
defenders
plenty of time to reorganize. The other problem was that since there
was
only one breach, the entire battle was fought only in one
quarter of the table, which made the battle kind of a slogging match
fought by only two or three units to a side, with many in reserve. A
good
alternative, we thought, was to have a game where there were already
several
breaches in the walls spread along the perimeter, and each side would
have
to decide what to attack and what to defend, producing a more
interesting
game. I have accordingly made several removable breaches in the walls
with
my hot-wire cutter. Still, even with the scenario as it was, we had a
fun
time.
Returrn to top
Return
to Trevor's Colonial Wargames Page
Maori Wars: The Gate - 18 April, 1863
This
was one of the first Maori games Nick Stern and I have run at his
place.
It was a refight of the battle of Gate Pa using Nick's modifications of
The Sword and The Flame, before I had written Tribe Against Tribe. In
this
battle a force of 150 soldiers of the 43rd Foot and 150 men of the
Naval
Contingent stormed the twin pa near Tauranga connected by a trench,
known
as "The Gate" because the breach in the palisades made by the Royal
Artillery
gave the appearance of an open gate. The pa was defended by about 230
Kingite
Maori, but we scaled back the whole action to about 190 Brits versus
100
Maori. The chaps in Red coats are the Royal Marines -- since neither
Nick
nor I knew what that corps really wore, we decided to give ourselves
the
benefit of the doubt and break out our Foundry Indian Mutiny figs. The
rest of the figures were a mixture of Foundry, Rafm conversions, Old
Glory,
Scheltrum, Stratagem,
and Lyzard's Grin. We were just trying to work out the rules and I was
new to the period, so a lot of silly things happened that wouldn't have
otherwise.
The Game opened with an artillery bombardment which probably wasn't necessary, since the breach had already been made, but almost no casualties were inflicted, which was true enough to life. As we hadn't thought about what to do with Nick's beautifully painted Armstrong battery afterwards, they ended up being dragged up to the trenches with the storming party like a sort of tank, very silly!
The
British of course were in great numbers, and sort of advanced in
a giant wave. The Maori side under their rookie rangatira Trevor tried
a different deployment than in the real battle, a forward defence with
concealed rifle pits ahead of the pa - a very bad idea, since the real
Maori strategy of waiting until the Brits were lost among the trenches
worked just fine in the actual battle, and indeed in these rules the
British
would move as though they were leaderss once inside the palisading. Ah
well, no worries, I thought! The Kingites are supposed to win this
battle
aren't they?
The Brits couldn't see these advanced rifle pits until 2" away from
them, and recalling reading that at several actions the Brits were
surpised
when charged from cover, Rangatira Trevor thought he'd try this out. He
forgot that the surprise came from the concealed warriors appearing to
the British rear. So, we had a lot of incidences of handfuls of
Maoris jumping out from concealment instead of squatting where they
were
and shooting, only to confront a bristling, Waterloo-style wall of cold
steel advancing in formation to their front. "Right-ho!" says
Colour-Sergeant
Nick, confronted with these five crazy natives dancing a haka
immediately
in front of him, "B Company, Charge!" And, quite predictably, the five
dancing Maoris were speared and trodden underfoot.
Having wasted
many brave men in these sort of affairs, the remaining Maori ran to the
main ramparts. Just as in the real battle, the first British unit to
enter
the pa came at the corner of the larger pa and the connecting fosse,
whose
palisade had earlier been battered to matchwood by the British
bombardment.
Again, a forward defense was employed. The Maori objective was to rout
three 20-man sections before the pa fell, and massed their tupara
(double-barreled
shotgun)-armed warriors in the outer trenches for a devastating volley.
A mighty crash sounded as 60 charges of shot blasted the ranks of the
43rd.
The smoke cleared, but the blue-coated regulars were almost untouched,
and were leaping into an undefended section of trenches. Seeing another
unit of sailors behind them, advancing in a parade ground close-order
formation,
the warriors reloaded and fired again. The bluejackets had been engaged
earlier fighting the Maoris in the rifle pits, but this time they were
not so lucky. They took another 7 or 8 casualties, and broke and fled.
Meanwhile,
on the far left of the Maori position, ten or fifteen Maori were still
in one of the forward rifle pits, and had been keeping 20 bluejackets
and
the small detatchment of ten Forest Rangers tied down. With an ungodly
roll of 1s and 2s on their firing dice, they broke the elite Forest
Rangers
who fled to the rear. Their mana restored, and with the
fighting
raging in the main defenses and more reinforcements bearing down, the
battered
survivers beat a hasty retreat to the pa, which by now was
well-infiltrated
with tommies and tars.
Having taken heavy losses, with the element of surprise lost, and
with
fresh British units pouring in all the time, the Maori position became
untenable, and a British victory was declared. The Maori rangatira had
made a number of blunders early in the game, particularly the forward
defence
which squandered valueable lives. Still, the warriors on the flanks did
surprisingly well considering, on the left actually routing the Rangers
and on the right keeping two units of regulars from ever being engaged.
All in all, it was an enjoyable game, and at least shows that the Brits
can win this scenario. I'd like to try it again some time with
Tribe
Against Tribe.
Returrn to top
Return
to Trevor's Colonial Wargames Page
For Questions or comments, please email Web Page Author Trevor Brabyn