This game was played solo using 40mm 19thC Fictional troops and Hearts of Tin
This scenario was obviously designed as a modern skirmish game. My first thought was to stay skirmish and switch it to Prince Valiant with a dragon ship substituting for the helicopters, but having HofT on the brain I thought perhaps a VSF balloon airship would do, but I haven't built any yet, so......steam boats on the river, the 19thC equivalent of helicopters.
It seems the pirates were upset by the capture of Freeport (see scenario 15) but not dispersed. The capture of Lord Dennis C Walts, an important officer of the Faraway Trading Company Fleet, and his Lady Veigh Enna, has led to a rescue mission led by Colonel Pointer of the Fencibles acting as Force Commander. The pirate garrison consisted of 4 companies of Spearmen, 6 of light infantry, and a light gun with 2 crew, all classed as Veteran Irregulars. Their starting position as well as that of the hostages was decided upon by shuffling and deploying cards which were not revealed until Red's forces were able to spot them. (In either words I treated all 4 potential hostage cards as real ones etc..)
The relief expedition which was carried on 2 unarmed river steamers, was composed of a company of Victoria Rifles, the grenadier companies of the Buffs and Green Tigers, a company of volunteers, a light rocket battery and a light gun, each with 2 crew. Once again the pirates proved to be both tough and lucky.
It is possible that the Red Queen's forces could have suffered a worse string of luck, but it wouldn't have been easy. On the right bank Colonel Pointer left the gun to batter the stone warehouse while he led the Grenadiers and Volunteers in a brave charge across the fields. Tripping over the muddy fields and evidently still seasick they did manage to drive many of the pirates back but cut down by cannister and gun fire and stoutly resisted in melee, they were surrounded and finally Colonel Pointer's twice wounded body was dragged off to join Lord Dennis in captivity.
On the left bank the Queen's troops did drive the enemy out of the first stone house and eventually inflicted serious casualties but suffered heavily themselves and barely a company's worth of troops ever re-embarked.
Stay tuned
In late 2008, in an effort to get myself playing more games, I decided to play all 52 scenarios from Scenarios For All Ages by
Charles S Grant and Stuart Asquith. More than that, I decided to play them in order, 1 a week, starting on Nov 5. I knew I wouldn't
manage to play every week so I set a deadline of Dec 31st 2009. With a little help from my friends, I made it with a day to spare.
In the end, I played 52 games in 60 weeks. 34 solo games, 15 face to face games, 3 Play-by-Email mini-campaigns
17 other gamers from 4 countries participated, (Canada 11, US 4, Ireland 1, Argentina 1)
11 'periods' were played - 20/25mm Ancients (3), Prince Valiant 40mm skirmish (9), 40mm 16thC (10),
40mm semi-flat War of Polish Sucession (1), 40mm AWI (2), 40mm Pirate
Skirmish (5), 40mm early 19thC fictional (17), 15mm ACW (1), 25mm Zulu War (1),
20mm WWII (1), 20mm 1960's fictional (2)
I posted a brief report on each game on my webpage. I am shutting down my website so I am re-posting
the reports here, starting at Game #52 so that they will eventually appear in order. The reports were written in a variety of voices and tenses (sometimes all mixed together!) and it was tempting to rewrite them but I have left them as they were originally written with only very minor corrections, particularly to things like links.
To avoid copyright issues and save myself work, I have not given the details of the scenarios. Having a copy of the book will help make sense of the reports. The book may currently be purchased from John Curry at http://www.wargaming.co/ as well as from booksellers like On Military Matters and Caliver.
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Showing posts with label pirates. Show all posts
Showing posts with label pirates. Show all posts
Sunday, October 16, 2011
26 May 2009. Scenario 24. Hostage Rescue (2) or 'Bad luck is better than none'
This game was played solo with 40mm 19thC Fictional armies using an adaptation of Medieval Mayhem.
Following the failed rescue event, (see previous game) the pirates moved their prime hostage inland to a sequestered vale containing 3 hamlets each with 2 buildings.
The hostage was secretly assigned to one house by the simple expedient of dealing 6 cards face down with the Queen of Spades indicating the hostage position. Captain Deadeye and 11 pirates were assigned as guards, 2 to a house to confound the Queen’s men. Captain Blunt, of the Devil’s Own, volunteered to lead a rescue party and was given a sergeant and 4 riflemen of the Victoria Rifles. This elite group, equipped with shooting, melee and morale bonuses, split into 2, crept up through the woods and checked out 4 of the houses. No hostages but the 8 guards were alerted and in a running fight, 2 pirates were killed along with the bold Captain Blunt, the blundering Sergeant Piper and Rifleman Tweed while 2 other riflemen skedaddled (since this required a 6 followed by a 6, it was naturally no surprise). The lone remaining riflemen, eyeing 10 pirates converging on his hiding place in the woods, took a quick vote and decided to report home for further orders. A fund drive to collect a ransom for Lord Dennis and his wife is underway
Following the failed rescue event, (see previous game) the pirates moved their prime hostage inland to a sequestered vale containing 3 hamlets each with 2 buildings.
The hostage was secretly assigned to one house by the simple expedient of dealing 6 cards face down with the Queen of Spades indicating the hostage position. Captain Deadeye and 11 pirates were assigned as guards, 2 to a house to confound the Queen’s men. Captain Blunt, of the Devil’s Own, volunteered to lead a rescue party and was given a sergeant and 4 riflemen of the Victoria Rifles. This elite group, equipped with shooting, melee and morale bonuses, split into 2, crept up through the woods and checked out 4 of the houses. No hostages but the 8 guards were alerted and in a running fight, 2 pirates were killed along with the bold Captain Blunt, the blundering Sergeant Piper and Rifleman Tweed while 2 other riflemen skedaddled (since this required a 6 followed by a 6, it was naturally no surprise). The lone remaining riflemen, eyeing 10 pirates converging on his hiding place in the woods, took a quick vote and decided to report home for further orders. A fund drive to collect a ransom for Lord Dennis and his wife is underway
Tuesday, August 30, 2011
Game 49 Swordsmen
Scenario 49 was played on 21st Dec 2009. The original scenario calls for brawling Musketeers but since I don't have any, I turned to my 40mm home made pirates and hauled out a slightly altered Medieval Mayhem for rules, There were 6 of us gathered for the next game, 3 Jeffries, Gary & Martin with myself as GM so I divided them into 2 loosely allied sides, each player having a Captain and 1 crewman. the winner of the game would be given an extra Luck card that allows a reroll.
My pirates being a disciplined bunch, all wear their Crew's colours, usually as a waist sash.
Red Gary & Blue Martin in the tavern and the Jefferies outside. Hearing the approach of their sworn enemies, Red Gary rushed for the door in slow motion. While Green Jeff hung around outside the door, waiting for the foe to emerge and Black Jeff headed for the back windows, Gold Jeff burst through the front window and 1,2,3 slew the opposing pirate Captains and 1 pirate leaving the last one to dive out the back and run off. Being left alone in the common room, Gold Jeff found an extra Luck card, allowing him to cause a reroll once in the next game.
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Game 50: Pirates!
This game was played with a group of friends using my homemade 40mm pirates and an adaptation of Medieval Mayhem. Having 5 players to hand and not having a fleet of ships, I opted to rerun a Pirate Island game from Cold Wars 07. ( This was the game that the figures were sculpted for) Hidden treasure, monsters, cannibals, caves, cliffs, jungles and 5 Pirate captains each with a Mate and 7 pirates.
In a cave on Phoam Island is a cave, rumoured to full of the gold of the long dead pirate, Captain Bling. The members of his crew have been scattered around the Caribbean but each of our five Captain's has one in his employ. These know the location of the island and they know that rumour has it that "The cannon is the key". Each crew includes the ship's gunner whose knowledge may be important. In fact, while there are some small chests of gold, the majority of the gold is the cannon barrel itself. Each captain also has a luck card which can be used to cause a re-roll of any die involving him. Apart from the gold, the island also contains the traditional cannibals and a bit of local wildlife. The game begins as the pirate crews emerge from the jungle, onto the board. The colours refer to the sashes worn by each crew to distinguish them.
Green Jeff tangled with some cannibals losing 2 pirates and then lost 2 more in a brush with Red Gary before striking a deal with him. Moments later, he was shot down by one of Black Jeff 's crew. Throwing in his luck card he survived before being shot down again. Being below 1/2 and without their Captain, the rest of his crew took to their heels.
Gold Jeff successfully bypassed the other native village to enter the lower cave where he startled a massive Cave Bear. It cost him a luck card but eventually he slew the massive beast just as the Cannibals attacked his rearguard. They were easily driven off while one of his crew crept up a hidden stair to the upper chamber.
Blue Martin's men proceeded without incident, through the jungle and up the side of the mountain to the main cave entrance. While he examined the large cannon outside the cave entrance, several of his men approached the main cave only to disturb a Dragon, well ok a Giant Alligator. Luckily for them it merely watched them as they slowly backed off. Behind the monster, one of Gold Jeff's men snuck into the cave, snatched up a chest of gold pieces and scuttled back into the secret passage without being noticed.
Red Gary now split his force, 1/2 engaged Black Jeff's men in a firefight while the rest rushed into the lower cave from the far side. A fierce underground sword fight broke out with Gold Jeff's men. Gold went down and had to use his extra luck card. Fate was not to be denied and Red Gary soon laid him out again before being surrounded and cut down himself, last of his crew.
Above the din, Blue Martin recognized that the cannon guarding the cave was made of solid gold. He set 1/2 his men to haul it back to the ship while the rest stood guard. A few well aimed shots saw off a party of Black Jeff's men, leading the survivor to scamper up the side of the cliff to the peak where he found himself looking down on the monster. At that moment, the monster scuttled out, grabbing one of Blue's men in its massive jaws. Charging forward, Blue Martin deftly stabbed his cutlass through its eye and slew it. Seeing the cave empty, Black Jeff's man dropped down and seized a barrel of gems.
A few more shots were fired as the parties went their way but no one wanted to risk what they had. Blue Martin got the lion's share of Plunder, suffered fewest losses and emerged a Pirate of Great Renown.
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