Tonight, Alex and I met up over at Huzzah Hobbies for our scheduled game. This time we would be playing some The Men Who Would Be Kings (TMWWBK) in 10mm. I chose Scenario E "Run for the Hills", where our 22 points British force was tasked with making it to the other side of the table. A 24 point Zulu forces would be coming from both sides to stop them.
(The Leopard's Lair regiment...they would cover themselves in glory and blood this battle)
I was commanding the British and had "A", "B" and "C" companies of the 24th along with a contingent of Natal Native Horse (NNH) starting out on the right side of the table. Alex's Zulus had 3 regiments on each side (top and bottom) of the table.
I began the game with the horse in the lead and the 3 infantry columns in March behind them (top to bottom: "A", "B" and "C"). Since the British have to roll leadership to move (shooting is their free action), there was some sputtering about.
Alex inched his closest regiments forward as they (ineffectively) tried to skulk behind cover. Meanwhile, the Horse decided to run the gauntlet, make for the hills and leave their redcoat friends in the dust. This turned out to be a mistake.
(The Sharp Points regiment looking for an opening to strike...they wouldn't find it)
The unmarried regiment "The Leopard's Lair" lurched forward and released a disorganized blast of muskets dropping some of the horsemen to include their commander Burt Lancaster Colonel Durnford. Leaderless and pinned, The Leopard's Lair closed in for the kill and wiped out the NNH to a man.
Wishing to strike back, "C" company stopped moving and starting unloading hot lead into the Black Mamba regiment. After a few turns, the Black Mamba were no more.
A company was attempting to follow suit against the Sharp Points (an unmarried regiment). "A" company didn't find quite the same success although they did drop some of their enemy .
The other Zulu regiments closed in on the front of the British force and it was the Leopard's Lair who managed to shrug off the Martini-Henry rounds and crash into the thin red line of "B" company. The Leopard's Lair washed their blades in blood and drove back "B" company. C company attempted to come to their rescue and moved forward to cover "B" company's withdrawal.
"C" company fought valiantly but were ultimately cut down to a man. The Zulu hordes would be cut down and pinned from rifle fire but would ultimately rally against the odds to surge forward. Soon "B" company was also wiped out, leaving just "A" company to continue the fight against the decimated Zulu regiments.
Ultimately, :A" company managed to fend off the last desperate attacks of the Zulus and wipe them out to a man but they were left with just two bases of the original 12 from their company. As the remnants of "A" company marched off into the sunset, a tally of victory points showed the Zulus won 6 VPs to 1VP.
(Remnants of "A" company dispatching the last of the Zulus..or the other way around?)
The rules were incredibly simple and easy to play, especially with the various game aids (unit cards, QRS, etc). With units fighting to last man, it certainly felt cinematic. I think both Alex and I enjoyed the baskets of dice and the resulting carnage.
People passing by remarked that they liked how the 10mm made the tabletop feel like a real battle. I agree, the 10mm with TMWWBK really changed the look of the game and made it feel much more "grand". All in all, a fun time.
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