The native spearmen attacking from the ridge on the right had done serious damage to the numbers of Redcoats relieving the Gatehouse patrol.
It was fairly obvious that the Redcoats would be unable to hold out at the Gatehouse to the Pass for long against the massed native rifles on the ridge.
Once most of the native spearmen had been dealt with, the cleverest solution for the Redcoats was to run for cover beneath the ridge that the native riflemen were on or remain across the other side of the valley beyond rifle range.
By Turn 6, many of the Redcoat troops had perished in the melee fighting against the Native Spearmen, leaving mostly the militia rifles to attempt to reinforce or rescue the Highlander patrol at the ruined Gatehouse.
Turning the gaming board round to get my painting seat back in action, this time we are looking from the native rifle positions on the left ridge down the valley.
Turn 7 to 11 saw the Militia and remaining Redcoats reach the Gatehouse. Several Native Riflemen left the ridge to attempt to cut off the retreat of the Militia but were fought off in melee.
Redcoat orders: What to do on this confused situation with so few men?
A d6 dice roll sorted this out. 1-3 retreat, 4 occupy Gatehouse or 5-6 attack the native ridge.
The Redcoats and Militia rolled to retreat, aiming to return with reinforcements. They remained below the ridge or out of rifle range. Their flag or colours were safe.
The Redcoats and Militia retreat out of rifle range.
The surviving Redcoats, rescued Highlanders from the Gatepost and the Militia halt out of rifle range. The heliograph operator flashes back a request for reinforcements.
Likewise the natives rolled for their next action and also retreated, melting away from the ridge to watch from the hills.
A most satisfactory game, albeit a game that soon proved unwinnable for the Redcoats after the heavy losses against the native spearmen. It proved interesting enough despite being shelved twice, played over three short occasions, all part of the convenience of a portable game board and of solo gaming.
It was a joy to finally be handling figures that I had been converting and painting for many previous weeks. It was the good looking game I had been working towards and envisaged. I liked the Old School / Featherstone / Wells look of the game and of the rugged desert Heroscape Hex terrain.
Blogposted by Mark Man of TIN on Pound Store Plastic Warriors, 25 February 2018.
This is my pound store DIY version of the portable war game or Perry Twins’ popular new Travel Battle game.
Semi-Random Terrain Distribution By Featherstone Air Drop
Tucked inside the box lid are some passable or impassable map symbol type hex squares (marsh, river, impassable forest). Once the first river pieces were laid on fairly at random, the other hexes were dropped from on high to randomise their placing.
This is something I remember as a technique using paper circles scattered from a converted Airfix plastic Dakota kit for scattering paratroops, the Dakota held at a suitable height over the calculated or miscalculated drop zone.
I first saw this in a childhood borrowed library copy of Donald Featherstone’s Wargaming Airborne Operations (recently reprinted by John Curry). Airfix paratroop figures then replaced the paper parachute circles wherever they landed, sometimes fatally in water, on rooftops or behind enemy lines.
I would love to try this outside in a back garden / Yarden game. It would even work for beaming or teleporting down to another planet scenario. Beam ’em down!
The Featherstone Airdrop – Brilliantly odd game mechanic!
These map symbol coloured hexes were improvised from thin white packaging card on my Easter 2016 holiday trip and can be lightly tacked down (like the game board) with a smidgin of magic or Scotch tape.
Pretty it isn’t but practical and portable it is.
In my holiday ‘rainy day’ box I usually pack tape, scissors, a few fine liner pens or Sharpie pens and raid whatever watercolours, paints, cardboard or paper I can find to make game bits. Coffee stirrers are really handy and easy to come by, as are bits of stone etc.
For the back drop, I found somebody’s leftover Saturday’s newspaper had an intriguing surrealist landscape advert. With a bit of camouflage (space palm tree cocktail stick stirrers from Tiger.com taped for weight to a spare dice behind gravel stones) to hide the outsize hunter figure, this folded over to form a surreal space backdrop for my improvised Away Team solo game.
I roll a dice to see which side – silver space marines versus red planet natives – are the Attackers, which the Defenders for the purposes of any Melee dice throws etc. if I ever forget. I use coloured dice for game counters for keeping track of hits (for speed each figure started a melee phase / round of only two combat or life points).
A pink flamingo cocktail stick marker marked out which side were the Attackers, another nod to a different famous Don Featherstone, inventor of the pink lawn flamingo. https://en.m.wikipedia.org/wiki/Don_Featherstone_(artist) Another d6 dice was rolled to see what the melee result was on the Kaptain Kobold d6 Dice Table dice table. The other spare dice was busy propping up the space palm trees.
Who won, who lost? The Away Team Silver Space Marines or the Red Planet Native Defenders?
The result is future history …
I will finish on a close-up of the ‘profit hunter’ from the nonsensical Artemis advert, looking very much like the cavalry or cowboy ‘Rough Riders on Mars’ blog site. I should be able to mock this hunter figure up pretty easily in several scales using Prince August 40mm Holger Erickson cowboy Homecasts, Airfix or various 54mm and OO/HO cowboys.
This advert has great fun ‘alien desert’ terrain, easy to create from some of the more lurid plastic aquarium plants and terrain.