Q2 Wargaming Day 2022

The time had come for the regular quarterly wargaming day. We should have been at Shed West, but as Phil is still recovering from his stroke we resolved to use Shedquarters to save him from a long drive. We had a full turnout of the usual crew of  West Country Richard, Chris A, Phil, Gary & me.

For this session we had decided upon "Science v Pluck" as the opening game. Phil, Chris & I have played it before, the other two had not. Despite the fact that we have probably only every played it four or five times before over the last 15 years - the early games are pre-blog, so I have no record  of them and the briefings have gone missing - the game has achieved legendary status and is oft referred to as the only real way you can wargame the British in the Sudan.

One of the reasons for its infrequent appearance is that it requires a lot of work from the umpire. Players must have proper briefings, the scenario must thoroughly thought out. As it is a form of RPG combined with a big table top figure game, taking place in a vast trackless desert possibly over a day or two, the work required is more akin to writing a short D&D campaign. This time, however, I committed to putting one on and sat down with the PC and started hammering away at the keyboard.

What we ended up with was an expedition led into the interior by Major-General Erskine-May with two infantry brigades, some cavalry and some artillery. The local Mahdist leader, Suleiman Dogma, was defying the Imperialist forces, and was starting up the slave trade again. He was keeping the local tribes in check through the holding of hostages. Such a situation could not be allowed to persist.


The game started in the evening following a rest day (game time). The expedition had been marching for about four days and was well into the interior. 


They were provided a sketch map by Captain Wilty, the political officer, who had a good network of local spies. The expedition was camped in the zeriba shown on the map. Suleiman Dogma is based at El Bedier, on the left. The track on the right leads to Darakala, the location of the Imperial base on the coast.

After much deliberation they decided to detach a company from each battalion to guard the zeriba, together with a couple of screw guns and some Gatlings. Most of the baggage was to be left behind, except for a couple of water bowsers and a wagon for each brigade filled with essential supplies and also to carry any wounded. The advance would start just before dawn for the infantry, with the cavalry catching up shortly after first light. The meeting having adjourned, brave Captain Wilty set out to meet up with his local informants.


They went for the popular not quite a square formation, with a unit front and back in line, and the a split battalion either side in march column. This enables them to form square quickly, but also to move at a reasonable pace. The whole arrangement was to be screened by two squadrons of the Westminster Yeomanry, with one squadron held back in reserve.


They refused to be diverted from their path by such things as groups of people on camels or mysterious sounds of shots in the distance. As they approached the ridge line in the distance, M-G Erskine-May (Chris) turned down suggestions from Lt Col Knowles (Gary) that the cavalry should be sent in force to scout the thick trees and bush that might enable them to get behind the ridge line. With an inward curse I put on hold the ambush that would have ensued. Then the cavalry were met by some shooting from the crest line in front of them.


Brigadier McGringle (Richard) detached two companies to support the Yeomanry as they investigated the shooting. Locals could be seen dodging about amongst the rocks. Major Harrison, RA (Phil) galloped forwards to see if the situation called for the deployment of his mountain guns. Instead he took control of the cavalry to the left, and ordered them to dismount (the Yeomanry's Colonel (an NPC) was back with the reserve - he was not amused at this presumption). With carbines in hand together with the men of the Rutland Fusiliers they drove off the Mahdists, killing several of them.


On the other side of the pass, the Mahdists decided to rush the infantry before they could react. The cavalry baulked at charging up an uneven slope. The infantry needed no help however, and swiftly put paid to the natives.


With the heights secured, McGringle led his man into the pass. 


This was slow, as they adopted full square formation for the purposes of doing so. As they advanced they passed the gruesome sight of a short pole with Captain Wilty's head stuck on it. What could this foreshadow?

Once through the pass, the forces reordered their ranks. El Bedier had been visible in the distance from the top of the ridge. The high round to the force's right, visible on the map, blocked the line of sight a bit, but M-G Erskine-May continued with his plan to cut off the retreat of the slavers, and he ordered the cavalry to form up, and sweep round behind the hill and get behind the village.


As they advanced they were surprised by a horde of native cavalry, which much to my surprise charged them (reaction tests, huh?)


The first round of combat can best be described as a mixed bag. The Mahdists definitely got the best of it, making the most of their superiority in numbers, but Colonel Masterley distinguished himself by slaying their Emir with a single cut from his sabre.


After another round of whirling combat, Masterley ordered his men to break contact (they panicked and broke would be another interpretation) and they withdrew, pursued by the Mahdist horse.


Harrison had deployed one of his screw gun batteries whilst the squares had been halted, awaiting the outcome of the initial probe round the hill. The shooting was very impressive ("I shall sight the gun myself" Phil announced, then rolled a whole load of sixes, backed up be high rolls on the effects table by the umpire).


This just enraged the Mahdists more, and their pursuit continued.


Alas for them, a stiff volley or two from the square soon disposed of them. Colonel Masterley remarked upon the clever way he had decoyed the Mahdists with a faked withdrawal. Shame it cost him half his command. Still, he re-ordered his ranks and professed his men ready to go again. After a brief period, his depleted force was sent back the same way. No more would be heard from them for a while.


The village was surrounded by mud walls (I seem to have lost my mud walls, and so dry stone had to substitute). At about 700 yards from the village, the Imperialists deployed into their attack formations, whilst the screw guns started to get the range of what appeared to be artillery pieces defending the village.


The shooting went rather well, and several good clean hits were observed and the fire from the village was intermittent. The attackers advanced.


And then, out of nowhere, a mass of native spearmen appeared as if by magic out of the ground! 


Soundlessly they moved forwards, gathering pace.


McGringle called in his skirmishers, and ordered his men into a four deep line (the bases represent a company in a two deep line) and prepared to meet the rush with rifle fire. Knowles' men, already in a square, held formation. However, the closeness of the attack caused some uncertainty amongst his men.


McGringle's volley crashed out, deadly effective, and the Mahdists were hurled back. In Knowles' square the firing was good as well, but the natives kept coming.


The Mahdists got to the square, and hand to hand combat broke out. The defenders were pushed backwards in places, but the square held.


Some also closed with McGringle's men, and one end of the line became a bit ragged, but bullet and bayonet were enough to hold the natives off, and their survivors melted away into the desert.

The Imperialists formed up again to advance on the village, as a breathless horseman from Westerley's men galloped up. Turns out the village was empty, save for a few women and children. There were no slaves. It had all been an elaborate plan, hatched by Dogma and the local chiefs to lure the invading forces to their destruction.

It was time to count up the losses and attend to the wounded. Captain Wilty's body was found, so that it could be buried with his head. The village was occupied, and the men rested up. It was decided not to return to the zeriba that day, but to stay in the village. The following day it would be evacuated and burnt to the ground. Local chiefs would be called in to Darakala and made to account for their actions and perfidy.

The narrative and pictures do not convey how tense the whole game had been. The fewer enemy they encountered, the more tense it all became. The sense of relief in the room after the last Mahdist charge was dispersed was almost palpable.

We all agreed we must do this again some time. Richard was so impressed he went on line and ordered a pdf of the rules from Wargame Vault for $4.99.

The table was quickly cleared, and Gary got out his ships.


Gary's ships are home made, and really rather charming. We played a scenario from SPI's "Fighting Sail", featuring a small French flotilla trying to break out in the Med, faced by a couple of British ships.


We had a short dodgy moment when none of us could remember how the game worked, then we were off.


FS really is one of the best sets of rules for small Age of Sail naval actions. Really ingenious, and not at all SPI like - no CRT, no hexes.


Chris and I were the French, and succeeded in capturing a British ship, but otherwise we took such a pounding that we were unable to damage the British ship of the line, and were forced to disperse. However, I think we could claim a small victory, as we had broken out of the blockade.

That left us with enough time to tidy up and have a look at Chris' nice looking Korean War aircraft, before we headed down to the Coach and Horses for a pint and some dinner and then it was time for our visitors to head for home.

A good day's gaming, to be sure.



Comments

  1. This looked like fun. The Science v Pluck game sounded quite exciting. Playing two distinct games in one day on one table is a big undertaking, I think. Well done!

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    1. SvP is terrific, it just takes time setting up. It is incredible how nothing actually happening can be exciting. The two games relies on a small amount of thought. SvP has fairly small forces and a requirement for terrain you can move about. In practice the column probably marched the length of the table twice, at least, and this is achieved by shifting the terrain as they pass it. Once the game is over if you've down it right you will have been tidying up as you go along. Then you just chuck a blue cloth ion the sandy one and get out the ships.

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  2. "We had a short dodgy moment when none of us could remember how the game worked, then we were off."
    Quote of the year and brought a big smile to my face.

    Great write up. I hosted a game day over the weekend and had a very similar plan, with the more figure and terrain-heavy game first, followed by aerial combat with no terrain and few models. Great minds think alike.

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    1. Isn't it great to be back playing games!!! The moment with the rules was a little bit scary in a way. I've played FS quite a few times, and then all of a sudden I couldn't remember how it worked. Old age catching up with me, no doubt.

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  3. Sounds like a very convivial and fruitful day! Great looking desert terrain - though the 'plucky guys'' attack seemed to me from the pictures a rather forlorn hope. Thanks for the 'Fighting Sail' reminder. I think at the time SPI published that game, Avalon Hill's Wooden Ships and Iron Men rather overshadowed it. One of these I'll get out my own copy and have a game... :-D
    Cheers,
    Ion

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    1. This comment has been removed by the author.

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    2. I think that I got the final Mahdist attack wrong. The reaction test triggered them a bit early (double 6!) but I think that I should have put out more bases and focussed on the line, and tried to get round the exposed flank. Then it might have been a different outcome. I haven't played the AH game, and had forgotten FS until Gary dragged it out several years ago. It was a magazine game, so perhaps for many it just got put on the "play later" pile. I just think that for ship on ship actions it is such a clever piece of design.

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