Showing posts with label Napoleonic Skirmish. Show all posts
Showing posts with label Napoleonic Skirmish. Show all posts

Tuesday, 11 August 2020

Sharpe's Rescue

 Wednesday last week saw a small game of Fist Full of Lead set in the Peninsular War and the continuing misadventures of a certain Captain Richard Sharpe.


A simple scenario - one of Sharpe's chosen men, the learned Harris has gone missing. It is quickly established that he wandered off to look at the artworks to be found at the Convent of St Pedro the crippled Wanderer. Unbeknownst to Sharpe Harris has been captured and is now suffering the interrogations of Monsieur Ducos.

Sharpe and his merry band along with a small contingent of British infantry must rescue Harris. Each side had the same number of troops (5 figures for each player). John and I played the French and deployed first whilst Glen and Simon commanded the Green and Red Jackets.


The Convent shown above - the British would enter from the near end and far end over the bridge.

The french placed out five tokens that showed the possible locations of Harris - only one could be correct.


The following are a short set of photos from the game - I got so engrossed I forgot to take many...;-(







Sharpe once again failed his mission - he was shot clean dead by a French sharpshooter. Harper didn't do much better.

Fortunately our hero is a tough old bird and will no doubt come out fighting again.


Stay safe folks


Monday, 6 August 2018

Sharpe's Kidnap - A Fist Full of Lead Scenario


A short scenario for Fist Full Of Lead

Stop Press: I wrote this before I checked the photos and sadly they all got deleted when I lent my camera to Mrs Shed...Arggh

Oh well here is the scenario and some I had taken and saved

Hi Folks – it another Monday night action report and this time the Shed saw the return of Fist Full Of Lead – Horse and Musket. The theme of Monday’s night game was a return to our continuing adventures of Sharpe in the Peninsular.



I decided that the table would a relatively simple affair featuring a few buildings I have constructed for this period. Set in the middle is the complex described as the Convent with the attendant church next door. This was the first time we used my moss green fleece throw. It’s a completely different green to the one we have been using before and the colour just seems perfect for a Mediterranean feel. Throws are becoming more normal in the shed these days as they allow hills and high ground to be seamlessly fitted into the landscape. Furthermore the pile of the cloths help the roads and rivers ‘blend’ into the ground. I have two these throws (each 2.4metres long) which is sufficient to cover most of the big table.



Rather fortuitously I had some time on the train travelling home from work that allowed me to develop the scenario. We have found through trial and error that these types of games have to have a scenario set. This forces the players to make decisions, it creates a narrative and delivers a verdict when it is all complete. The more background you can add to the scenario the better. One of the advantages of playing Sharpe and his chosen men is that the backstory has already been created and folks have a notion of how the characters should play.



Sharpe’s Kidnap

Prelude

Lieutenant Sharpe- following the last fracas in El Dudno I assume that you are now quite recovered from your exertions. The fact that you were unable to secure Marshal Messina’s plans is no matter – we beat them soundly at Talavera.

It has come to our attention that the partisan known as El Trumpo has gone rogue and is believed to trading information and fake news with the French. Your mission is quite simple apprehend El Trumpo and bring him to justice. It is very important that you capture him alive and bring him back for trial.

We know that El Trumpo is holed up either in or near the Convent of Her Blessed Virgin near the village of Saint Joseph. The area is behind French lines so beware of French patrols.



Starting Point

Sharpe and his chosen men are approaching the convent from the south west (the building on the banks of the stream) – its dawn and a mist lies across the valley. At present the mist reduces all visibility to 8” but with the sun rising it is expected to burn off quite quickly. Each turn roll a d6 and add this sum to the number of inches of visibility – when the sum gets to 24 the mist has burned off.

The Mist has however caused some of the chosen men to get lost. Each Chosen (not Sharpe or Harper) man rolls a d6 on a 5 or 6 the man has become separated from the party. Roll a further d6

1 – the chosen man has become totally lost and will not play a part in the battle
2- The chosen man is just behind Sharpe & Harper and will enter the table from the SW a turn later
3 - - The chosen man is just behind Sharpe & Harper and will enter the table from the SW two turns later
4 – The chosen man may enter anywhere along the southern edge
5- 6- He has become hopelessly lost – roll randomly where he might be on the table (if in a building- he is placed outside)



The Guerillas

El Trumpo can be placed anywhere in the Convent or the Church (player decides) his remaining men are placed off table but are in the following locations. El Trumpo is not allowed to leave the environs of the chapel/convent.

-          One is in the tower as a sentry
-          2 are in the church
-          1 is the convent



The French Patrols

Unbeknownst to Sharpe the French Spy Ducos is in the area intent of catching up with El Trumpo to get the latest intelligence – Ducos is riding with five French Dragoons – they are all mounted. The French enter on the road from the North. They have stuck to the road and are less likely to get lost because of the mist – if they roll a six then dice as above.


Winning the Game

Sharpe wins if he is able to capture El Trumpo (beat in a HTH combat to subdue) and remove him from the table (Southern or Western Edge)

The French/Guerillas win if they successfully drive off the British and ensure El Trumpo stays alive.


The game

Sadly no full report as no photos but safe to say the Frenchies and Guerillas got stuffed - Sharpe once again died but Harper was able to fulfil the mission. Was it balanced - jusdt about the French dice throws were awful




Wednesday, 25 April 2018

Sharpe's Brest

A couple of weeks ago I ran another episode of Sharpes Alternative adventures in the Shed using the Fist Full of Lead rules  - the first of the these can be found here

Sharpes Pursuit

Sharpes Hazard

This time our brave Riflemen has been signed up for a bit of a suicide mission - he has to enter the French Naval port of Brest and kidnap the infamous Irish agitator known as Father Ted. The British authorities are concerned that this man might be successful in leading a rebellion in Ireland and thereby opening a new front front for Napoloeon against the British.

Sharpe would enter the city from the landward side and make his way to where Father Ted was reported to be hiding. Sounds simple ...well the Royal Navy has other plans. During Sharpes mission they have decided to bombard the city from off shore. The Royal Navy's latest three decker HMS Indecisive is shelling  the port.

Each turn a number of random rounds will land in the city potentially destroying buildings, ships and of course our players figures.

Unfortunately I didn't take enough photos in game to write up a full AAR but I was able to capture some shots of the table before I cleared it all away. I hope you agree that the pictures do suggest an early 19th century port.

What of Sharpe - well sadly he failed his mission  - no promotion yet !. Father Ted escaped to the Naval Fort. Most of the chosen men died and HMS Indecisive's newly promoted captain Horatio Trumpetsucker had a really bad day at the office.

Sharpe will return soon...

Onto the pictures




















Come back soon


Tuesday, 13 March 2018

Sharpe's Hazard





"Major Hogan, please tell Mister Sharpe what he can do for us next" instructed the Commander of his Britannic Majesties Army in the Peninsular

The portly exploratory officer turned to the tall green clad man in front of him. Both men carried no signals of rank but the very fact that they were standing in the Generals office clearly stood then in high regard.

"Richard my dear boy" opened Hogan "your successful attempts to retrieve the orders of battle from Marshal Soult has given us valuable insight into the Frenchman's plans and for that we are extremely grateful. However these plans have revealed an option to the French we had not considered. There is a bridge not far from Rosalejo that could prove a vantage to their forces in the their approach to our defences.

Tonight you and your chosen men will go to this bridge and blow it up!"

Sharpe looked at Hogan "is the bridge guarded sir?"

"As far as we know there is a small sentry detail but nothing you and your men can't resolve with a bit of daring do" responded the exploring officer " oh...and Richarde whilst you are out on your troubles watch out for certain French Agent - Monsieur Ducos. A rather nasty piece of work that seems to be one of the Emperors favourites down here in Spain..."

If you are interested in the first part of the Shed's adventures of Sharpe and his chosen men head here

Sharpes Pursuit



As the intro explains Sharpe and his chosen men have been tasked with blowing up a certain bridge near the village of Rosalejo.






The table 4 x 4 has been set up using my desert boards to create the canyon - this river runs through this with of course the target bridge. A simple track bisects the landscape.

Not surprisingly the bridge is guarded by 5 regular French Soldiers and is being inspected by Monsiour Ducos.

Monsieur Ducos is also an extraordinary chap so he gets some talents and rolls a d12. Furthermore he is armed with two pistols. Sadly my figure does not look like the TV character (yet)



The French will be reinforced during the game with three foot troops and three mounted dragoons. We diced at the beginning of the game and these would arrive turn 6.

The Cart (driven by a local peasant - a legitimate target for the French) would enter the board and be driven onto the bridge. The cart's contents would then be ignited by fuse and subsequently blown up. The fuse would take 0-5 turns to fire its contents (during which time the cart could be moved/or the fuse extinguished) The cart can be shot at (+2 to hit) and any hit has a 1/10 chance to ignite the contents. Anyone or thing within 6" of the exploding cart is toast.

Mark would play the French, Alastair the Greenjackets and I was coordinating, being the umpire, making it up as I went along and making the tea.


So as the evening was setting the French sentries were feeling quite relaxed and relieved they had had a quiet day....



All of a sudden they could here the incessant squeak of a badly oiled cart trundling up the valley towards the bridge...Merde they cried dismayed that their light supper of mussels and frogs legs was about to be delayed



Under the guidance of Monsieur Ducos (why he was in the valley nobody knows) the French soldiers quickly took up their positions. 




The riflemen quickly scattered and started to take advantage of their longer range rifles - the first Frenchmen (a native of Normandy we decided) were dropped quite quickly. Daniel Hagman bagging his first of many kills on that warm evening


Realising their predicament was quite bad Ducos instructed one of his troops to hide behind the small Shrine next to the bridge - didn't do him much good as he caught a lead bullet in his head a couple of turns later.


By now Sharpe and Harper had moved forward and were closing on the bridge - Sharpe had already run through one poor french soldier with his heavy blade and Harper's seven barreled monstrosity had yet to be fired in anger.

Harper was poised to take the bridge (sorry no pics as Camera was forgotten) - Ducos put on a stiff lip and charged forward firing hone of his flintlocks into Harper's general direction.This moment of sheer french insanity was enough for Harper to fumble in the ensuing combat. The French spies bullet hit the Irishmen's thick skull and Harper for the second time in as many weeks hit the dirt out cold.

Realising that his soon to be arch enemy Richard Sharpe was just round the corner Ducos grabbed the initiative in the next turn and managed to charge Sharpe (so much for his cowardly trait) - A bitter struggle erupted and Sharpe was driven back wounded by the sneaky Parisian....

Was Sharpe to be denied his victory...NO ! Alastair played an Ace using this a Queen to not only shake off his wound but also allow him to lunge back at Ducos. With a savage glint in his eye Sharpe thrust his heavy cavalry blade into the bemused Frenchman. Sharpe has dismissed his foe

(later Ducos's body could not be found and the British suspect he feigned his death to ensure he could escape)
 




With the majority of the French sentries out the way Giuseppe the cart driver moved forward. Sadly this was his last action as a rather sneaky Frenchman ran up and ran him through with a bayonet.



This Frenchman's victory was short lived as Hagman potted his second of the day - the wise old poacher had found a nice spot covering the bridge in the rocks



With the original french sentries down and out it was a good job their reinforcements arrived - and it wasn't long until the dragoon were thundering over the bridge.


The cart was slowly heading towards it destination


The French Dragoons charged the cart (now being driven by chosen man Harris)


The first dragoon swung left off the bridge and charged Sharpe - bad move. Sharpe grabbed the horses bridle and pulled the froggie off his horse. A quick flick of his wrist (in a thuggish kind of way) sent another French trooper off on his final journey


Harris didn't fare quite so well as he he received a new haircut from the sabre swinging Dragoon charging him. fortunately Cooper was on hand to rescue him and take over the cart driving duties. Hagman shot the second dragoon from very long range.



Filled with Blood lust Sharpe charged down the third mounted Frenchman and once again his prowess with a sword was pretty impressive...

I can assure all the readers here that this was how the game was playing out...


By now Cooper had got the cart onto the bridge BUT he had been overcome by the final French guards. These guys realising the cart contained enough explosives to send the bridge into orbit knew it had to be moved. 


The only man who could physically stop[ this from happening was our hero Richard Sharpe - he bounded onto the bridge to confront the carts new owners. He swung his blade ....and missed. The Frenchman stabbed him with his bayonet - potentially a lethal wound. We will never know (at least not until the next adventure) as Sharpe fell from the bridge into the icy water.


The French guards quickly drive the cart off the bridge and back towards their lines - both Hagman and Perkins hit the cart but their rifle fire was insufficient to stop the cart and its contents reaching French lines.





Sharpe has failed - what will happen next...

Come back soon

Postscript. This was such a fun game to umpire - all credit to my players for playing the characters.

The story played out so well and could have easily swung the other way...

Tuesday, 20 February 2018

Sharpes Pursuit - A Fist Full of Lead AAR


Hi Folks

As promised the Shed saw its first action of 2018 last night, the temperatures in SW London hit a barmy 10 degrees outside so it was warm enough in the shed (16 degrees)

I was joined by Mark and Rolf and we had already decided that the night would witness our inaugural game of Fist Full of Lead (Horse & Musket). 

I’d had the pleasure of trialing the Western derivative of these rules a few weeks ago and was suitably impressed to invest in them myself. Not wishing to start another genre I decided the Horse &Musket period would be perfect as I can field my Napoleonics, Pirates and French Indian Wars within this timespan.

More details on the rules etc can be found here

As a ruleset they are very simple to grasp with each player controlling only a handful of figures (typically five). This is skirmish gaming with each figure representing one man. 





I wont spend too long explaining the rules but suffice to say combat is very simple and figure activation is done by standard pack of playing cards. Each player draws the number of cards for the figures he has and starting from Kings the players work down through the cards in their hand. Some of these cards have other benefits that affect the actions the players take, eg Jacks add bonuses to combat, sevens allow rerolls and sixes automatically reload weapons. Aces are of course wild.

The Cards produced by Wiley Games (but you can use any playing card deck)


To prepare for the game I prepared character reference sheets and as you can see our first game featured Richard Sharpe and his squad of riflemen.

As I decided to create a bit of a narrative for the game so Sharpe and his chums all got some special abilities and were pitched up against more numerous basic French.

Rolf took command of the Greenjackets whilst Mark & I controlled the French.


Above the Rifles Character Sheet

Below the Basic French template - did not have time to customise




What I can say is that this game delivered a wonderful narrative, it sped along at a great pace and all those taking part had great fun.


Ladies and Gentlemen doff your Shakoes and prime your muskets as I recount the story of ......


Sharpe’s Pursuit

1809 Portugal


Lieutenant Richard Sharpe having recently taken command of his small squad of rifles has been instructed by Major Hogan (the notable explorer) to meet up with a guerilla agent at a small farmhouse north of Talavera. This agent is reported to have the orders of battle for the advancing French Army commanded by Marshal Soult.

Unsurprisingly these orders would be invaluable to Wellington.

Sharpe and his men have observed the farmhouse from the outlying hills and have determined that the building appears to be occupied by a few French looters. Hopefully the spy (under the guise of Father Esperanto) is still alive and can still be secured with the papers.


Pictures of the farmhouse -



Sharpe must waste no time and get into the farm.

The Riflemen may approach the farm from any direction – they may make this decision once the French are placed

There are five French Looters – each looter rolls a d10 and places that looter that number of inches (according to the d10 direction point) from the centre of the farmhouse complex (they could be
outside the walls or inside the building)

Initially Sharpe and his men may approach unobserved but each turn the French player may roll a dice on a 4+ the British have been spotted.

…………………………………………………………………………………………………………
As soon as any guns are discharged the French will be alert to the advancing British
…………………………………………………………………………………………………………
The British may leave any side of the table to get to safety
…………………………………………………………………………………………………………
(Unknown to the British )Once gunfire has been sounded a unit of French Dragoons may join the fray (they will be mounted). The number of dragoons will be the current number of riflemen minus one
They will enter randomly from one of the roads – they appear on a 6+ (with +1 per turn thereafter).
…………………………………………………………………………………………………………
(Unknown to the British at the start of the game) Father Esperanto has unfortunately been tortured and with his dying words reveals that the Orders have been secreted in the Church of the Blessed Mother in Rosalejo some 5 miles to the west. Father Esperanto confirms that the French know as much and a rider was sent back to the Marshal

This concludes part 1 of the game followed of course by part 2


Can Sharpe get to Rosalejo before the French ?

…………………………………………………………………………………………………………
If Sharpe is unable to secure the orders then assume that the mission to Rosalejo has been instructed by Major Hogan.

Sharpe will travel to Rosalejo he has he has all his men back under his command bar any that were killed in action (any with more than 1 wound will retain one wound)

He arrives on the Northside of the village (through the orchard)

The French arrive on the Southside at the sametime – the French have two squads of infantry (9 men plus one officer) – The officer is mounted

The orders are in the Chapel (centre of the town) in a locked chest.

Again Sharpe must collect the papers and may escape anywhere from the Northern, Easter or Western edge. The French may collect the papers but must escape along the southside of the board
……………………………………………………………………………………………………………………………………………………………

So how did this play….


Lietenant Sharpe snapped shut his telescope. He’d seen all he needed. There were five French soldiers milling around the farm in the valley but no sign of Father Esperanto. The agent he had to meet to procure Marshal Soult’s orders of battle, perhaps he was hiding in the buildings.

He spoke quietly to his trusted Seargeant and directed his force towards the vineyards. He would approach from this direction in the attempt to surprise the force in front of him. The Vineyard wall would offer cover almost up to the gate.

The Rifles creep through the vineyard


His men, accustomed to this type of action crept forward. Their hands away from their triggers lest they alert the unsuspecting targets. As the British move forward towards the wall they heard a cry…’Sacre Bleu’. They had been spotted.

Quickly the British Skimishers advanced towards the gate, with Cooper and Perkins trying to gain entrance via the side building. Soon the air was popping with lead shot and the pall of gunsmoke hovered over the once tranquil Spanish Farm. Daniel Hagman, the best shot in the company kept up a steady rate of fire pinning the French in the tower.

Daniel Hagman gives covering fire behind the Vineyard wall whilst his pals advance 
By now Harris, Sharpe and Harper had reached the gate only to be encountered by fierce resistance and despite Harper's seven barrelled gun they could not get a foothold in the courtyard. These French were tough. But the diversion on the gate was working 






– Perkins had gained access to the farm and had discovered Father Esperanto tied up and beaten. He revealed that the orders were safely hidden in the Church at Rosalejo a few leagues north of the farm.

Perkins, armed with the information fled the farm and shouted to Sharpe - time to get out of here boys...they began a steady retreat

The sound of the gunfire finally alerted the local patrolling dragoons and giving no thought to the farmers produce charge headlong across the field towards the retreating British. Sharpe raises his rifle and dropped one rider as he crosses the wall.



The Dragoons give chase to the fleeing greenjackets - sporadic rifle fire forces most to dismount and withdraw to cover...all bar one who reins his horse in and charges Sharpe


Sharpe draws his cavalry blade and receives the charge....



But the Frenchman's horse knocks him to the ground and winds him (actually he died but that would spoil the story). The victorious Frenchman's smirk is soon wiped as Hagman puts a bullet between his eyes. Hagman drags his commander from the field

With the rifles fleeing the scene the French looters bravely exit the farm and take a few failed potshots




Part 2 - Events in Rosalejo

The small town of Rosalejo was a few miles from the farmstead but knowing he had no time to spare Sharpe drove his men hard towards their destination. time was of the essence and could he secure the papers before the French

The town was set up in my new gaming area so little time was taken shifting from one table to the next. Sharpe and his men come in through the Orchard. The Church is in the centre of the town



Aside from a few locals everything appeared quiet in the town...


Perkins and Hagman dashed forward to the church - the wily old poacher covering the street


By now the squad of French Soldiers had arrived in the town (picture below- left edge) and these ploughed forward into town intent on the same goal


The French pushed forward to the church


The advanced French scouts prepare to enter the church from both entrances


They charged in with loaded weapons - the noise inside the building was deafening



The next two to three turns saw the French and British wrestle over the church - five frenchmen lay in pools of blood (namely thanks to Sharpe) and Perkins, Hagman and Cooper all lay still on the church floor.

Sharpe and his blade were deadly


French Snipers were doing the damnest top stop the Brits from getting to the church but they weren't very good shots



Harper dashed into the church and grabbed the chest containing the papers - he fled into the street avoiding the fire from the advancing French troopers






Armed with the Papers seargeant Harper ran on through the Church and through the Orchard. Sharpe covering his exit. Once again the brave riflemen had done their job for King and Country....

The End

In summary  - a great game and a rulset that delivered first time round

For the next part of Sharpes story head hear

Sharpes Hazard