Showing posts with label FIW. Show all posts
Showing posts with label FIW. Show all posts

Monday, 27 April 2026

The Battle of Fort Dan (French Indian War)

The Posties Rejects gathered in the Shed-o-War for only our second face-to-face game of the year. Illness has played havoc with everyone’s schedules, but (touch wood) we may finally be turning a corner. If Sunday’s game is anything to go by, it was well worth the wait.

Richard summed it up perfectly on his blog: “This was a very convivial occasion with lots of chat, mickey-taking and laughter amongst friends. Well done to Postie for his superbly rendered table. He always manages to produce a visual feast.” Hard to argue with that.

The game itself was a fictional encounter set somewhere in North America during the French and Indian War (1754–63). For those less familiar, this conflict saw Great Britain and France clash, alongside their respective Indigenous allies, and is generally considered part of the wider Seven Years’ War. Stuart (Postie), never one to think small, laid on a table worthy of the setting: a sprawling 6' by 12' battlefield packed with dense forest, a settler village, and a British log fort guarding a river crossing. And yes, there were trees. A lot of trees. Possibly enough to qualify as managed woodland.



Dan, Surjit, and I took command of the British forces, supported by Provincials and allied Indigenous troops. Opposing us were Richard, Ray, and Colin, leading the French and their own Indigenous allies. The scenario opened with a sizeable French force advancing along the main road, while additional elements—represented by blinds—moved unseen through the forests on either side. Our Provincials formed a thin but determined line across the road, buying time for a chaotic column of settlers, wagons, and livestock to make their escape towards the dubious safety of the fort.





We also had a unit of Rangers and another of Indigenous allies to deploy as blinds in the woods. In a moment of optimism (or tactical overconfidence), we placed both on our left flank. This would later prove… educational.

Along the road, the Provincials conducted a steady fighting withdrawal, delivering volleys before falling back, always keeping just ahead of the French advance. It soon became clear that not all the French blinds were empty. Colin’s troops appeared on the French left, while two units of Indigenous warriors emerged on their right—uncomfortably close to my concealed forces. When the blinds were lifted, it became apparent that I was slightly outnumbered.


At that point, discretion suggested retreat. Unfortunately, speed favoured the enemy, and withdrawal likely meant being run down anyway. So, in the finest tradition of questionable battlefield decisions, I chose aggression instead. Fortune favoured this moment—we had the initiative (a recurring theme throughout the game)—so I pushed forward and opened fire, hoping to thin their numbers before the inevitable melee.


Meanwhile, the main action on the road continued much as before: the Provincials trading space for time, picking off French troops while staying just beyond charge range. A cow did make a break for it into the woods—clearly unimpressed with the chain of command—but most of the civilians kept moving. Dan advanced two units of British regulars along either flank, and by turn five or six, they were nearing the fight, poised to significantly increase our firepower.



Back in the woods, things became… less orderly. My Rangers and Indigenous allies collided with Richard’s warriors in a brutal, swirling melee. Over three turns, both sides tore each other apart in close combat until, eventually, there was almost nothing left. The few survivors staggered away, leaving the forest eerily quiet once more.


The French still had one more move to make. Reinforcements arrived by canoe along the river. Four boats carrying indians equipped with ladders, clearly eyeing the fort as their objective. Unfortunately for them, they may have left it a little late (perhaps the upriver rapids proved more troublesome than expected). The British garrison, ever cautious, had kept a strong force inside the fort, ready to receive them.





At this point, the French commanders made the sensible call. Their advance along the road was closing in, but fresh British troops were arriving on both flanks, threatening to more than double the firepower facing them. With mounting casualties and objectives slipping out of reach, discretion won out over valour. The game was called, and we retired indoors for the far more pressing objective of tea.



Credit to the French players, they were hampered by some truly dreadful initiative rolls, winning it only once or twice all game. That allowed the British to dictate the tempo, maintaining the fighting withdrawal while steadily wearing them down. Dice can be cruel, and on this occasion, they were firmly wearing red coats.

Once again, Stuart delivered a beautifully presented game, rich in atmosphere, full of visual detail, and a joy to play on. And, as Richard noted, the day was as much about the company as the combat: plenty of laughter, terrible puns, and the usual good-natured mickey-taking. As is tradition, the battle ended not with recriminations but with handshakes, congratulations, and plans for the next encounter. Now, if we can just keep everyone healthy long enough to actually play it…

Tuesday, 29 March 2022

Battle of Mount Rock - French Indian War large scale skirmish in 28mm

Once again I'm a bit late in reporting on this (covid-in-da-house) but now that I'm feeling a little better it's time to get this Battle Report written up. So a couple of weeks ago the Rejects gathered for a game in the Shed-o-War and this time El Capitano Postie was our umpire. His French Indian Wars rules are simple, fast to play and fun so when he runs a 'Skirmish' game it is usually on a massive scale. True to form this game used the whole of the 6ft by 12ft table and hosted five players fighting it out through a frontier town c.1757. Ray posted his battle report last week and it's worth checking it out here

The Setup & OOB

The British forces are a mix of Regulars, Light Infantry, provincials and civilians. They are dispersed across much of the table with the Line troops concentrated around the construction site for a new fort. They also have a unit of friendly Indians hiding in nearby woods. The French have a mixed force with Marines, Militia,  Coureur de Bois and a sizable Indian contingent. 

The British players (Myself, Ray and Mark) start the game not knowing where the French may attack from, and based on previous games, fully expecting to have to defend at various points around the table edge. I don't know if Stuart gave the French players (Steve & Surjit) much choice in deployment but they decided to attack with everything from one direction. The British had to wait a couple of turns to be absolutely sure that this was the only attack, before drawing reserves away from the other roads and this delay proved crucial for the outcome of the game. 

The setup (picture gratefully borrowed from Ray's blog, Don't Throw a 1)

The Action

The largest British unit on the table (not counting Militia) was the 44th Line, but they were concentrated around the Fort construction site, guarding several roads and a bridge into the area. When the French arrived at the other end of the table (twelve feet away!!) we had to decide whether to abandon this defensive position or wait to see what the French plan was. 

The French and their Indians emerge from the woods and move quickly to get across the river. Their movement was very swift and the British were on the back foot for most of the game...especially when the French kept winning Initiative turn after turn. 

French troops and Indians press forward sending British Militia and Civilians running for their lives. 

The 44th start to form up and move towards the battle, but having waited for two turns to be certain of the French attack, maybe it is too late?

The French press quickly into the town, with British stragglers ruthlessly cut down. Casualties are mounting and as the victory points for this game are purely based on kills, this is already a one-sided game for the British. 

One of the British Militia units has been pursued several turns and have lost all but two men. They decide they can't run anymore so bravely turn and charge the nearest Indians. Their attack, and 18 inches of British Steel on the ends of their rifles, kills a couple of pursuers but then the Indians rash in and finish them. 

Now the Indians start to funnel into the centre of town, shifting their attack more towards the left of the British defence. There was considerable confusion as units mixed (I'm pretty sure some movement distances were 'stretched' a little) but it was already clear this game was only going one way for the British. 

The British now see the direction of the attack and try to concentrate their forces. The 44th have reached the rear of the defensive line and started to consolidate into a formed unit blocking the road.

Formed up like this both lines can fire and with a bonus for volley fire...but only if they can get close enough to fire on the invaiders. 

Having swept through the outskirts of the town, the French forces reach a more open area and coalesce into a concentrated line. They are probably considering the wisdom of pressing across open ground (especially the Indians) but do they need to? They have already caused considerable casualties to the British for relatively light losses on their side. 

The British have a strong looking defensive line, but the light is fading and the French decide their raid has been a success. The Victory points agree! British 62 pts to a massive 132 pts for the French

The winners. Steve and Surjit after a well-deserved win. Steve's ability to roll hits was so impressive he won Man-of-the-Match, hence the happy look on his face. 

Conclusion

An excellent game, with some beautiful terrain and figures from Posties collection. As a British player, I was of course hoping for a different result, but the points at the end showed this as a clear win for the French, not least because they won the Initiative in all but one turn of the game. 

Wednesday, 9 September 2020

Bear Necessities

This week my painting has taken a brief turn away from WW2 and chain of command. Earlier in the year my mate Stuart (aka Postie) gave me a figure of a bear. It's a bit of an in-joke so I had better explain. Postie has often run some very large French Indian Wars games in the shed-o-war and in one notable game my leader figure woke up a very angry bear. The movement wild creatures in his rules are entirely random but I was unlucky and the bear ended up close enough to my troops to charge. The ensuing melee with my leader and his lieutenant was brief, bloody and decisively in the bear's favour. In short, my leader and two other characters were eviscerated. The incident has gone down in Rejects lore and is often referred to! 


The bear miniature was a very simple paint job and will no doubt feature in a future game or two here in the Operations Room. I was considering giving it a snowy base for use in my Frostgrave Game's, but in the end, I decided to give it a woodland base in hommage to the bear that it was inspired by. 

Talking of bears, I highly recommend watching The Revenant. This 2015 American epic Western action-adventure starred Leonardo DiCaprio and although it was set in the 1820's - some 60 years after the French Indian Wars - I felt it was very evocative of that whole frontier period. In the film, DiCaprio's character is attacked by a bear and whenever I see that scene, I always think of that fateful game in Posties shed. It makes me wince just thinking about it!

Thursday, 4 June 2020

Donnybrook via Zoom

Yesterday something incredible happened...Ray put on a game! Actually, he put in a really good game and what is more amazing, he used the Donnybrook rules!! Still your beating heart, I know, we're all in shock as well. Seriously though, he ran a really good game last night with four Rejects dialling in via Zoom to join the action. The game lasted a little over an hour, was exciting and produced a cliffhanger type ending where victory could have gone to either side. Gripping stuff and we've arm-twisted him into running another game sometime soon. No doubt Ray will post something a little more detailed on his blog in due course but I wanted to share a couple of pictures I took during the game. 

Our umpire for the game, veritable Master of Ceremonies, and all round good chap, Ray.
Our Umpire for the game, veritable Master of Ceremonies, and all-round good chap, Ray.

A quickly grabbed shot of the game on my Laptop Screen. The picture quality wasn't too bad and Ray was able to move his camera around a little if we needed a better view. 

I won't give away the ending - I'll let Ray give you the details on his blog, but it was a cracking game and very enjoyable. Zoom worked really well, the sound and picture quality was fine and the usual banter ensued throughout the game. The only thing missing was Posties egg mayonnaise sandwiches, at half time! 

Tuesday, 7 January 2020

Battle of Goose Farm

The Rejects first game of the year took place over the weekend and what a game it was! Postie decided to play something a little 'lite' so he pulled out his French Indian War rules and we played a rather large skirmish battle. Surjit and I played the French and Indians, while Richard had to defend his position with the British. The game went on longer than expected but everyone - winners and losers - had a great day. 


The Setup
The French have approached the edge of a large clearing and across a wide area of open ground, there is a small British outpost consisting of a bridged river, a small farm and crucially a blockhouse. The French aim is to burn the two buildings down, but they have to get inside first! British reinforcements have been sent for but will they arrive in time to stop the French?


Orders of Battle
British
55th Howies Light Infantry (20)
Civilians (3 Rifles, 1 Musket, 1 Pistol)
1 Indian Character & 1 Messenger
   Reinforcements
   Mounted officer (Major)
   44th Grenadiers (16)
   60th Line (20)
   Gorhams Rangers (12)

French
Officer (Major)
  Quebec Militia (12)
  Indian Warband (12)
Officer (Captain)
  Coureur de Bois (12)
  Indian Warband (12)


The Action
The whole table was set up for this game, but in the end, we only used about a quarter of it, focused on the tower, farm and bridge. 

Surjit and I decided to set up on the forest edge and decided to cross the open ground as quickly as we possibly could. We knew this would mean taking fire without firing back (at least in the initial turns), eschewing firing back in favour of additional run moves.  

The British look very thin on the ground, but it didn't take a genius to know the Blockhouse must have been packed full of soldiers. 

Surj and I swarm towards the British positions. Richards shooting in this early stage was phenomenally accurate.  

Our main target. Victory would be defined as burning down the blockhouse and the farm beyond. 

As we close we finally get to fire back. Fortunately, our return fire was pretty good with my troops killing four of the defenders in the blockhouse. 

The British have quite a few rifles in their ranks and seem to be good at picking off our men at range. My Indians (closest in this picture) start to take casualties. 

Again the lack of British troops in the open suggests the Blockhouse and Farm are packed full of men with guns. 
 
My Indians get pushed back after losing three casualties, but my Militia gets right up to the walls and begin firing through the open window slots. Meanwhile, Surjit's troops get around the other side of the Blockhouse and push back the British defending their camp. 

Richard puts up a spirited defence of the camp but the men in the open are forced back by the weight of numbers. 

The French now swarm around the Blockhouse and are finally in a position to attack the door on the far side. We need to break down the door before attempting to set the building on fire. 
 
The first turn trying to break down the door with an Indian carrying a firebrand ready to toss inside. However, defeating the door is going to be tough. The defender rolls 2d6 while the attacker gets 1d6 +1 if supported by another figure and an additional +1 for each turn after the first that they continue to attack the door. Getting inside is going to take a while. 

Surjit has pretty much cleared the campsite and the few British troops that remain are trying to get inside the farmhouse. 

An aerial view shows the whole site is now under our control. 

Finally, probably 8 or nine turns into the game, the British reinforcements arrive. It will still take them at least three turns to reach the battle so the clock is ticking for the French to get inside the Blockhouse and complete our mission. 

Surjit battles the last British colonist defending the door to the Farmhouse while my Militia form up to defend the bridge against the British reinforcements. 

Back at the Blockhouse, the door is still stubbornly closed. We have by now been at the door five turns and Richard keeps rolling low for defending the door...and twice I roll a one and fail to break the door!! We are running out of time! 

The British reinforcements are moving into range with Gorhams Rangers (in white) taking the lead. 

My Militia poor fire into the Rangers then fall back and prepare to do the same again. I'm trying to buy time for the troops at the door to get inside the Blockhouse. 

The door is down! And inside there are two soldiers and a Character figure. Characters are very hard to kill by shooting so while we are able to dispatch the soldiers quickly the Character stands in the doorway blocking our path. 

The Rangers have taken severe casualties but still manage to cross the bridge. The French have decided that there is no longer time to try to destroy the farmhouse so we focus our efforts on holding back the British while we try to destroy the Blockhouse. 

The British Character inside the blockhouse is stopping us from getting in! Dammit, this building has been a pain in the bum! 

My Militia continues to fire back at the British Rangers but we are running out of time. Postie is hinting that night time is approaching. 

Most of the Rangers have now been killed but the Grenadiers are now crossing the Bridge. 

Eventually, one of my commanders gets stuck in and, with some lucky dice, manages to kill the character. At last, the way inside is clear...however our firebrand has been dropped when the Indian carrying it fled - his Warband had had enough casualties and failed a morale check. Can we not get a break! 

As the Grenadiers cross the Bridge, Postie calls the game to an end. Night has fallen and the French decide to fall back before they are overwhelmed. Without destroying any of their objectives this is called a British victory. 

Richards stalwart defence of the Farm and Blockhouse earned him a well
deserved Leadership Award. 
Analysis
This is the sort of loss I don't mind. Surjit and I played as well as we could have and by the end, we felt that we were beaten by bad dice and back luck as well as by Richards excellent defence.