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Wargames Illustrated 292

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100% found this document useful (3 votes)
425 views124 pages

Wargames Illustrated 292

Uploaded by

edwintempler
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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T h e W O R L D ’ S P R E M I E R TA B L E T O P G A M I N G M A G A Z I N E

DARKEST
AFRICA

Battles in the
Dark Continent

First look at
the new rules

Issue 292 - february 2012


£4.50 • €6.50
US $8.50 • Aus $12.00

ISSN 0957-6444
02

hot time in ligny One day campaigns sedgemoor, and more


Napoleon’s final victory Fighting campaigns in less than 12 hrs. Recreating the last battle on English soil
9 770957 644121

p l u s : fa l l i n ! 2 0 1 1 s h o w r e p o r t, f o w m a s t e r s A N D m u c h M O R E !

WI292 Cover.indd 2 12/12/11 10:32:12


FEATURED wargames illustrated issue wi292, february 2012
THIS MONTH

From the editor


Here at Wargames Illustrated we are very proud of our association with Battlefront
Miniatures, the world’s largest producer of historical figures and tabletop games, and
we regularly feature content for their ever-popular World War II game, Flames Of War
(FOW). But with this issue we are able to bring you something very special - the first look
at the forthcoming third edition of the Flames Of War rules.
flames of war:
the third edition .......... 9 Our FOW third edition article (page 9) brings you the inside track on the imminent,
three-volume release - we hear from the editors, writer, and designer who all share their
thoughts, trials, tribulations and pride in producing the latest version of the game, which
looks like setting a new standard for rulebook design and clarity.

Meanwhile, in Darkest Africa....

Our theme content this month takes us to sub-Saharan Africa in search of action, adventure
and lots of tabletop excitement, as we explore the gaming potential of the Dark Continent
during the 19th Century. Along the way we encounter Zulus, Matabele, Jervis Johnson, Ila,
British Redcoats, Rick Priestley and much more besides.

Other articles this month take us on a tour of a super-large (yet super-detailed) Battle
darkest africa: of Sedgemoor game, teach us how to play campaign games in a day, and explore the
a wargamer’s guide ... 24 wargaming potential of The Battle of Ligny, plus more besides!

Dan Faulconbridge
U.K. Editor

This month’s cover illustration is by Peter Dennis, and comes from the cover of the
Warlord Games ‘Rorke’s Drift Battle Set’, used with Warlord’s kind permission.

hot time in ligny ........ 34

the path of blood ..... 42


Produced in the United Kingdom, Blake Coster, Casey Davies, Sean
New Zealand and the United States Goodison, Mark Hazell, Michael Haught,
of America Kyran Henry, Victor Pesch, Chris Townley,
Wayne Turner and Phil Yates.
The Wargames Illustrated team:
Daniel Faulconbridge, Dave Taylor, Managing Editor: John-Paul Brisigotti.
Unit 26 Ian Bennett, Robert Townsend and
Whitemoor Court Industrial Estate Matt Parkes. Printed in the U.K. by: Warners PLC.
Nottingham. NG8 5BY
United Kingdom The Battlefront Miniatures Studio team: Marketing by: Comag Magazine
Copyright © Wargames Illustrated 2012 Tim Adcock, Evan Allen, James Brown, Marketing www.comag.co.uk

WI292a Content.indd 1 14/12/11 09:27:16


FEATURED
THIS MONTH

contents “we come for


This month’s theme content is your cattle” ................................ 68
shown in blue. The staple diet of inter-tribal warfare in
sub-Saharan Africa was cattle raiding. In
flames of war: this battle report we use the Death in the
the third edition ......................... 9 Dark Continent rules to refight an Ila
The release of the third edition of the versus Matabele small scale battle. we come for
world’s most popular historical wargame - your cattle ...................... 68
Flames Of War - is almost upon us. In this flames of war
piece from the Battlefront Design Studio north american masters ....... 78
the editors, writer, and designer give us an In November 2011, 22 of the top Flames
exclusive glimpse at what the third edition Of War players from across North America
has in store. were invited to the very first FOW Masters
event. We speak with Battlefront’s event
darkest africa: manager, Joe Krone, about the Masters,
a wargamer’s guide ................... 24 and present a quick teaser of all the great
We head into the “Heart of Darkness” with coverage you can find online.
expert on all things Africa - Chris Peers.
In this intro piece to our theme, Chris “let’s have a fight at
talks about the appeal of gaming the Dark jim’s place” ...................................... 84
Continent and takes a look at the different Jim’s place was the name the Zulu gave to flames of war north
forces and figures available. the isolated Rorke’s Drift Mission Station american masters ......... 78
in South Africa which became the scene
hot time in ligny ........................ 34 of an iconic battle in 1879 which requires
Using modified Shako rules, habitual no introduction to most wargamers. In
solo wargamer Chris Hahn offers us an this Black Powder ‘what if’ refight we
interpretation of the smaller battle fought generously reinforce the British garrison
on 16 June 1815, between Napoleon’s with hundreds more troops to man the
French and Blücher’s Prussians, mere days mealie bags, but the outcome is still far
before Waterloo. from certain....

the path of blood ..................... 42 ONE DAY CAMPAIGNS .................... 98


When Shaka Zulu’s most powerful Wouldn’t it be great if you could run a
lieutenant falls foul of his lord it can mean whole campaign in just one day? Pete
only one thing - war! And that’s what we Brown explains how (with enough prep) “let’s have a fight at
have in this inter-tribal refight using the you can! jim’s place” ........................ 84
Hail Caesar rules.
fall in! 2011
SEDGEMOOR AND MORE .............. 54 show report ................................ 106
The Battle of Sedgemoor, 1685 was the A holiday weekend and bizarrely
subject of a club demo game by the ‘Like a unseasonable weather conspired to keep
Stonewall’ Wargames Group. In this article Fall In! 2011 smaller than previous years,
Nick Buxey takes us on a tour of the table but they could not dampen the enthusiasm
and explains how it all came together. of those attending. Check out some of the
top tables from this perennial favorite.

fall in show report .. 106

contacts
Customer Service & Subscriptions Letters
help@wargamesillustrated.net letters@wargamesillustrated.net
Tel (UK): 0044 (0)115 929 5563 Distribution
Contributors USA
PRODUCT CODE

ukcontent@wargamesillustrated.net ussales@battlefront.co.nz
uscontent@wargamesillustrated.net EUROPE
contributors@wargamesillustraed.net eusales@battlefront.co.nz
Advertisments AUSTRALASIA
adverts@wargamesillustrated.net sales@battlefront.co.nz

WI292a Content.indd 2 14/12/11 09:27:17


FLAMES OF WAR NEWS
WHAT’S NEW ON
www.FlamesOfWar.com
NEW RELEASES FOR JANUARY?
• 4 February The Flames of War website is all about
the imminent arrival of 3RD EDITION!
GE513 Gebirgsjäger PAK38 Of course, we also have some other great
Platoon (3 guns) content to check out:
GE554 Gebirgsjäger 7.5cm
leIG18 Platoon • The Studio has plenty of information
GE555 Gebirgsjäger 15cm regarding what you can expect to see in
sIG33 Platoon the 3rd Edition of Flames of War.
GE836 Gebirgsjäger • Blake takes a look at assembling the
Pioneer Platoon new German Armoured Train.
GE553 Gebirgsjäger 7.5cm
Geb15 Battery • Chris uses the new French Tirailleurs
GE834 Gebirgsjäger HMG range of figures to build an Early War
Platoon force from Blitzkrieg.
• James shows how easy it is to enhance
• 11 February
the new, pre-painted, Battlefield in a Box
GBX61 12.8cm K81 gun Battery products with a little extra effort (and
GE682 T34 Turret Bunker GF9 flock).
SBX16 45mm obr 1942 Nests • We have a few sneak peeks at what you
can expect from your favourite hobby
HU711 Hungarian Heavy
over the coming months.
Mortar Platoon
• And last but not least, both Radio Free
• 18 February Battlefront and our You Tube channel
FRX07 Tirailleurs 75mm have plenty of new content.
Artillery Battery
FRX08 Tirailleurs Heavy

FR746
Artillery Battery
Legionnaire
Variety is the spice of Life!
Sapper Platoon February is a great month where we have • The Hungarians get the new
FR320 Laffly S15TOE a wide range of products, so whether Heavy Mortar platoon and Huszár
Armoured Car you are into Late War, Early War, or the Cavalry platoon.
Eastern Front, there is something there • The French add their bearded, axe-
IT752 Libyan Infantry Platoon
for you. wielding Legionnaire Sapper Platoon
(with company HQ)
• The Gebirgsjäger receive the rest of and Tirailleur artillery batteries.
GE894 Oberstleutnant Dr. Franz their support weapons.
Bäke (with Panther A)
HU708 Huszár Cavalry Platoon
• 25 February
BB137 Rural Farm Buildings
BB138 Rural Fields and Fences
BB132 Barbed Wire x4 (8x10cm)
BB131 Trenchlines
BB130 Minefields &
Tank Traps

• 3 March
GBX62 BP42/44 Locomotive
GBX63 BP42/44 Artillery Car
GBX64 BP42/44 Infantry Car
GBX65 BP42/44 Anti-aircraft Car

News COMPLETE.indd 2 12/12/11 10:56:23


What’s Online for Wargames IllustrateD?
Our website heads into the Heart of Darkness with a number • ARTICLES FROM THE ARCHIVE
of features to accompany our Darkest Africa theme content - In Darkest Africa - Chris Peers’ first words in WI on the
• MORE FROM THE CATTLE RAID! subject of Darkest Africa. Sub-titled; “A guide to wargaming
Additional photos from the Ila versus Matabele raiding article. Central Africa in the late Nineteenth Century with a set of
skirmish rules and campaign system” (WI131)
• MORE FROM JIM’S PLACE!!
Warfare in the Age of Exploration. Some scenarios for
Lots more photos from our Rorke’s Drift re-fight -
wargaming Darkest Africa - Two famous British explorers
“Let’s have a fight at Jim’s place”.
come to grief in this scenario based on the night attack at
• DEATH IN THE DARK CONTINENT Berbera. (WI134).
Download an unofficial ‘summary and quick reference sheet’ Gun and Spear - We’ve combined this two-part article from
for Death in the Dark Continent. Chris Peers, about the balance of game play between troops
• WHAT’S ON MATT PARKES’ WORKBENCH? armed with guns and those with spears. (WI262 & 267).
Matt ‘tarted up’ some Gale Force 9 Hills for The Path of • CELESTICON SHOW REPORT
Blood article. Here, he shows you how he did it. A report on this growing show in Northern California.

www.wargamesillustrated.net
• REVIEWS
Our regular round up of reviews.

Osprey Publishing
Picks of the month
TUNNEL RAT IN VIETNAM
By Gordon L Rottman
In 1965, soon after the first US combat
THE LEE-ENFIELD RIFLE troops had arrived in Vietnam, it
was realized that in some areas the
By Martin Pegler
Viet Cong had developed vast tunnel
The Lee-Enfield is one of the 20th complexes in which to hide from the
THE FALL OF ENGLISH Century’s most recognisable and enemy. It was long known that such
FRANCE 1449–53 longest-serving military rifles. It complexes existed, but it was not
was adopted by the British Army in realized just how extensive they were
By David Nicolle
1895 and only replaced by the L1A1 in some areas, how important they were
Despite the great English victories SLR in 1957. It saw combat from the to the Viet Cong, and how difficult it
at Crécy, Poitiers and Agincourt, Boer War onwards, and thousands was to detect and neutralize them. At
the French eventually triumphed in are still in use today; it is estimated first infantrymen volunteered to enter
the Hundred Years War. This book that 17 million have been produced. the tunnels armed with only pistols
examines the last campaign of the war, Soldiers’ recollections of the rifle and flashlights - the ‘tunnel runners’
covering the great battles at Formigny are overwhelmingly affectionate it were born, known to the Australians
in 1450 and Castillon in 1453. The was known as the Smellie. Today it as ‘tunnel ferrets’. They came to be
battle of Formigny saw French cavalry remains a very popular target rifle for known simply as ‘tunnel rats’ with the
defeat English archers in a reverse competitive shooting, and modern unofficial motto Non Gratum Anus
of those earlier English victories, copies are being manufactured to Rodentum - ‘Not Worth a Rat’s Ass’.
while Castillon became the first great meet demand. Featuring first-hand This title is based on the personal
success for gunpowder artillery in fixed accounts, brand-new full-colour accounts of those who served in this
positions. Finally, the book explains artwork and close-up photographs, unique role and describes the specialist
how the seemingly unmartial King this is the story of the Lee-Enfield, the training and equipment, not to mention
Charles VII of France all but drove the innovative, reliable and long-lived rifle the tactics and combat experiences, of
English into the sea, succeeding where that equipped British and other forces those who fought an underground war
so many of his predecessors had failed. through the world wars and beyond. against the Viet Cong in Vietnam.

www.ospreypublishing.com
If you have any news regarding releases, conventions, or other goings on, please send it through (along with some photos or a logo) to news@wargamesillustrated .net
5

News COMPLETE.indd 3 12/12/11 10:59:13


WARGAMING NEWS
Wargaming Events
of Note - February

3-5 GOTTACON 2012


www.gottacon.com
Victoria, BC, Canada
3-5 OWLCON
www.owlcon.com
Houston, TX, USA
3-5 WILLIAMSBURG MUSTER Hotlead is one of Canada’s finest miniature wargaming events, with more than 350
www.odms-club.com attendees expected in 2012. They’ve been going strong for about 17 years and in
Williamsburg, VA, USA recent years have raised over $9,000 for assorted charities.
4-5 PAW This year’s event will be held on 23-25 March, in the Arden Park Hotel, Stratford,
www.paw2012.co.uk Ontario. For details of the upcoming event, please head to:
Plymouth, UK
5 VAPNARTAK
www.hotlead.ca
www.yorkwargames.org
York, UK
11 CALL TO ARMS
www.colours.org.uk WABGT 2012
Newbury, UK In 2012, the Warhammer
12 HAMMERHEAD Ancient Battles Grand
www.hammerhead.org.uk Tournament (WABGT) will be
Newark, UK held at Maelstrom Games (in
Mansfield, Nottinghamshire),
23-26 DREAMATION 2012 an excellent venue with both
www.dexposure.com a wargaming shop AND a
Morristown, NJ, USA licensed bar!
25-26 MILANO WARGAMES Over the two days - 18 - 19
milanowargames.blogspot.com February 2012 - there will
Milano, Italy be five games played.
25-26 TACTICA Usual prizes will be awarded (1st, 2nd, 3rd, and last place, Best Painted Army) and
www.hamburger-tactica.de a treasure map charity draw for the Royal British Legion will be held.
Hamburg, Germany
WABGT 2012 will take the theme of “The Rise and Fall of Imperial Rome, and
26 CAVALIER 2012 her enemies”. (Armies from the Period of 100BC - 400AD only.) If you are
www.TWWS.org.uk interested in playing, or just watching, you can get further details by contacting
Tonbridge, UK Andrew Pickering: WABGT@sky.com, or visiting:

M ag a z wabforum.co.uk
ur in
o
Y

e
Wa
n t s Yo
u

r
Ne
ws

Event News: If you are an event


organizer, we invite you to send your
event information to:
news@wargamesillustrated.net
Remember to send it in at least THREE
MONTHS in advance of your event.

News COMPLETE.indd 4 9/12/11 11:30:11


AROUND THE GLOBE
Wargaming Events
of Note - March

2-4 WHO’S YER CON


www.whosyercon.com
Indianapolis, IN, USA
4 OVERLORD
abingdonwargames.org.uk
Abingdon, UK
9-10 COLD WARS
www.coldwars.org
Lancaster, PA, USA
11 SKIRMISH
www.harfields.com
Sidcup, UK
11 WMMS
www.alumwellwargames.co.uk
Wolverhampton, UK
17-18 SCHILTRON
Get Ready for More Havoc! Google: Schiltron wargaming
Glasgow, UK
in Massachusetts 23-25 HAVOC! 2012
HAVOC! has been the premiere miniatures convention in New England for 27 battlegroupboston.org
years running. Sponsored and presented by BGBoston Inc. (“BattleGroup Boston), Shrewsbury, MA, USA
the 2012 event will run in Maironis Park, Shrewsbury, MA, on 23-25 March.
23-25 HOT LEAD
Special attractions for 2012 include: www.hotlead.ca
Stratford, ON, Canada
• Free Entry - If you just want to look around or visit the dealers, you can attend
the show for free. 30-1 FIELDS OF HONOR
www.fields-of-honor.org
• Dealers - We have 25+ dealers attending. They’re coming from all over the
Des Moines, IA, USA
Northeast, so you can see them all in one location.
30-1 SPRING RECRUITS
• A Consignment Store that allows you to bring in your unwanted games,
recruits.mtswebsites.com
miniatures, terrain, or other gaming-related items and have us sell them for you.
Lee’s Summit, MO, USA
• Havoc! is a Kids’ Convention - We’ll have plenty of kid-friendly events.
30-31 THE 28TH ANNUAL SEVEN
For additional information visit our web site: YEARS WAR CONVENTION
battlegroupboston.org www.sywconvention.com
South Bend, IN, USA

Wartorn 2012!
Wartorn is a festival of historical and fantasy gaming being held
at Scarborough Spa (30 June -1 July 2012, to be precise).
Now in its second year, Wartorn features a variety of display
and participation games for all the family. These include the
English Civil War’s major battle at Marston Moor in 1644 and
the giant Napoleonic battle of Borodino in Russia in 1812.
There are loads of competitions to enter including Flames of
War (Late War) and 15mm Ancients, 28mm Renaissance and
15mm Napoleonics using Field of Glory rules. Also running
are 28mm Hail Caesar, 28mm Impetus, Warmachine, Hordes,
Warhammer, Warhammer 40,000, and Kings of War events.
Entries and further details can be found by contacting
Kelvin on 01723 501793 or visiting:
www.wartornuk.com

News COMPLETE.indd 5 9/12/11 11:30:32


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8

WI289 Subs Page.indd 1 12/12/11 11:06:25


THIRD
All of us here at Battlefront are proud to bring you this, the third installment of

EDITION
the world’s most popular World War II miniatures game. This edition retains
all the features that have already given us so many hours of enjoyable historical
tactical challenges, while improving the speed of play and how the rules are
presented. In the next few pages will give you an insight into some of the changes
and why we made them.

Third Edition Teaser.indd 1 9/12/11 11:36:26


WAR
WELCOME TO THE

It’s bigger. Does that mean it’s better? I think so. But what I am sure
of is that it is more graphical, it is easier to follow, it’s faster, but most
importantly it is still Flames Of War, pure and simple.
I have had the pleasure of watching all the Battlefront studio staff
really excel themselves and to them and everyone else involved I
thank you for giving us the biggest and best Flames Of War ever.
- Peter Simunovich, Editor

10

Third Edition Teaser.indd 2 9/12/11 11:36:52


Forces
The Flames Of War Forces book contains thirteen core Intelligence Briefings with
everything you need to build armoured, mechanised and infantry forces from each of the four
main nations involved in WWII: Germany, the United States, Great Britain, and the Soviet Union.

With almost six years between the current and the new version of the rules, I have had plenty of time to think about
what I would do differently next time. It is fair to say that the game was not my big concern as I knew that Phil, Pete,
and the studio would improve what needed improving, and streamline the rest. My goal was to see the rulebook include
more than just rules, so that any new players would not only be able to play the game, but also be given a serious leg-up
in choosing their first army and getting it tabletop ready. The idea of including two additional books was not a huge
leap once I knew what I wanted, and when you spend a year developing a project, what is another 140 pages amongst
friends! We did think about just making one massive tome, but quickly dismissed the idea as not very user-friendly.
After all, who wants to lug around a 2.1kg book to play a game when you need each part at different times.
The complete third edition rules set now comes with Forces and Hobby books to get you well and truly started,
leaving you one last decision - which tank to buy first!
- John-Paul Brisigotti, Editor

Hobby
In the Flames Of War Hobby book you will find information on the activities that surround
Flames Of War and define it as a pastime. It includes collecting and building an army, with all the fun of
painting and modelling, researching the history, and selecting the elements of your force in anticipation of your
first game with it, and setting up a gaming table and playing games in a club or competitive setting.

11

Third Edition Teaser.indd 3 12/12/11 11:08:28


THE DESIGN Casey Davies,
Graphic Designer
The third edition of Flames Of War has been one of the most challenging graphic design and layout projects that
I’ve ever undertaken. The challenge was to update Flames Of War to give it a fresh look, retaining everything
that was good from the previous edition, while taking on board comments that our players have suggested
over the past few years. I think the resulting book will please all our current players and inspire a whole new
generation to start WWII miniature gaming, while keeping Battlefront at the cutting edge of game design.

Listening to feedback on the forum, one


of the biggest issues I wanted to address,
was the ability to easily navigate through
the book to find what you need. What we
came up with was an expanded contents
system and a comprehensive index.
As well as having a contents page at the
start of the book, we’ve added an even
more detailed contents page in the front
of each section that lists every major and
minor heading in that section
On top of the comprehensive contents
listings, Phil spent two weeks, ripping
out large chunks of his hair, creating a
detailed and intuitive index that is nearly
three times as long as its predecessor.
This means that you will be able to spend
less time searching for rules and more
time playing.

One of Pete’s requests was to make the Rather than using traditional top-down Doing the diagrams in this style probably
link between the rules in the book and the diagrams, I wanted to achieve this using added over 100 pages to the new version
miniatures on the table more intuitive, fumetti or ‘photograph comics’ to create of the rules, but I think the clarity that
making the rules engage the reader on a windows into real game situations - they provide is well worth the extra space
more personal level. summarising the rules on the tabletop. and effort.

12

Third Edition Teaser.indd 4 12/12/11 11:11:07


On a personal note, while it was about

“It is entirely possible to learn six months of hard work and stress, long
weeks and sleepless nights, working on

the rules and be able to start


the third edition was very rewarding.
Watching the rules evolve, and being
able to influence the final product

playing by just reading the was awesome.


Designing the style of the book took

summaries and diagrams”


about three weeks, going back and
forwards with the editors—tweaking bits
here, and redesigning bits from scratch
there. The rest of the time went into
implementing the style across the book,
taking diagram photographs, and chasing
Phil for finished rules sections to lay up!
Overall, despite the long hours, I’m very
happy and proud of the finished book.

Each section has a corner tab repeating


the section cover art to make it quick
and easy to locate a particular section.

Each page has a the current heading


in the margin to help identify your
whereabouts in the section, making it
much easier to find the right page as
you flick through the book.

To complement the summaries at the end


of each block of rules, each section has a
summary at the end that repeats all of the
most valuable information.

Obviously the rules form the core of the Alternatively, it is entirely possible
book. Each topic has a summary that to learn the rules and be able to start
repeats the core information as a useful playing by just reading the summaries There is no more confusion between the A4
reminder. When you have read the rules and diagrams, and only read the full hardback and the A5 mini-rulebook page
once, these summaries should be all you rules when you need clarification for references, as all the rules page references
need to answer any rules questions. some rules. are the same between both versions.

13

Third Edition Teaser.indd 5 12/12/11 11:13:46


THE RULES Phil Yates,
Games Designer
In the five years since the second edition of the Flame Of War rules came out, I’ve had plenty of time to ponder
what I’d do differently ‘next time around’ and came to the conclusion that the answer was ‘not a lot’. Somehow
though, I still managed to spend a year hopefully making the game cleaner and simpler, and more fun to play.

All Wheeled and Half-tracked


vehicles move one-and-a-half
times as fast on Roads.

18”/45cm

12”/30cm
A Half-tracked vehicle team moving
Cross-country can move 12”/30cm.
On a Road it moves 18”/45cm.

Transport vehicles are much more useful in the new version of Flames Of War. Wheeled vehicles and wagons move
considerably faster (50% faster for trucks!), and they and half-tracks move much faster on roads.

Some teams have better saves now. Gun teams get a 3+ save when gone to ground, while recce vehicles always have a 3+
save. Portee guns with gun shields don’t have a save, but the enemy needs a firepower test to knock them out.

14

Third Edition Teaser.indd 6 12/12/11 11:15:07


Individual teams can now move at the double.
As long as they don’t get shot at, the rest of the
platoon is unaffected.

before charging into a nest of anti-tank guns! As a


counterbalance, the assaulting teams can choose to
target the guns to eliminate the biggest threat first.
It took a lot of playtesting to sort out the details, but in
the end I think we came up with a much simpler and
clearer set of assault rules. All of Casey’s diagrams
certainly make it easier to figure out how it should
work as well.

TRANSPORTS
With assaults sorted out, I turned my attention to
transports. I wanted to make them easier to use. A
big part of the solution was to make dismounting far

The focus for the third edition of Flames Empty transports must be sent to the rear, but they can be brought forward
Of War is firmly on making the game again when needed, giving them much more flexibility.
easier to learn and play. The area that
seemed to create the most questions from
second-edition players was assaults, so
that was one of my first targets for the
new edition of the rules. Fortunately, a
long discussion on the way home from a
tournament provided the inspiration for
most of the answers.

ASSAULTS
The first problem I tackled was deciding
who was actually involved in the assault.
The best answer turned out to be the
simplest—anyone close enough to the
assaulting teams. This makes it far easier
for beginners to work out who they will
actually be fighting and reduces the
amount of fiddling around considerably.
The second step was to have all of the
defending platoons take their motivation
test to counterattack with the same
die roll, so defending with parts of
two platoons is no longer better than
defending with a single platoon.
The new rules simplify charging into
contact. Now, once the closest team
has charged, the main requirement is to
maximise the number of enemy teams
contacted by charging teams.
I also wanted to clean up what happens
at the end of an assault as well. Break-
through assaults are gone. Instead, the
consolidation rules require the defenders
to get out of the way of the victors when
they consolidate. If they can’t get out of
the way, they have to surrender.
Another issue that needed work was the
role of anti-tank guns. Under the new
rules, assaulting tanks are forced to fall
back and abandon the assault if they take
two casualties (destroyed or bailed out)
from defensive fire. In addition, guns can
use their normal anti-tank rating against
the side armour rating of assaulting tanks
when they fight in assaults. The net result
is that tanks think much more carefully

15

Third Edition Teaser.indd 7 9/12/11 11:42:21


more flexible. Now guns can fire at full The rules for charging into contact are more flexible and intuitive with the main
rate of fire or fire artillery bombardments requirement being to maximise the number of enemy teams contacted.
after unlimbering. This makes it worth
limbering up and moving the guns, this is a particularly useful ability. This moving, like other weapons. While we
knowing that next turn they will be back was a result of long experiments to allow were at it we also changed MG teams to
in action. This is especially so with most anti-tank guns to survive long enough allow them two shots when pinned down,
transport vehicles being much faster, to do their job. After rejecting some making them very good at defence!
particularly on roads, in the new rules. ideas as too complex and others as either
ineffective or just too good, we decided We also adjusted the special rules for
Using transports is also much easier as
to allow gun crews to spread out and hide some of the more unusual tanks. Moving
they are removed from the table when
when not manning their gun, earning bunker busters can’t hit moving vehicles,
they aren’t needed and brought back
a better save until they go into action. focusing them more tightly on their
again when they are. Combined with
Improved saves extend to softskin recce historical strengths and weaknesses. On
ignoring any transport casualties for
vehicles like jeeps too, making them a the other hand, moving Soviet and French
morale checks, this reduces the risks
viable alternative to armoured cars. tanks gain a lot of flexibility as they can
associated with transports immensely.
now shoot their main guns, albeit with a
SHOOTING +1 penalty to hit.
RECONNAISSANCE
Reconnaissance got a makeover too, The shooting rules survived the process The artillery rules are also more flexible,
with the rules dropping from five pages almost unchanged. The few things we did with any army that can muster a
to three, despite bigger and better change were the rate of fire of moving bombardment of nine or more weapons
diagrams. The biggest change was to the or pinned down weapons, which is now getting a devastating bombardment
disengagement rules. The basic rules on half of their full rate of fire. This really template! The smoke rules have also been
how to disengage from shooting are the benefited light and heavy machine- simplified and made the same for both
same, but after disengaging teams cannot guns as we allowed them to shoot while artillery and direct fire.
move or take an objective, but are free

It took a lot of playtesting to sort


to shoot. Disengaging from artillery,
assaults, and aircraft have all been
removed, as has compulsory disengaging

out the details, but … we came


from enemy shooting.
Recce teams are also more flexible in

up with a much simpler and


revealing gone-to-ground teams now.
Each team picks an enemy platoon and
reveals it on passing a skill test. This
allows the platoon to do more than one
thing at a time. As gun teams now have
a 3+ save when they are gone to ground,
clearer set of assault rules

16

Third Edition Teaser.indd 8 12/12/11 11:15:59


Move your troops into contact
with the enemy before working out
which enemy teams are involved in
the assault and can defensive fire.

All defending teams within


8”/20cm of an assaulting
team can defensive fire.

8”/20cm

Teams beyond
8”/20cm cannot
defensive fire.

All enemy platoons within


8”/20cm of an Assaulting
team are Defending platoons.

MISSIONS The new assault rules simplify the process of determining who is involved in an
As well as the rules changes, I wanted assault. Teams within 8''/20cm can shoot in defensive fire and counterattack.
to provide a greater range of missions in
the new edition. Now there are thirteen the ability of all teams to start gone-to- Overall, the new edition of the rules
standard missions, up from six in the ground in every mission. Combined with combines the best of the Flames Of War
old rules, with all of the old missions the ability to stay gone-to-ground while that players have come to know with
included in an updated form. Perhaps the digging in, this latter change really helps changes that improve the balance of the
biggest changes to the old missions is infantry at the start of many missions. game and make it easier to learn and play.

Flame-throwers are very effective against infantry and guns, but need to pass a firepower test to bail out a fully-armoured tank.

Flame-throwers shoot
once per game, rolling
Skill Tests to hit.

Flame-
throwers can
only move
6”/15cm if they
want to shoot,
but do so at
their full ROF.

17

Third Edition Teaser.indd 9 12/12/11 14:39:54


TERRAIN Phil Yates, Games Designer
Terrain is a key part of Flames Of War. Having a good battlefield to fight over is as important as having the
armies to fight over it. The new edition of the rulebook devotes a lot more space to discussing terrain and its
effects on the game, clarifying its effects for both newcomers to the game and old hands.
At the same time, the effects of some types of terrain have been cleaned up to make games easier and faster to
play, without losing any of the flavour of the old rules. In fact, in some areas (such as buildings) the new rules are
both faster and more flavourful than the old ones!

We expanded the two-page terrain


section in the old rules to eight pages full
of visual examples. These go through
each aspect of terrain and explain how
different types of terrain fit into Flames
Of War.
As well as expanding the section defining
terrain, we added heaps more diagrams
to explain its effects. The discussions on
the effects of terrain on movement, line
of sight and concealment have five extra
pages of diagrams to make them clearer
and easier to understand.

The rulebook devotes eight pages


to discussing types of terrain,
illustrated with photographs of
typical battlefields.

The rulebook explains the effects


of terrain on your miniatures in
great detail.

18

Third Edition Teaser.indd 10 12/12/11 11:32:43


Having a good
battlefield to
fight over is
as important
as having the
armies to fight
over it.

The expanded terrain summary gives


a concise outline of the nature and
effects in the game of a wide variety
of terrain.

19

Third Edition Teaser.indd 11 9/12/11 11:45:46


The Forces Book contains 100 pages of core
Intelligence Briefings for the four main
combatants of WWII.

FLAMES OF WAR
FORCES
Whether you are a recent recruit to Flames Of War,
War
or a seasoned veteran, the Forces Book has something
for everyone.
For new players, the Forces book contains all the information
you need to start building your force, from company structures
to platoon entries and arsenals detailing vehicle and weapon
stats. The book contains thirteen core Intelligence Briefings
covering tank, mechanised and infantry forces from the main
combatants: Germany, United States, Great Britain and the
Soviet Union for the late war period.
The briefings have side-by-side comparisons of different
vehicles, guns and infantry weapons, to help you to choose
between the different options available to your army. Summaries
of key special rules help you to get the most out of your
chosen army.
Seasoned veterans will find this book a useful resource about the
nations they already play, an insight into nations that they come
up against, and the inspiration to start collecting and gaming
with another nation.

20

Third Edition Teaser.indd 12 9/12/11 11:46:48


FLAMES OF WAR
HOBBY
Having chosen your army, the Hobby Book gives you advice
and tips about collecting, modelling, and painting your
army, and how to get your army into the battle.
The Hobby Book starts with an overview of the different
periods, nations and force types in Flames Of War and
suggestions on how to go about collecting an army, enabling you
to gain the most benefit from the Forces Book.
Once you’ve planned your army and bought your miniatures,
you’ll find the modelling and painting guide full of tips and
tricks to help you get your miniatures assembled, painted, and
on the table.
Terrain plays a vital part in any Flames Of War battle, so the
battlefields section is full of ideas and inspiration to help you set
out your terrain to enhance your gaming experience.
Once you have got a few games under your belt, what next?
The community, section introduces you to the wider gaming
community with articles on playing historical scenarios, linking
your battles into whole campaigns, and playing in competitive
tournaments.

The Hobby Book contains 40 pages of


additional information about the Flames Of
War hobby.

21

Third Edition Teaser.indd 13 9/12/11 11:47:35


As a thank you to everyone who bought and played
with the hardback second edition Flames Of War
rulebook, we are once again giving away free
copies of the A5 mini-rulebook.
To get your copy, simply take your second edition
hardback rulebook to your local gaming store as
proof of purchase, and they will give you your
free copy of the third edition of the Flames Of War
rulebook. If you are unable to get to a store contact
us through our website, and we will sort it out
for you.
At 296 pages, the A5 mini-rulebook is the complete
Flames Of War rulebook, including national special
rules for the United States, Germans, British and
Soviets, as well as all thirteen combat missions.

Third Edition Teaser.indd 14 12/12/11 14:40:54


The third edition of Flames Of War, The World War II Miniatures Game
is a massive 448 page book split across three volumes.
RULEBOOK Forces Hobby
Hardback, 308 Pages Softback, 100 Pages Softback, 40 Pages
The Rulebook allows you to take The Forces Book contains thirteen The Hobby Book is about the other
command of a company of soldiers Intelligence Briefings from the aspects of the game, which are just
and pit yourself against cunning four main nations involved in as important as playing. In this
opponents on the field of battle. WWII: Germany, the United States, book you will find information on
With clearly laid out rules and Great Britain and the Soviet Union. the activities that surround Flames
intuitive diagrams, Flames Of Whether you’re a new player or a Of War and define it as a pastime,
War is an easy to learn, fast-paced seasoned veteran looking to start as well as painting and modelling
wargame that allows you to re- an army from a different nation, guides to help get you started.
create the battles that raged across there is something in this volume
Europe during WWII. for everyone.

Third Edition Teaser.indd 15 12/12/11 11:35:07


DARKEST AFRICA
A WARGAMER’S GUIDE Above: Somewhere in Darkest Africa.... Foundry and Copplestone
By Chris Peers Castings figures from the collection of Bruno Allanson.

As a wargaming period ‘Darkest Africa’ is relatively new, and some Victorian explorers, that strip across the
readers might understandably still be wondering what it is all about. middle of the continent that was still
Of course no one can really ‘invent’ a historical period, but the title being opened up in the last quarter of the
originated with the figure range which Mark Copplestone did for 19th Century.
Foundry about 13 years ago. That is not quite what ‘Darkest Africa’
seems to mean now, though. Like any
Inspired mainly by the adventures of obscure little wars and publicised them period worth its salt it has escaped from
Henry Morton Stanley in the 1870s, it in a series of articles in this magazine, its creators and trekked up-country into
comprised explorers, askaris, Arabs, and and the popularity of the period soon new territories that we never envisaged
some specific and generic tribal types took off - still driven, in the main, by when we started. It probably started
from East Africa and the Congo. I was Mark’s superb figures. My first published when Foundry incorporated their Zulu
already writing a book on 19th Century rulebook, In the Heart of Africa, came War range into the Darkest Africa one.
East African armies for Foundry at the out a couple of years later, and was still At first, though, we were very keen to
time, and so I got involved with a set of focused mainly on the Foundry range distinguish it from ‘colonial’ gaming. I
rules specifically designed for gaming (later on, of course, expanded by Mark must admit that I have always had a bit of
with these figures. At first some people under the name of Copplestone Castings). a prejudice against mainstream colonial
thought the whole subject was not The rules were basically a skirmish set, games. They seem too one-sided, and
military enough for a proper wargame, using individually based figures, and usually devoid of much tactical interest.
but Mark and I dug up some hitherto dealt exclusively with the Africa of the To make things even less interesting, a
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24

DARKEST AFRICA Intro.indd 2 12/12/11 12:00:33


colonial
conflict
to do something different. So, before I
can persuade you that Darkest Africa is
a period well worth gaming, I need to
define what I think it means. Stanley on
the Congo is obviously “Darkest Africa”.
But what about Isandhlwana?
Or Omdurman? Or Spion Kop?
Well that is up to you. But for what it is
worth my most recent rule set, Death in
the Dark Continent, covers the whole
of Africa south of the Sahara between
the years 1870 and 1899, and I think
that will do as a definition for want of
anything better. Being based on multiple-
figure bases the rules can now cope
with bigger armies, but are still aimed
at the relatively small scale “bush wars” a start, and both sides were generally too
which characterised the period. The well equipped with modern weapons.
start date was chosen as marking the This does not mean that you cannot use
introduction of breech-loading rifles in the rules for hypothetical skirmishes
the European colonial forces, although between British and Boers, but they do
Above: Some of the publications by Chris
of course some people struggled on with not pretend to cover the whole range of
Peers from his impressive Africa portfolio.
muzzle-loaders for much longer. It is possibilities for the period. I am well
also from about this date that we start aware that some other campaigns within
mere handful of campaigns are regularly
to get reliable accounts of the tribes in the specified time span - particularly
gamed - basically the Zulu War of 1879
the remoter parts, and so can have a go those fought by the Anglo-Egyptians
and the two expeditions against the
at representing their armies. Before that in the Sudan, and the Italians in both
Mahdi in 1885 and 1898 - while all the
most of the tropical zone was a blank the Sudan and Ethiopia - are too big for
other possibilities of the subject are on the map. The end date was chosen my rules, which are still optimised for
forgotten. The redcoats form square, for two reasons. One is that I had done smallish expeditions and tribal forces
the Zulus or ‘fuzzy-wuzzies’ charge and quite a bit of research on 19th Century with fairly basic command structures.
are shot down, end of story. Even if the armies for the Foundry series, but knew You might justifiably choose a different
natives occasionally win, it is down to the much less about anything after 1900. The set for refighting the big encounters
dice or a skewed scenario, so the victors other reason was to exclude the Second of those wars - I happen to like Black
cannot derive much satisfaction from Boer War. It is a fascinating conflict, but Powder - but the participants also took
it. Of course this verdict is completely I do not think that a rule set originally part in numerous smaller actions against
unfair, but I had seen enough games that intended for “bush wars” can do it tribal opponents which will clearly fit
were like that to make me determined justice. There was too much artillery, for into the Darkest Africa mould.
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25

DARKEST AFRICA Intro.indd 3 12/12/11 12:01:04


SO WHY GAME IT? hundred possible forces at least. Many suitable skirmish rules and some of the
of the native ones are distinguished by wild animals produced by North Star,
OK, so now we know what Darkest
weird and wonderful combinations of Copplestone or Foundry as the “enemy”.
Africa is, but why bother with it? Surely
costume, warpaint and weaponry which I have written a couple of hunting
the colonial types have cherry-picked
can give the painter and converter hours rule sets in the past, but am currently
all the good stuff from that time and
of fun, while the colonial forces all have experimenting with an amended version
place already, leaving us with a few
their own uniforms in red, white, blue of Foundry’s Rules With No Name, which
primitive tribesmen chucking spears at
or khaki. Only the ancient period offers produces just the sort of unpredictability
moustachioed men in pith helmets before
comparable variety. What is more, in a within limits that you might expect from
vanishing into the bush? Well, for a
period which covers only 30 years and dangerous animals.
start there is a huge number of different
half a continent, you don’t need to worry
armies to choose from, each different in Tactically, African warfare is also
so much about meeting unhistorical
appearance and often diverse in fighting particularly interesting. By the 19th
opponents. A game pitting Julius Caesar
styles. The army lists attached to my Century most societies had well
against Chinggis Khan will not feel right
rules number 72 so far, but allowing developed methods for dealing with
to most of us, but only the real purist
for the various options which have their native enemies, taking advantage
will object if his Voortrekkers come up
not been separated out under specific of factors like terrain and the technology
against Masai in some unexpected corner
headings there must be a couple of available. Encounters between hostile
of an unexplored continent.
tribes, or between the locals and Arab
Then there is the whole “Boy’s Own slavers, can provide a very challenging
adventure” aspect. If I was being poetic game, pitting different native fighting
I could say that there is a bit of Africa methods against each other, and this was
in all of us, and not just those who have in fact the staple of the original “Darkest
had it injected there by a mosquito. Even Africa” scenarios. But from the 1870s
those who have not been lucky enough onwards Africans were suddenly faced
to see the real thing will remember with a series of invaders whose methods
the vast rolling plains and blue skies were not only new and technologically
evoked by the film Zulu, not to mention advanced, but improved almost from year
countless wildlife documentaries. Even to year. There were two main options
on a wargames table the terrain can be available to them then. One was to
spectacular, and those who are skilled at keep doing what they always had done,
making such things will find plenty of but get better at it. Hence the Zulus
scope for their talents. More practically, in continued to emphasise close-quarter
the 19th Century sub-Saharan Africa was assegai fighting, but supplemented their
the nearest we can get to a vast free-for- throwing spears with guns which could
all in which anyone might find themselves be fired at close range as they closed,
fighting anyone else - not much fun for and began to experiment with more
the inhabitants in real life, but providing flexible formations - the “half-open
an endless source of inspiration for order” covered by skirmishers which
game scenarios, from tiny skirmishes to Major Ashe observed in 1879 - to reduce
pitched battles. And Africa is traditionally the effects of the defenders’ firepower,
a place where anything can happen, the just as contemporary Europeans were
land of Tarzan and Alan Quartermain, doing. Others, like the Azande, were
where men went to make spectacular already experts in skirmishing and
discoveries, seek fabulous fortunes ambush tactics, in which they used newly
or - more likely - find lonely graves. It acquired guns and old-fashioned spears
therefore has equally infinite possibilities with equally deadly effect.
for small scale role playing, with players
On the other hand some of the better
taking on the personae of visionary
organised African states attempted,
explorers or beleaguered military officers
with varying degrees of success, to
plunging into the unknown “Heart of
modernise their armies along European
Darkness”. All you really need for that
lines, with disciplined infantry units
is an imaginative umpire and a set of
relying on firepower from the most up
Old West skirmish rules, which will
to date weapons they could acquire.
probably include all the necessary native
The best known of these were Samori
weaponry for use by the Indians. Another
Toure’s Mandinka, the Mahdists, and
sub-period which can provide an exciting
the Ethiopians - the only African nation
game is big game hunting, again using
e
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26

DARKEST AFRICA Intro.indd 4 12/12/11 12:14:42


to come out on top in the 19th Century too one-sided to be of any wargaming are formidable and often terrifying
“scramble”. Also in this category might interest. It should be enough to mention opponents. (Though if there was anything
be the “Ruga Ruga” armies of leaders like Isandhlwana and Adowa, without having that made the Bakers nervous, they never
Mirambo, and the Arabs of the East coast to list all the smaller actions in which seem to have come across it.) A couple
and the Congo. Others, like the Ashanti, the whites were defeated by less well of decades later the likes of Frederick
had the required organisation but never equipped, but more numerous and better Lugard and Carl Peters were describing
evolved the tactics, still fighting as hordes led native forces; actions like the Rugaro the same people as hopeless savages who
of skirmishers like they always had done. River, the Franqui Column, Intombe Drift would run at the first whiff of cordite.
Historically these modernising armies - OK, you get the idea. In any case there Of course the latter were better armed
usually dominated their tribal neighbours are plenty of nicely matched inter-tribal and some of their victims already cowed
but - with the notable exception of the wars to fight. Incidentally, if you like to by previous defeats, but the contrast is
Ethiopians - came unstuck against real see the Africans get credit for anything, probably more a matter of late Victorian
European armies when they tried to fight read the accounts of explorers from the racial attitudes. Don’t be fooled; there
them on their own terms.
1860s and ’70s rather than the later ones. were plenty of gruesome fates lying in
It should not be necessary to refute the Burton and Stanley were of a nervous wait for the best armed white man as
old idea that the colonial campaigns were disposition, and the tribes they describe soon as he dropped his guard.

WAZUNGU! By Mark ‘Fibs’


Wheatley
felt I needed to take it a stage further; I had some spare sprues of Perry
Ansar figures which include arms with breechloading rifles. I took the
breechloader arms from the Ansar, added sleeves in some cases with grey
Wazungu! When the cry came out at my gaming club that people were going stuff and the heads with tarbooshes and added these to the zouaves which
to play a Wazungu campaign for Death in the Dark Continent my ears pricked had had the detail trimmed from the waistcoats. I then took the spare arms
up. Wazungu is a Swahili word used to describe explorers and adventurers, with muskets from the zouaves and added them to some of the spare bodies
often white, who encountered natives in Africa during the European expansion. from the Ansar that I had, the ones with a lot of clothing on. I use these as
The word actually means something strange or frightening. my porters, armed with muskets. These combined with my Wazungu made
from the Perry Bashi-Bazouks command pack and a few Artizan Designs
As discussion went around the club amongst the guys who were going camels with a whole heap of baggage added and an Ansar handler and my
to play I noticed that the majority of people were forming the force of small force was ready to take to the table.
explorers around typical white European types. Whilst there’s nothing
wrong with this I wanted to do something different. I decided that my I’ve really enjoyed creating the Wazungu force for the campaign and have
‘Explorer’ was going to be of Arab decent, adventuring down from the used them as the core of a new Turkish Slaver force based around the
north on the hunt for hides, gold and adventure. exploits of Rabeh Zubair. He was a former slave who rose in his previous
master’s army of slavers to a position of power. Following the break up
As well as the Wazungu himself I needed an entourage to accompany in the slaver force he splintered away with half the army and moved west.
him on his adventures. I had become fascinated by Bashi-Bazouks, their His forces went on to conquer Bornu and he based his forces at Dikwa, the
appearance, and I really liked the name, they sound really cool, and I capital which he fortified, and where he maintained a large standing army
imagined my “Wazungu” protected by a force of Bashi-Bazouks. With of uniformed soldiers armed with guns. After a campaign against the French,
that in mind I had a good look through the various figure ranges out there. where he had some successes at the end of the 19th Century he was killed.
The Perrys do a great range in their Sudan collection but none armed with The army itself was what interested me; it was a mix of soldiers of varying
breechloading rifles, a must for my small force. So what next, I had spoken quality and weaponry, combined with light cavalry and lots of lightly armed
to one of my regular gaming opponents and he had the idea of using Perry skirmishing troops. It offered plenty of modelling opportunities and a
zouaves with the waistcoat decoration trimmed off. I liked the idea, but suitable home for my newly created soldiers.
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27

DARKEST AFRICA Intro.indd 5 12/12/11 12:17:22


CHOOSING AN ARMY
African armies may be incredibly diverse in their appearance and the details of their weaponry, but they do fit into a few broad categories
which can make choosing an army a bit easier. Personally, as an unrepentant Luddite, I enjoy the challenge of beating the technology
freaks with a pointed stick and a bit of cunning, but normally wargamers tend to go for the most deadly (and expensive) weaponry
available in their chosen period. For this reason I favour a points system for choosing armies - especially important in a period with such
disparity between the effectiveness of different troop types. Even if you go for the cheapest troop types, though, a hundred figures will
be enough to make a decent army - surely another reason for giving the period a try! The remarks below assume that you will be pitting
your figures against opponents who are roughly their equals in fighting power, but not necessarily in numbers. Though written mainly
with Death In The Dark Continent in mind, they are mostly applicable to whatever set of rules you choose to use.
A traditional skirmisher in the form of a Nandi Warrior from Kenya. Artwork by Richard Scollins from MAA 215,
Queen Victoria’s Enimies (2), © Osprey Publishing Ltd. www.ospreypublishing.com

Above, top: Dahomean warriors, including a couple of ‘Amazon’ female fighters.


By Dixon Miniatures. Above, bottom: Dave King’s Pygmy force which their mysterious
leader known only as ‘She’.

disadvantages of firearms vis a vis trade muskets. They are cheap in points,
pre-gunpowder weapons in a previous hard to hit, especially in cover, and en
TRADITIONAL article.) Of course, as we do not have any
drill books or written military regulations
masse can be quite effective. If you
prefer the more expensive Elite option, an
SKIRMISHERS for these armies we have to rely on
battle reports of varying reliability, and
Azande, Dahomean or Ila army (figures
available from Foundry/Copplestone,
it is not always easy to fit a particular Dixon and North Star respectively)
The majority of traditional African
tribe’s fighting style into a category. would be a good choice. Tactically, you
warriors fought mainly with missile
The Azande, for example, appear in the will have to be clever if you want to win
weapons - usually spears or bows,
accounts of Georg Schweinfurth and E. with any of these armies. Lay ambushes,
but throwing knives, slings and even
Evans-Pritchard as classic missile-armed and take advantage of cover and your
crossbows were not unknown. They were
skirmishers, but they were also able to get mobility in difficult terrain. Charge with
not trained or equipped primarily for
stuck in when necessary, and on at least your Elites, ideally with a chief at their
hand-to-hand fighting, and tended to run
one occasion broke a Belgian square. head, to pick off isolated enemy units,
away if charged vigorously by those who
It is for people like these that my rules but try to resist the temptation to hurl
were. Under this heading I would also
have a category of Elite Skirmishers, who your masses at regular firing lines. If you
include those - like the Ashanti - who
are not only excellent shots but are also let Warriors charge you, you have had
had got hold of imported muskets, but
effective in the charge, though less so on it, but your Elites can take the initiative
used them in a traditional way, mainly for
the defensive. Ordinary (ie. non-Elite) and charge outnumbered or disordered
close range volleys fired from ambush.
Skirmishers is the default class for run Warriors with a fair chance of success.
(I have discussed the advantages and
of the mill villagers with spears, bows or

28

DARKEST AFRICA Intro.indd 6 12/12/11 12:18:52


Below: The ultimate African warriors - The Zulu. Married Zulus (with the white shileds) to
the left and unmarried to the right. Plastic figures from Warlord Games.

TRADITIONAL WARRIORS

Artwork used courtesy of North Star Military Figures.


Ndebele) where a fearsome offshoot of the Zulu Nation.
Left: Matabele warrior. The Matabele (also known as The
It had been known for a long time that manufacturers make Zulus and Beja in
men who were able to charge to close both metal and plastic, while Masai are
quarters in more or less formed bodies available from Foundry, Matabele from
had a great advantage over skirmishing North Star, and the closely related Ngoni
opponents, who could not generate from Copplestone. Masai and Ngoni
enough firepower to stop them before are good choices for players who like
the introduction of breech-loading to get stuck in without having to think
rifles. Those armies with the necessary too much about tactics. Zulus and
equipment, morale and/or discipline Matabele, though, are disciplined
to do this often swept away their tribal armies with good command
enemies and spread terror throughout systems which cost a lot in
their particular region of the continent. points and will be wasted if
In my rules I call these people Warriors, you restrict yourself to a
as distinct from Skirmishers. Well mass charge. So consider
known examples include the Ethiopian using flank marches and
and Beja swordsmen, the Masai, and of keeping reserves.
course the Zulus and their offshoots, the
Matabele and Ngoni. However, charging
in close order was less of a good idea
when the enemy were Europeans or
European-equipped askaris armed with
breech-loaders or machine guns. There
is an element of “scissors, paper, stone”
in this; Colonials beat Warriors, Warriors
beat Skirmishers, but Skirmishers with
their ambush tactics have a better chance
against Colonials, especially in difficult Below: Ngoni Chief
terrain. Players interested in Warrior and Warriors, by
armies will not have far to look: several Copplestone Castings.

29

DARKEST AFRICA Intro.indd 7 12/12/11 12:19:16


CLASSIC COLONIALS
I use this term to describe the typical
European colonial expedition in tropical
Africa, based on uniformed askaris armed
with breech-loading rifles, with possibly
a core of white regulars. There may also makes Germans for
be support from field artillery or machine East Africa, while
guns, and in some cases (British in South French and Italians
Africa, French in the Sudan, Portuguese are available in several
in Angola) from regular or irregular colonial ranges. The unfairly
cavalry. The askaris were trained to fight neglected Portuguese could be
in European style, and like European converted from plastic Perry ACW
regulars they are classified in my rules as infantry, cavalry and - for the
Soldiers. They rely mainly on firepower, native units - Zouaves. Foundry,
but can also stand their ground and fight Copplestone and North Star all do
hand-to-hand if necessary; Raw Soldiers explorer and big game hunters.
are not very keen on cold steel, but Elites As for tactics, colonial players
are a match even for the equivalent all too often resort to the good old
Warriors. Well equipped exploring infantry square at the first sight of
expeditions led by people like Stanley an assegai. Against Warriors this
can also be covered under this heading, can often be justified, but against
though they tend to have a smaller Skirmishers it should be a last resort.
proportion of trained askaris, and so rely Historically squares worked well
heavily on the “wazungu” or white men in specific circumstances, where
who lead them and tote the biggest guns. an opponent was prepared to
Historically the explorers seem to have come to close quarters in open
survived better than you might expect terrain like the Sahara Desert
in their battles with the locals, though or the steppes of Zululand.
players who do less well can console Elsewhere they could suffer
themselves with the Reverend Smith badly from missiles launched
and Captain Dale’s observation on the from nearby cover, and it was
Ila of Zambia that “it is certain that in almost always preferable to
more recent years travellers entered the advance and drive skirmishers
country and left no record, for the simple off rather than wait to be
reason that they never emerged alive”. sniped at. It is also a good
The only real drawback to these armies is idea to field some allied native
that in a points based game they are very skirmishers of your own
expensive, especially if they succumb to screen your regulars and
to the temptation to field Maxim guns. scout for ambushes. Another
This means that if they are lured to close warning for colonial types is that
quarters, or ambushed in difficult terrain, even though their weapons have
Above, Artwork by Richard Scollins from ELITE
they can be quickly overwhelmed by a long maximum range, they will not
32, British Forces in Zululand 1879, © Osprey
superior numbers. As for building an necessarily be effective at that range. Publishing Ltd. www.ospreypublishing.com
army, even if you want a change from Against opponents who do not show
British redcoats this should not be too themselves in massed formations wearing Below: British redcoats defending Rorke’s Drift.
difficult. Foundry do Belgians and British brightly coloured uniforms, long range The plastic figures and other models are all
East African askaris, Mark Copplestone firepower does not win games. from Walord Games new Rorke’s Drift Battle Set.

30

DARKEST AFRICA Intro.indd 8 12/12/11 12:20:00


MODERNISED AFRICANS HORSEMEN
Especially in South Africa, horses
introduced from Europe played an
important part in warfare from an
early date, though “cavalry” tended
to concentrate on skirmishing, often
dismounting to shoot like mounted
infantry, rather than charging with cold
steel. Armies like the Sotho, Griquas,
Boers and many of the expeditions
launched from British South Africa
consist mainly of what I call “light
horsemen”, usually armed with guns.
British regular forces can also make use
of native or volunteer cavalry as scouts
or skirmishers. Boers, and various South
African mounted units, are available in
These are the people discussed above, will have to adapt their tactics to their several Zulu and Boer War ranges, with
who tried to emulate the invading opponents, and will not always be as North Star’s new British South Africa
Europeans and turn their own technology good at them as the specialists. They Company Police and Shangani Patrol
against them. Like the colonials their tend to be more successful against figures well worth a look. Alternatively,
armies are based around Soldiers, though traditionally armed enemies than against most of these types can easily be
they are usually less well armed than the whites, which reflects the historical converted from the Perrys’ plastic ACW
the whites and their askaris, and so will situation fairly well. A sub-group of cavalry. Their combination of mobility
have to compensate with numbers. All this class might be called Modernised and firepower can make these armies
the same they are often colourful and Skirmishers; they are people like the very difficult to beat (as they were
interesting wargames armies. Several Ovambo and Pedi, mostly based in historically), but they shoot much more
colonial ranges cover Mahdists and southern Africa, who have acquired effectively on foot than on horseback,
Ethiopians (figures from the war against breech-loaders and know how top use and in a game set in difficult terrain you
Mussolini in the1930s will often be them effectively, but continue to employ might find yourself with an army of
suitable for the 1890s too), and Arabs traditional skirmishing tactics rather dismounted skirmishers, having wasted
and Ruga Ruga are available from than stand and fight in the open. They the extra points to put them on horses.
Foundry, but I do not think anyone yet fight much like Boers (see below under Or, worse, your mounted units might be
makes Samori’s “sofas”, at least not in Horsemen), but not having the horses are caught and destroyed by an enemy who is
28mm. On the wargames table these can cheaper in points, and just as deadly in skilled at making use of cover.
be difficult armies to win with, because the right sort of terrain.
although they are fairly versatile they
MORE DARKEST AFRICA
Below: The Last Stand of the Shangani Patrol. Major Allan Wilson and other members of CONTENT IN THIS ISSUE
the British South Africa Company make a futile last stand against Matabele warriors on the
banks of the Shangani River, Rhodesia, 1893. THE PATH OF BLOOD
Page 42 - We present a report of
a large battle between to evenly
matched warrior tribes - the Zulu
and the Matabele.

“WE COME FOR


YOUR CATTLE”
Page 68 - We give you a report on a
smaller skirmish game between the
Matabele and the skirmishing Ila.

“LET’S HAVE A FIGHT


AT JIM’S PLACE”
Page 84 - We push a few historical
elements around for this large scale
battle between the Zulus and the
“Classic Colonial” British redcoats.

There are many other possibilities which defy classification. Pygmies are an extreme version of the Skirmisher option, even harder
to hit, even better shots, but even more vulnerable at close quarters. They are lethal in jungle terrain, but not much use outside it. The
armoured Hausa cavalry of the northern savannah (check out Irregular Miniatures’ catalogue for these) are well protected against
spears and arrows and can be used like Warriors in open country, but are very vulnerable to steady opponents with firearms. With
their brightly coloured and patterned quilts for men and horses they are one of the most colourful wargames armies of all time.
The Musgum from Chad and Cameroon are mainly light cavalry with throwing knives, an unusual combination which should give
opponents some problems. All in all there is really no excuse for getting bored with Darkest Africa! If you have read this far you are
probably a convert anyway, but if not I strongly recommend it for any player in search of something different.

31

DARKEST AFRICA Intro.indd 9 12/12/11 16:19:21


All North Star Africa! miniatures are 28mm sized, made of metal
and supplied unpainted. Figures are sold £5.40 for four foot
figures, £6.00 for two mounted figures.

Miniatures for 19th AFRICA!


Century Africa

Ila
Peaceful cattle herding people of Central Africa, unfortunately their success in
cattle rearing made them a target of their neighbours and they fought many
defensive wars over the years until they became part of the British Empire.

Matabele
Warrior Nation of Central Africa, terrorised neighbouring tribes
for 50 years before being defeated by the private army of Cecil
Rhodes, the British South Africa Company.

British South Africa Company


The private army of Cecil Rhodes, formed to crush the powerful
Matabele Kingdom. Made up of volunteers, they were dressed in stout
Victorian outdoors clothing, so these figures will do for adventurers and
irregulars anywhere in the Empire.

Also includes the Shangani Patrol vignette figures, the Shangani Patrol
being one of the epic ‘last stand’ episodes of the British Empire.
Animals
We also make a wide selection of wild and domestic
African animals to add some colour to your table-tops.

Scenery
We will be expanding our range
of terrain pieces, at the moment
we have a Matabele/ Zulu hut and
South African wagon.

WI292 NorthStar.indd 1 9/12/11 12:12:45


North Star Military Figures Ltd, Unit W37, Lenton Business Centre,
Lenton Boulevard, Nottingham, NG7 2BY, UK
Tel: +44 (0)115 978 6656 Fax: 0115 9552 108
(Please address all faxes to North Star Unit W37)
Email: northstar.figs@ntlworld.com Web: www.northstarfigures.com
Postage and Packing: 10% UK and BFPO, 15% Europe 20% Rest of the World.
Artizan Design and Crusader Miniatures add 10% only for Worldwide postage.
Cheques payable to North Star. We accept Visa, Mastercard and Maestro.

DEATH IN THE
DARK CO NTINENT
Now in it’s second print run, Death in the Dark Continent is our popular set of fast play
rules for late 19th Century Africa.

A game of Death in the Dark Continent only takes between 1-2 hours to play, and doesn’t
need a great deal of figures. A British Red Coat army only needs to be around 35 figures.

We have loads of free downloadable army lists on our website under the Ruga Ruga
Publications title, along with extra rules and rule amendments.

If you want to see some photos of Death in the Dark Continent games being played to
give you an idea of what is involved, then please visit the photo gallery on the North Star
Facebook page.

To try to draw you into our rules, I’m offering the rules at a special discount price of only
£9.50. The offer price will last until the next issue of Wargames Illustated is out.

rrp £14.00
NOW £9.50!
THE wazung u!
Wazungu was a Swahili word to describe white explorers in the 19th Century.
It wasn’t a word related to their skin colour, but meant something strange and
frightening, testifying to the impression explorers gave with their bizarre appearance
and terrifying weapons.
H.J.Stanleigh, a violent and brash
Wazungu is also the term used for the explorer figures in our game Death in the Dark American, followed the trail of Reggie
Continent, where they can either be part of a Native army or form their own Explorer Bunter into the Congo. He never found a
army. trace of Bunter, but answered the tribal
warcries of ‘Niam, Niam’ with pounds
of hot lead, blasted into the jungle until
there was silence, smoke and shattered
The Hunter, a little known and much
greenery all around him.
feared character, described by the Nairobi
Worthies as ‘a right nasty piece of work’.
Dedicated to the hunt, his reputation
for killing everything he set his sights on
was famous, though perhaps the time
he ‘allegedly’ turned a maxim gun on a
herd of 100 Elephants ranks as his most Freddie Seelow, famed Elephant hunter
infamous moment. and friend to Africans. His favoured garb
when in the bush was just his shirt and
a pair of soft shoes, with his treasured
and trusty Elephant gun. Unhindered
with pants, Freddie could race after his
wounded prey through the bush for miles
to administer the final shot.

(You could also use Freddie as an explorer


defending his camp at night, dressed in
Reginald ‘Reggie’ Bunter, one of the most
his night-shirt after leaping straight out
unlikely and ill-prepared explorers to
of bed.)
enter the Dark Continent. Disappeared in
the Congo, his surviving porter reported
he last saw him surrounded by cries from
the jungle, ‘Niam Niam’.
Four figures, code NSS4001, pack price £5.40
28mm sized, made of metal, supplied unpainted.

Keep upto date with all northstar news at: http://twitter.com/nicknorthstar


ALSO FIND US ON

WI292 NorthStar.indd 2 9/12/11 12:13:46


A HOT TIME IN LIGNY
or HOW MANY PRUSSIANS DOES IT TAKE TO HOLD A VILLAGE?
By Chris Hahn

Using modified SHAKO rules, habitual solo wargamer Chris Hahn offers 45" deep. The size of my interpretation of
us an interpretation of the smaller battle fought on 16 June 1815. Ligny was well within the bounds of the
SHAKO rules. On page 26 of said rules,
DIVIDED INSPIRATION A LIKENESS OF LIGNY Arty Conliffe allows, “In scenario play,
towns may be any number of sectors
In Chapter 5 of his excellent book, A ground scale of “one inch equals 40 large and conform to any shape.” The
The Eagle’s Last Triumph, Andrew meters” was established by taking careful finished design of my tabletop is shown
Uffindell offers a gripping and sometimes measurements of specific features on a in Map 1 (on the following spread).
graphic narrative of the four phases of battlefield brochure map. This approach
the battle of attrition between a feisty followed the type-written counsel of ADJUSTMENTS
Field Marshal and a returned-from-exile Charles Grant and Donald Featherstone Establishing a ground scale for a set of
Emperor. When the attention is focused (see Chapter 2 of Mr. Grant’s Wargame rules that has no definitive ground scale
on the contest for possession of the Tactics, wherein he addresses questions does necessitate a few adjustments. In
village by which the battle is named, the of scale, and page 10 of the Introduction addition, there is a bit of compromise
built-up area is compared to a crucible to Battle Notes for Wargamers, where involved. At the risk of contradicting
wherein “battalions melted like lumps of the two standards for refighting historical myself, the overall goal was to maintain
gold”. Intrigued by the idea of staging a battles are listed), and resulted in a model and or retain historical accuracy. In
different kind of Napoleonic engagement village measuring 20" long by 15" wide. order to conform to the information
on my tabletop and interested in the This 800m by 600m built-up area was regarding unit frontage detailed on page
challenges such a project would offer, I situated in the approximate center of a 47 of the Introduction to Napoleon
grabbed my tool kit and started to work. miniature field measuring 55" across by at War, the frontage of a 25mm scale
infantry battalion was set at 4.5". At the
determined scale, this worked out to
a frontage of 180m, which is just five
meters off of the suggested historical
frontage. The questions pertaining to
movement rates, artillery and musketry
ranges were answered by using 25mm
movement rates and artillery ranges, but
using 15mm ranges to resolve skirmish
and volley fire. As it turned out, this
last adjustment proved unnecessary;
the majority of exchanges took place
within the defined sectors of Ligny. The
historical range for battalion volleys or
the harassing fire from skirmisher stands
was not really an issue.

With armies of the Seventh Coalition


starting to mass against him, Napoleon
knew that he had to go on the offensive
to crush the Prussians and drive the
Anglo-Dutch army back to the sea.
His aim was to defeat the two armies
before they could join to vastly
outnumber his own. On 15 June his
army advanced into Belgium and
took Charleroi.
On 16 June Napoleon led his troops
against Blücher’s Prussians at Ligny
and sent Ney to capture Quatre-Bras.
The battles at both of these locations
were undoubtedly tactical victories for
the French, but as both Allied armies
were able to escape intact, they proved
to be strategic losses for the French.
On 18 June Napoleon would meet
The Waterloo campaign in a nutshell Wellington and Blücher at Waterloo.

34

WI291-AHotTimeInLigny_COMPLETE.indd 2 9/12/11 12:24:24


ATTACKERS AND DEFENDERS
On page 211 of The Eagle’s Last
Chris Hahn’s Maps of Ligny
Triumph, Andrew Uffindell provides
a ‘Chronological Table of the Units

Napoleonic Wars
which Entered Ligny Village.’ While
all of the Prussian information is on the
page, details for the French units must

1803-1815
be hunted for in the narrative and online.
Translating the provided and collected
data into SHAKO terms is a relatively
simple process.
For the Prussians:
• Two Regular battalions (Unit Morale
Rating 4/1), two Second Rate battalions
(3/0) and one skirmisher stand (2/0),
make up the initial Prussian garrison of
Ligny. [In brief, the reduction of skirmish
“power” from 3/0 to 2/0 was based on
the reasoning that collected companies
of light troops should not be the
approximate equals of regular battalions.]
One of the Regular battalions could be
changed into a Fusilier unit. It would
have the same Unit Morale Rating when
formed, but if deployed as two skirmisher
stands, the Unit Morale Rating of each Map 1 - The Terrain of “Little Ligny”: The large gray rectangle marked with
would be (2/0). the letter A represents the village. It is built from 12 sectors, each measuring 6 or
7" long by 3.5 or 4" wide. The brook, indicated by the light blue line, divides the
• In Phase 1, which I estimate lasted from village into northern and southern halves. The four crossing points (as identified
3:00 pm until 4:15 pm, two additional on the Plate 4 of Siborne’s Atlas), are indicated by the letter I. The Chateau
Prussian battalions entered the struggle. of Ligny is labeled with the letter B. The gentle slopes on the French side of
One battalion is classed as Regulars; the the miniature field are marked with the letter C. A portion of the Bois du Loup
other battalion is classed as Second Rate. occupies the upper right corner, and is marked with a D. The majority of the
• In Phase 2, which ran from 4:15 pm playing surface is classified as Open/Clear terrain.
until 5:30 pm (approximately), six more
Prussian units arrived to help hold on to
the village. These units are represented
by four battalions of Regulars and two
battalions of Second Rate infantry.
Again, one of the Regular units could be
deployed/used as a Fusilier battalion.
• In Phase 3, lasting from 5:30 pm to 7:15
pm (again, approximately), a grand total
of nine Prussian battalions reinforced the
units fighting in Ligny. Five of these units
are Regulars, the rest are Second Rate.
For the French:
• Phase I sees the deployment and
advance of Pecheux’s 12th Division.
Ten battalions of Regulars (Unit Morale
Rating 4/1) are needed to represent
this formation. Four skirmisher stands
(2/0) are also required. Two of these
stands represent the collected voltigeur
companies of the line battalions, while
the other two stands represent the one
battalion of the 6th Light, which may be
deployed as a skirmish screen. Map 2 - Scenario Specifics: The red bar (1) marks the deployment line for
• In Phase 2, four battalions of Vichery’s Prussian reinforcements. The arrival point of each battalion is rolled for with a
13th Division arrive. These units are 1D6. The light yellow rectangles (2a, 2b) indicate the fields of fire for off-board
Regulars as well. They are accompanied Prussian artillery. Two batteries cover 2a; one battery covers 2b. The deployment
by a single stand of skirmishers. lines for French infantry are marked by the blue lines (3). The light gray rectangle
(4) indicates the deployment zone for the two batteries of Guard artillery. These
• Phase 3 brings on the rest of Vichery’s cannon participate in the localized action for 45 minutes or 3 complete game
strength, four more battalions of turns. The guns of Gerard’s formations should be arranged on the gentle slope
Regulars. A single skirmisher stand will located on the French edge of the table.
be attached to this half of the 13th.

35

WI291-AHotTimeInLigny_COMPLETE.indd 3 9/12/11 12:24:46


Pecheux’s 12th Division has
deployed and now begins its
advance on the village of Ligny.

Note: In this scenario, I am not interested The center section is occupied on a roll guns should include a foot battery stand
in gaming the irresistible advance of the of 3-4. On a result of 5-6, the reinforcing for Pecheux’s Division along with a stand
Imperial Guard, so there is no Phase 4. battalion enters on the right. representing the Corps artillery. These
two batteries should be deployed 20 to 25
In sum, the Prussians will have 21 At the start of the 3:15 turn, the two
inches from the nearest sector of Ligny.
battalions and one skirmisher stand on the battalions of Phase 1 arrive. The six
They may fire without restriction in the
tabletop. If the Fusilier units are deployed battalions scheduled to appear in Phase 2:45 turn. This salvo would represent a
as skirmishers, then they will have 19 2 roll for their entry points at the start of bombardment prior to the advance of the
battalions and five stands of light troops. the 4:45 turn. The large group of units 12th Division. At the start of the 3:45
The French will muster 18 battalions. scheduled to arrive in Phase 3 rolls for turn, two Guard foot batteries arrive and
The voltigeurs of both divisions provide its entry assignments at the start of the deploy on the eastern edge of the field,
four skirmisher stands. Six stands will be 5:45 turn. 18 inches from the nearest village sector.
required if the battalion of the 6th Light These guns are in play for three game
Pecheux’s 12th Division deploys 12
deploys as a screen. turns only. At the end of the 4:30 turn,
inches away from the southern limits of
AMENDMENTS AND the village, in three columns screened they are removed from the table. The
ARRIVAL TIMES by skirmishers. The 2:45 turn will be divisional guns of Vichery arrive with the
the first move for these troops. The first first reinforcements from that command.
The approximate time scale in SHAKO is This battery is deployed 20 to 25 inches
group of reinforcements from Vichery’s
reduced from 20-30 minutes per turn to from the nearest village sector. Prior to
13th Division will have to roll for their
15 minutes. With a start time of 2:45 and resolving French artillery fire each turn,
arrival point just like the Prussian units.
finish time of 7:15, the wargame lasts 1D6 is rolled. On a result of 1-2, two
The difference here is that the French
18 moves. batteries are dedicated to counter-battery
deployment zone consists of three
The Prussian garrison is deployed in the separate lines 12 inches long. Another fire and so cannot engage targets in or
village as desired, following the rules for difference is that the French do not roll around Ligny. On a result of 3-4, one
occupancy of town sectors. A skirmisher for each battalion in the reinforcing battery is determined to be busy shooting
stand or formed battalion may also be formation; the French roll one die for the at Prussian batteries. With a roll of 5-6,
placed in the Chateau of Ligny. entire command. The first group from none of the French batteries are engaged
Vichery’s command arrives at the start of against enemy artillery. The established
The deployment line for Prussian rules for firing on enemy units in town
the 4:30 turn. The second group arrives
reinforcements is located exactly 8 inches sectors (in cover) are applied, but an
an hour later. The deployment lines for
from the northern edge of Ligny. The additional 1D6 is rolled. This result
the French infantry are depicted on
deployment line stretches for 30 inches indicates the number of damage points
Map 2.
and is divided into three equal sections. inflicted on the sector. Each sector of
The arrival point or placement of each Even though the orders of battle given on Ligny can sustain 14 points of damage
battalion is determined by rolling a 1D6. page 211 do not list any cannon, artillery before it is considered on fire. The smoke
On a roll of 1-2, the battalion deploys on batteries from both sides played a role in rules found in the ‘Rule Changes and
or enters through the left 10-inch section. the local contest for Ligny. The French Additions’ are adopted in full. In contrast,

36

WI291-AHotTimeInLigny_COMPLETE.indd 4 9/12/11 12:28:05


Prussian artillery is considered to be LIGNY REVISITED of Pecheux’s Division were blocked
off-table. Two batteries are situated to by friendly troops. Prussian artillery
In stark contrast to the historical event,
the right of the village (from the Prussian experienced a similar frustration, as
the battalions of Pecheux’s 12th Division
perspective) and one battery is deployed the vast majority of French formations
made excellent initial progress against the
to the left. These guns may engage any quick-marched through their fields of
defending garrison. Significant casualties
French unit that crosses into their field fire in order to engage the defending
were taken by two of the advancing units,
of fire. The coverage of these fields is garrison. The opposing cannon and crews
however, as the Prussians in the chateau
indicated on Map 2. settled into a routine of counter-battery
and around the church proved especially
fire that was loud and produced lots of
Elements of four Prussian brigades stubborn. The French command decided
smoke, but did not produce results. While
participated in the defense of Ligny. All to seal off the Fusiliers in the separate
the artillery boomed without effect,
of these formations are under Defend farm complex with a couple of skirmisher
the combat in the village increased in
Orders, and are commanded by their stands. Some attention was also paid to
intensity. The French made progress, but
respective brigade commanders. Stands the Prussian defenders by the cannon
is was slower and at cost. Within another
representing GMs Donnersmack, Jagow, of the corps reserve. Elements of four
hour, three battalions were at half-
Krafft, and Bose should accompany French battalions attacked the unit
strength and one unit was down to 25%
their battalions. In similar fashion, holding the church and grounds, and
effectives. Many of the casualties were
Generals de Brigade Rome, Schoefer, finally succeeded in pushing it back
the result of the excellent volleys from
la Capitaine, and Desprez will march across the brook. By 3:45 almost the
the 1st Battalion of the 19th. (This unit
with their commands. These leaders are entire southern half of the village was
rolled quite a few sixes when discharging
subordinates of Pecheux and Vichery. If in French hands. The Prussians, though
their muskets, much to the consternation
there is a General de Brigade attached battered, were still in control of Sector 5.
of the French command.) The Prussians
to a French unit and that unit takes On the north side of Ligny, the Prussians
suffered too, but not as much since they
casualties, roll 1D6 to determine the fate held three more sectors; there were not
had the advantage of position. They were
of the officer. He is killed on a roll of one enough troops available to occupy every
the first side to lose a general officer,
and the unit must pass a morale check sector. In fact, Sector 7 had been stolen
however. In trying to stop the steam-
in order not to fall back. He is wounded by a damp unit of French voltigeurs.
rolling French from completely taking
on a roll of two, and may continue to These light troops had managed to work
possession of the southern half of Ligny,
lead. Any other result means that he has their way across the brook.
GM Donnersmack and a large number
escaped injury. If a General de Brigade
The arrival of two batteries of artillery of Landwehr infantry were lost. Within
is attached to a unit involved in melee,
from the Guard did little to help the half an hour, GdB Rome was a casualty.
his influence in the melee is determined
French cause. Indeed, after some initial He was shot from his horse while
by rolling 1D6. On a roll of 1-2, he adds
damage to houses and walls on the supervising the attack of two battalions
nothing to the combat. On a roll of 3-4,
southern outskirts of the village, the guns against Sector 8.
the unit receives a +1 modifier. On a roll
of 5-6, the unit “fights like the Devil” for Below: Prussian battalions cross one of the few bridges over the Ligny stream. Our thanks
their commander, gaining a +2 modifier. go to Barry Hilton for the use of these photos from the Ligny game he ran at Partizan 2008.

37

WI291-AHotTimeInLigny_COMPLETE.indd 5 9/12/11 12:28:23


Both sides benefitted from the arrival of Try as they might, the surviving units of were holding on to four sectors, and
much-needed reinforcements. The four Pecheux’s Division could not make any were in a position to threaten two more.
battalions of Vichery’s command were progress against the Prussians defending The French, greatly reduced in numbers,
put to work right away; the attached Sectors 8, 9, 10 and 11. In this four-sector occupied eight sectors of Ligny. They
battery was ordered to move to the left corner of Ligny, the Prussians - perhaps did not have any fresh troops available,
flank and help reduce the garrison of the inspired by the tenacity of the 1/19th? - however. Further, they had only one
chateau. The majority of the Prussian would not be moved. Several rushes were brigade officer in attendance.
battalions marched on to the left side of made by weakened French battalions,
ASSESSMENT
the field. Both sides busied themselves and each one was repulsed by musketry
by replacing worn units with fresh or a combination of musketry, bayonet, Strictly speaking, history was not
formations, while being careful not to musket being used as club, or bare hands. repeated on my tabletop during this re-
sacrifice gains already made. In the course of this back-and-forth fight for the possession of an elongated
struggle, the French suffered the loss village along a marshy brook in southern
Close combat continued after a brief respite. Belgium. French artillery did not wreak
of two more Generals de Brigade. GdB
No major gains were made, as the terrain havoc on the garden walls, houses
Schoefer was captured in a confused
and stubborn defenders usually denied the or even among the companies of the
melee over Sector 8. GdB Desprez was
attackers. In some cases though, limited defending garrison. The battalions of
mortally wounded when his horse was
success was achieved. In short order, Pecheux’s 12th Division did not need
shot out from under him.
however, the victors found themselves three or four tries before securing a toe-
defending their hard-won ground from The arrival of nine fresh battalions hold in the village. Every formation in
attacks launched from a number of tilted the scales greatly in favor of the the respective orders of battles was not
directions. The second and last group Prussians. However, the immediate engaged in savage street fighting. There
of Vichery’s Division marched toward impact of these formations was not were quite a few units, especially on the
the fighting at around 5:30. Two of the significant, as their arrival point (most Prussian side of the table, that remained
battalions split off to take the chateau; the marched in on the left of the entry line) in reserve as time ran out. The Imperial
other two marched along the western edge and the nature of the terrain prevented Guard did not make an impressive
of the village. In the less than three-quarters their immediate involvement in the appearance and even more impressive
of an hour, the battalions of the 48th action. In fact, two battalions of this advance, sweeping all before them.
Regiment had wrecked themselves trying to group did try to assist in taking a Accepting all this, I would “argue” that
wrestle the chateau away from the Fusiliers sector away from the French, and were the project was a qualified success. There
of the 3/19th. Their brother battalions did staggered for their effort. This local was a large measure of realism achieved
better in the ongoing fight in and for the reverse held up three more battalions in this re-fight. The French cannon could
village; they helped to secure and hold on from adding their weight to the struggle. not shell the sectors of Ligny that were
to the two western sectors of Ligny on the The situation remained unchanged at the under close assault by French troops. The
north side of the narrow water course. end of the 7:15 game turn. The Prussians formations under Generals Pecheux and

A Prussian battalion marches alongside


the Ligny stream, looking for a site to
defend against the oncoming French.

38

WI291-AHotTimeInLigny_COMPLETE.indd 6 12/12/11 13:43:25


A Slightly different
approach to Historical
Miniature Wargaming
Chris Hahn has now provided us with a
few very interesting articles on a variety
of topics. We knew Chris often conducted
his games in a “solo” fashion, but when we
pressed him further, we were able to fully
reveal his interest in tinkering with rules Above Left: The patchwork-quilt of terrain squares. Each piece of construction
and his love of the tinkering process. Here’s paper is the equivalent of 1 square kilometer.
what Chris had to say about his approach: Above Right: Almost done with setting up the terrain. St. Amand in the
“Last year, it was Attila and Chalons. foreground; Brye and Wagnelee at the top of the frame.
Before that, it was Pancho Villa in New
Mexico. Before that, it was a variation
of the Charge of the Light Brigade in
Roman-Britain. And before that, it was
archers and halberd-armed foot
at Barnet.
As a result of reading some recommended
material, my latest interest became
the 16 June 1815 Battle of Ligny. Not
having the figures (nor money and talent
to prepare same) to stage a traditional Above Left: The terrain having been completed, French formations are placed in
historical miniature wargame, I took their respective positions. The massed units were deployed the following evening.
on the engagement anyway. I fought the Above Right: Vandamme’s artillery lined up in front of his divisions, prior to the
smaller action in Ligny with SHAKO advance on the St.Amand front.
rules (the content of this article). I then
staged a counterfactual of the larger
battle using Volley & Bayonet - Road
to Glory (pictures shown to the right).
I use the rules for historical miniature
wargaming, but I don’t use the figures.
This allows me to focus on scaling terrain
and armies quickly and focus my attention
on tinkering with rules and mechanics
so as to better replicate the information
read in the historical record. Even though
I don’t use painted figures fixed to bases Above Left: Looking west from the Prussian left flank.
and move them around, over and through
Above Right: An aerial view of the general assault on the Prussian left.
modeled terrain, I do consider myself a
Lobau’s VI Corps gets a “bloody nose” in the bargain.
historical miniature wargamer.”

Vichery had a very rough experience and contest for Ligny and in my interpretation can be found by doing a Google search
paid a heavy price, wresting pieces of the of the struggle, there was no real winner. of ‘Battle of Ligny.’ A number of maps
village from the stubborn hands of the (different to varying degrees, but still
BRIEF REMARKS ON
Prussians. Battalions found themselves worthy of study) can be found by
SOURCE MATERIAL
attacked from multiple directions; brigade conducting a similar search. After due
commanders and general officers found Andrew Uffindell’s book was the primary
deliberation, I opted to use the battlefield
themselves at risk in the reference work used in preparing this
report. In addition, I read Geoffrey brochure map sent to me by Will. He had
confused fighting.
Wootten’s Waterloo 1815 (Osprey) and the privilege and pleasure of touring the
In addition to the accurate representation dug up very old copies of Wargames historic field a number of years ago, and
of troops and an appropriate Illustrated (Number 25) and Miniature procured the brochure from the Ligny
representation of the terrain, I think Wargames (Number 58). Fellow museum. I am grateful for his generosity
the scenario-specific rules added to the wargamer and friend Will Whyler was Without that map, this interpretation
realism and enjoyment (or frustration) of kind enough to send me a paper written
the overall experience. On final review, I of the contest for the village of Ligny
by local historian Peter Hofschroer - a
imagine that readers will think that I have would still have been completed, but my
brief search of the Internet reveals that
committed a major error by not defining Peter is an accomplished scholar who guess is that it would have been a little
victory conditions. My intent with this emphasizes the contribution made by the more difficult process and so, a little less
effort - again - was to stage just a portion Prussian army in 1815. This analysis of enjoyable.
of the larger battle of Ligny. I wanted to Ligny gave me more than one thing to
see if I could set up a wargame modeling Readers with constructive comments or
think about, as a re-fight the larger battle
urban combat in June of 1815. At the is being considered. Uffindell’s excellent questions should feel free to e-mail me at:
acknowledged risk of being corrected narrative was reinforced and in some hahchcopar@aol.com. Please type Ligny
- or worse, chastised, I would remark that cases expanded by consulting a number Scenario in the subject line so that your
in the first three phases of the historical of Internet sites. A wealth of information mail is not deleted as SPAM.

39

WI291-AHotTimeInLigny_COMPLETE.indd 7 12/12/11 12:23:31


m
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tr gl e
w. n bl
w ia a
w Tr vail
tp m A
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at

IRISH
FOOTGUARDS

WLOA1 WLOA2 WLOA3


WLOA4

WLOA5

WLOA9

WLOA8

WLOA10

WLOA14

For use with BENEATH THE LILY BANNERS


Available from http://www.warfareminiatures.com

WI292 Warfare Minis.indd 1 9/12/11 12:31:59


WLOA11

W E
WLOA7

ARFAR
MINIATURES
MINIATURES

Initial Release List


sold in packs of 5 different models

WLOA1 Musketeers Firing Line


WLOA2 Musketeers at Ease
WLOA3 Musketeers Marching
WLOA4 Musketeers Advancing
WLOA5 Pikemen Standing
WLOA6 Pikemen Advancing
WLOA7 Command Standing
WLOA8 Command Advancing
WLOA9 Grenadier Firing Line
WLOA10 Dismounted Dragoons in Hat
WLOA11 Grenadiers in Fur Caps
WLOA14 Casualties

Take part in a 1690s mega game using


WARFARE MINIATURES and Beneath
the Lily Banners at the Derby
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You may also enjoy the Republic to
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More photos at http://www.leagueofaugsburg.com

WI292 Warfare Minis.indd 2 9/12/11 12:32:24


THE PATH
OF BLOOD! A BATTLE OF THE MFECANE - FOUGHT WITH THE HAIL CAESAR RULES
By Rick Priestley with Nick Eyre and Jervis Johnson

Below: A 28mm Jervis Johnson (left) keeps an eye on a 15mm Rick Priestley and Nick Eyre (right) while a 20mm Steve Wood looks on.

Our battle takes place in the period of Zulu expansion during the reign possessing a sizeable Matabele force.
of King Shaka (ruled from 1816 until his death in 1828). During these Seizing the moment, it was readily
years the Zulus rose from being just one of many peoples under an agreed we would come up with a suitable
alliance of Nguni tribes led by the Mthethwa, to possess an empire that conflict and not only fight the game but
write it up as a battle report for
stretched from the coast to the Drakensberg mountains.
Wargames Illustrated.

The chief enemies of the Mthethwa were the most powerful native kingdom in It was Nick who suggested pitching the
the Ndwandwe under their leader Zwide, southern Africa, would later be called the Zulus against the Matabele. The Matabele
and when the Mthethwa were defeated Mfecane - ‘the Crushing’. king Mzilikazi was every bit as blood-
and their king slain by the Ndwandwe it thirsty and ambitious a warlord as Shaka,
was the Zulu king Shaka who gathered The idea of staging a large battle from and in later years he would forge an
together what was left of Zwide’s the Mfecane was one of those sudden empire to the north of the Zulu kingdom
enemies to continue the fight against him. enthusiasms suggested by the sight of in what would become Rhodesia and
Shaka’s empire was forged in the ensuing two large Zulu armies massed together eventually Zimbabwe. In the early days
war - spreading unrest and terror, and for a projected photoshoot for the Anglo- of the Mfecane Mzilikazi had thrown
resulting in many neighbouring tribes Zulu War. Several collections had been in his lot with Shaka, and had risen to
been driven north and west. This time of gathered for the occasion, including a become probably his greatest and most
boodshed and disruption, when the Zulus contribution from Nick Eyre, whose trusted commander - allowed to rule his
rose above their neighbours to become passion for all things African extends to own lands with a fair degree of autonomy.

42

Path of Blood.indd 2 12/12/11 12:43:09


Perhaps Shaka recognised a potential rival To begin with we decided that we would game between two almost identical
in Mzilikazi: perhaps it was Mzilikazi make full use of the Zulu armies that armies of close fighting infantry being a
who felt strong enough to defy his king. had sparked off our project in the first simple march to the middle of the table
Whatever the reasons, the Zulus turned place. Yes - our Zulu warriors were and a brief - if bloody - hand-to-hand
upon the Matabele, attacking them in their perhaps somewhat overdressed for the combat? At the time I was pondering this
tribal heartland of the Mkhuse. Eventually, 1820s-1830s - but such details can be conundrum I happened to be reading an
Mzilikazi would be defeated and driven overlooked without causing too much account of the battle of Isandlwana during
northwards, beginning a journey that offence. As it is unlikely either side carried the Anglo-Zulu War - where the Zulus

colonial
conflict
would see a new Matabele nation rise far firearms at the time, we carefully sifted emerged from behind a hill and overran a
from the reaches of Zulu power. However, out all the models armed with muskets British column. It occurred to me that an
in the meantime the Zulus would find their and Martini-Henrys - not to mention those interesting battle might be had if I were
enemy every bit as tough and ruthless as toting British coats and helmets! Should to take the basic narrative of this later
they themselves. the reader be eagle-eyed enough to spot battle and cast the Zulus into the role of
any escapees in the photographs please the British, with the Matabele in place of
Of course, what Nick had neglected don’t write in to tell us! The Matabele the Zulus. The lands of the Matabele - the
to mention was that next to nothing were a branch of the Nguni people, as Mkhuse - encompassed hilly territory that
is known in any detail of the battles were the Zulus and practically all the might have afforded Mzilikazi’s warriors
between the Zulus and the Matabele. other tribes drawn under their respective an opportunity to ambush from concealed
Mzilikazi certainly seems to have given rule. As such the warriors on both sides positions - so the idea of fighting around
his enemies a good run for their money would have presented a fairly uniform a large central hill with a degree of
though. In 1832 (in the reign of Shaka’s appearance. We therefore felt entirely concealment and surprise for both sides
successor Dingane) a number of Zulu happy using Zulu models to bulk out our seemed the way to go. This immediately
leaders were executed for their supposed Matabele in order to give ourselves two solved the problem of which rule set
failure to defeat the Matabele leader. opposing forces of roughly the same size. to use. Our game would emphasise
With not much to go on in the way of Confident that we could muster our movement, with forces including some
an historical account I was beginning armies we began to think about what that were concealed, encamped or off
to appreciate the challenge in front rules to use. At first Warhammer Ancient table, so we would need a rule set that
of us. Firstly we had to come up with Battles (WAB) was considered, but with would allow for variable and potentially
appropriate forces. Secondly, we had to armies that were so limited in terms rapid moves. Thus we settled on Hail
figure out what rule set to use. And lastly of types of troop there didn’t seem Caesar - rules for ancient warfare of
there was the question of a scenario that much opportunity to introduce a strong course - but with essentially ‘ancient’
would result in a game worthy of a tactical element that would make a WAB armies fighting with spear and shield
battle report. game interesting. How do you stop a undoubtedly the ideal solution.

SHAKA ZULU of war, incorporating new weapons, shields, and dress. It was about
The revolutionary Zulu military leader. this time too when Shaka implemented the classic Bull deployment
to envelop and crush the enemy. Shaka used his new tactics to great
Shaka was the son of an exiled Royal concubine who grew up with
a chip on his shoulder and revenge on his mind. He was also a effect and rose through the ranks until finally he grew strong enough
natural leader who exhibited incredible personal courage at a time to assume the Zulu throne in 1816. He then set out to extract his
of increased internecine warfare amongst land hungry tribes in what revenge on those who had slighted his mother, while at the same
would become Shaka’s empire. Shaka was no mere warrior, but time amalgamating defeated tribes into his expanding military
also a thinker, tactician, and strategist. As a soldier, he eschewed system. Shaka’s final challenge came in 1818 when he destroyed the
the traditional stand-offish fighting and instead closed in for the kill. nDwandwe army at the White Umfolozi River. Shaka ruled for the
As commander, he integrated that tactic into the broader Zulu way next decade with unparalleled ruthlessness and ferocity.

43

Path of Blood.indd 3 14/12/11 09:29:06


Thus we arrived at an umpired game First warriors division: One Matabele division is placed in
with two sides - and because neither side The Matabele hiding on the large central hill. You can
would be entirely aware of its enemy’s decide which division to place in hiding
One chieftain leader
movements or positions I prepared a - secretly indicate to the umpire which
Five Warbands of Matabele Warriors
secret player’s brief for each side. Each division you are placing on the hill.
One small unit of skirmishers
side could be represented by up to three
players (each taking control of one Second warriors division: The two remaining divisions can be
division) but on this occasion we had The Nguni placed within 6'' of the northern table
but one commander on each side - Nick edge and in the eastern half of the edge
One chieftain leader
Eyre taking the Zulus and Jervis Johnson - i.e between the large hill and the edge
Three Warbands of Nguni Warriors
the Matabele. opposite the Zulu occupied kraal.
One small unit of skirmishers
MATABELE PLAYER’S BRIEF
SET UP Mzilikazi can be placed with any division
You are Mzilikazi king of the Khumalos and can move from one division to
The long edges of the table are north and
tribe and formerly the most trusted another during the game. You can attach
south, with the Zulus starting along the
lieutenant and ally of king Shaka him to any division at the start of the
south edge and the Matabele starting on
the Zulu. It is largely thanks to your game (including the hidden division) if
the north edge. The Zulus set up first,
endeavours that Shaka’s empire has
followed by the Matabele. The Matabele you wish.
grown in size and power - but now
have the first turn.
others, no doubt jealous of their master’s
favour, have turned Shaka’s mind against
you. Your own kingdom has grown and Combat
your warriors have proven triumphant in Morale
battle using the same tactics as the Zulus Type Short Long Stamina Special
Clash Sustained Save
themselves. But your own successes have Range Range
only enraged Shaka further. Now the king MATABELE FORCES
of the Zulus has sent an impi of warriors
to hunt you down and destroy you. You Khumolos
have therefore fled into the hills of the Veteran Elite, Tough
Mkhuse at the heart of your kingdom, Matabele 7 7 3/0 0 4+ 6 fighters,
together with a loyal band of hardened Warrior Stubborn
warriors. But the Zulus are persistent. Warband
Now you must stand and defeat them or
Matabele
else flee from your own lands forever.
and Nguni
7 6 3 0 4+ 6
Refugees have revealed that the enemy Warrior
has destroyed one of your villages, Warband
killed or driven away the people, and
Skirmishers Skirmishers,
captured many cattle. Such is the enemy’s 3 2 2 1 6+ 4
- small units Marauders
confidence that their leader has divided
his force, sending a third part far to the
south to search for you. A further third The Khumolos veterans are armed with stabbing spears - the Zulu style iklwa - and
part is encamped at the capured village, have no throwing weapons and hence no ranged atack - the 3 value shown is for
whilst the remainder are readying support in combat only. The other Matabele and Nguni have a mix of throwing and
themselves to search the hills to the
stabbing spears and hence have a short missile range as shown.
north. Your scouts have watched from
the cover of the scrubby hills, and you The skirmishers have a mix of light spears and have a range of 12'' - so two attacks
have assembled your army out of sight up to 6'' and one attack up to 12'' as shown on the stat line.
of the enemy, ready to attack the Zulus
as they advance. In order to catch the All chieftains have a leadership value of 8 and can add up to three attacks in
enemy by surprise, some of your troops hand-to-hand fighting.
have moved under cover of darkness
Mzilikazi has a leadership value of 9 and is entitled to re-roll one command roll
and occupied the slopes of the large hill
north-east of the village. each turn. Mzilikazi can take over any divsiion by moving into touch with its
commander - note that Mzilikazi is not an extra commander - he effectively replaces
MATABELE FORCES one of the divisional commanders once moved into touch. He adds up to three attacks
The Matabele army consists of King in hand-to-hand fighting.
Mzilikazi (general) plus three divisions
SPECIAL RULE
each led by its own commander and
comprising four warbands plus a small The hidden division can be deployed onto the hill up to the centre of the table at
unit of skirmishers. One of the divisions the start of any of your turns if you wish. The division cannot do anything until it is
comprises veteran warriors. deployed. If enemy approach the hill and within 12'' of the centre line then the umpire
General - King Mzilikazi will roll a dice to determine if the hidden troops are revealed (on a D6 roll of a 4, 5 or
6). If enemy approach within 6'' then the division is automatically revealed. Any enemy
Veteran warriors division:
troops advancing towards the hidden division will stop as soon as they are revealed.
The Khumalos
One chieftain leader
Four Warbands of Matabele
Veteran Warriors
One small unit of skirmishers

44

Path of Blood.indd 4 12/12/11 13:10:15


ZULU PLAYER’S BRIEF
You are one of Shaka’s lieutenants or
induna - the commander of a mighty war
host or impi. Your king has sent you to
hunt out and destroy one of his greatest
and most hated enemies, the traitor
Mzilikazi of the Khumolos tribe. Once
these Khumolos pretended to befriend
the Zulus, fighting alongside the Zulu
warriors against the king’s enemies. Now
they have defied the king and, fearing
the might of Shaka’s armies, have fled
into the hills of their tribal territory, the
Mkhuse. You must not fail. The reward
of success is your master’s favour. The
price of failure is not something you wish
to contemplate.
Above: Matabele and Zulu warriors in the scrum.
Your force has already advanced upon
and captured a Khumolos kraal together that direction to ensure the enemy have the turn. This will be a roll of 6 in turn 2,
with many cattle. You know the enemy not escaped. The Zulus set up first and a roll of 5 in turn 3, 4 in turn 4, and so on
must be nearby and you also know the then the Matabele set up and have the to a minimum of 2.
Matabele have an army of about the same first turn.
One division is preparing to move around
size as your’s divided into three parts. One division starts the game inside the
You have sent one of your divisions off the hill in the centre of the table and must
village. This division can do nothing until be placed somewhere on the south base
to the south to hunt for the enemy - they enemy come in sight. Once enemy are in
are expected to return at any moment. line, within 6'' of the edge, and at least
sight the division must be given an order to
One of your divisions is camped at the 24'' from the captured village.
assemble within the village, which will take
captured kraal - the Matabele village. The one entire turn once successfully issued. You can decide which division to place
remaining division is preparing to move
One division begins the game to the south in which position, and as the Induna you
northwards in search of the enemy.
of the table where it is scouting for the can position yourself with any of these
ZULU FORCES enemy. This will appear at any point you divisions. Thus your force begins the
The Zulu army consists of the Induna wish along the south base edge at the battle divided - a dangerous position that
(general) plus three divisions each led start of any Zulu turn after the first on an you will have to try and cope with as best
by its own commander and comprising appropriate dice roll made at the start of you can.
four warbands plus a small unit of
skirmishers. One of the divisions Combat
comprises elite warriors and one Type
Morale
Stamina Special
Short Long Save
comprises young warriors. Clash Sustained
Range Range
General - Induna
ZULU FORCES
Elite warriors division: Elites
Elite Zulu
One chieftain leader Elite, Tough
Warrior 7 7 3/0 0 4+ 6
Four Warbands of Elite Zulu Warriors fighters
Warband
One small unit of skirmishers
Zulu warriors division: Zulu
7 6 3/0 0 4+ 6 Tough fighters
The Zulu Warband

One chieftain leader


Young Zulu
Four Warbands of Zulu Warriors 7 6 3/0 0 4+ 6 Wild fighters
warband
One small unit of skirmishers
Young warriors division: Skirmishers - Skirmishers,
The Young Warriors 3 2 2 1 6+ 4
small units Marauders
One chieftain leader
Four Warbands of Young Zulu Warriors
All Zulu warriors are armed with stabbing spears - the iklwa - and have no throwing
One small unit of skirmishers
weapons and hence no ranged attack - the 3 value shown is for support in combat only.
SET UP
The skirmishers have a mix of light spears and have a range of 12'' - so two
The long edges of the table are north and attacks up to 6'' and one attack up to 12'' as shown on the stat line.
south, with the Zulus starting along the
All chieftains have a leadership value of 8 and can add up to three attacks in
south edge. You believe the Matabele
hand-to-hand fighting.
have taken to the hills which lie north of
your camp, but you do not know where The Zulu Induna has a leadership value of 8 and is entitled to re-roll one command
the enemy are for certain. You do know roll each turn. The Induna can take over any division by moving into touch with its
they cannot be south of the table, as you commander - note that the Induna is not an extra commander - he effectively replaces
have come from that direction and have one of the divisional commanders once moved into touch. He adds up to three attacks
already sent a third of your army off in in hand-to-hand fighting.

45

Path of Blood.indd 5 13/12/11 07:27:08


ELITE ZULU WARRIORS

YOUNG ZULU WARRIORS


IN THE KRAAL

MATABELE
AND
NGUNI
WARRIORS
KHUMALOS
DIVISION
HIDING
GALE
HERE MATABELE FORCE
SKIRMISHERS NINE
DESERT

HOW IT PLAYED
HILLS.
CHECK OUT
THE WARGAMES
ILLUSTRATED
WEBSITE TO SEE HOW
The Zulus were deployed first according EVIL OMENS WE CREATED THEIR
to the brief, with the young warriors in 'AFRICAN' LOOK
Our game kicked off with that best of
the kraal, the elite Zulus on the table,
all omens - a failed order and ‘blunder’
and the remaining Zulus off board to In response the Matabele battle line
from Jervis as he attempted to move
the south. Opposing them the Matabele advanced in a rather disorganised fashion,
his Matabele division forward. In Hail
and Nguni chose to mass on the far side with the Matabele racing ahead of the
Ceasar troops require orders to move -
of the hill with just a couple of small Nguni division, which had still to move
with success determined by a 2D6 dice
skirmishing units exposed to sight from
roll. In Jervis’ case the dice came up two from its starting position. Perhaps it was
the kraal. Jervis elected to hide his most
6s - a blunder result - producing a random the sight of the advancing Zulus that
powerful veteran Khumalos division
move. With good fortune the resultant had put the wind up them. On the other
upon the hill, hidden amongst the rocks
move carried the whole division forward side of the hill, the Matabele skirmishers
and thorn bush, together with Mzilikazi
towards the enemy - it could have been made for the kraal and began to throw
himself. Nick, unaware of the presence
so much worse! Nick responded by spears at the Zulus inside - though
of these hidden troops, but knowing there
turning his Zulu elite division to face the without effect. This obviously riled the
was another division of Matabele to enter
oncoming horde, aiming to skirt around young Zulus, who promptly began to
play at some point, prepared to advance
the hill and face-off against the rapidly assemble within the kraal in their turn, a
as quickly as he could and crush the
approaching Matabele warriors. bunch of skirmishers at the front to drive
enemy before they could be reinforced.
away their pesky Matabele counterparts.
Below: The warriors face each other across the table.

46

Path of Blood.indd 6 9/12/11 12:50:12


AMBUSH!
In the centre of the table Nick charged
his elite warriors against the approaching
Matabele, two of his units aiming to
reinforce the fighting by cutting over
the hill and taking the Matabele from
the flank. Of course, Nick did not know
about the waiting ambush at this stage, so
he was permitted to finish his entire move
before the umpire intervened. As the Zulu
move plainly brought Nick’s warriors
within 6'' of the Matabele position the
Kumalos division was promptly deployed
and the Zulus were moved back. The
Zulus advance had been brought to a
halt by the sight of Mzilikazi and his
fiercest troops as they sprang from the
thorn bushes, brandishing their weapons
and no doubt uttering some horrible
war cry. Whether their cry was more
horrible even than that of Nick himself
at that moment one can only guess - but
if so it must have been truly terrifying.
However, his sudden disruption did not
stop half the elite Zulu division plunging
into the Matebele line. On the other
hand, it did mean that the Zulus would be
denied the presence of an all-important
supporting unit in the combat. By way of
compensation Nick managed to bring
his third Zulu division onto the table
edge from the south, placing it opposite
the stalled Nguni. This was a piece of
luck as at this stage in the game a 6 was
required to bring the division on and a 6
was exactly what was rolled. Suddenly
the ground between the hill and the
eastern table edge was starting to look
mighty crowded.
The fight that followed saw the Zulus
lose the first units of the game - a unit of
skirmishers and one of elite Zulu warriors
- the Zulu charge faltering through lack of
support thanks to the Matabele ambush.
The surviving Zulu combatants were
forced back in disorder with the Induna
himself falling dead in the fighting.
Ah well - at least he wouldn’t have to
suffer the indignity of being fed to the
crocodiles by the unforgiving Zulu king.
So, with the possibility of a quick and
easy victory before him Jervis ordered his
veteran Khumalos division to the attack,
only to find his plans thwarted by a single
move that left his charge just short of
the target. None the less the Matabele
continued their onslaught in the middle
of the table, pushing the Zulus back once
more and putting their opponents within a
single casualty of being ‘shaken’.

Right, top: Surprise! The Matabele Khumalos


regiemnt spring their ambush from the top of
the large hill.

Right, middle: The centre of the horns clash.

Right, bottom: Zulu reinforments arrive on a


dice roll of six.

47

Path of Blood.indd 7 12/12/11 13:11:44


THE ZULU INDUNA THE YOUNG ZULUS ADVANCE
FROM THE KRAAL

ZULU REINFROCEMENTS
ARRIVE ON THE SCENE

A GREAT PUSH
FROM THE
MATABELE
WARRIORS
FORCES THE
ZULUS RIGHT
BACK TO
THEIR TABLE
EDGE
DRIVEN BACK
The newly arrived Zulu ‘south’ division
failed to move in the ensuing turn,
though the young warriors advanced
from the kraal whilst the elite division
attempted to form a decent fighting line
from the troops that remained. Although MATABELE CUNNING immobile. However, units within 12'' of
the brave Zulu warriors managed to By this stage in the game Jervis knew the enemy can make an automatic move
hold on, they were driven back once he had to finish off the enemy in the on initiative instead, so by withdrawing
again - almost to the edge of the table in middle of the table and bring his troops in this way the Zulus would be obliged
fact. One consequence of the drive back round to face the Zulus approaching from to test before mounting a charge in their
was that a unit of Khumalos warriors either side. He cunningly used initiative own turn. This would hopefully give the
found itself surging forward into empty to withdraw his Nguni a move - taking Matabele time to finish off their enemy
space in its own turn, unable to reach them out of initiative charge range of the in the centre and turn round to engulf the
the retiring enemy except for a group of huge and threatening Zulu division that Zulu wings from the rear. With a mass
Zulu skirmishers who bravely stood their had appeared from the south. In Hail of units now engaged, the fighting in the
ground and were promptly massacred for Caesar units normally require orders to middle of the field eventually ended in
their trouble. Now the fighting proved so move, this being a dice test that troops a frenzy of plunging spears that saw the
fierce that both sides are shaken (i.e. they can pass or fail, potentially leaving them last two elite Zulu units destroyed.
suffered their full quota of casualties).
When this happens both sides have to Right: Plastic Zulu warriors by
take a break test. The result was that the Warlord Games.
combatants drew apart - both retiring.
With the fresh Zulu turn Nick seized his
chance and brought the newly arrived
Zulu ‘south’ division three moves forward
in a great rush upon the opposing Nguni.
In fact Nick had rolled yet another
blunder, followed by an uncontrolled
advance result - so he had little choice
in the matter! On the opposing flank the
young Zulus from the kraal also advanced
at full speed - three moves. Suddenly the
Zulu flanking divisions were closing in
on the Matabele centre. What had initially
looked like a precarious position for the
Zulus was suddenly turned round, even
if a charge from one of the remaining
elite Zulu units in the centre was thrown
back and the Zulus broken (and therefore
immediately removed from the game - as
).
is the fate of broken units in Hail Caesar).

48

Path of Blood.indd 8 12/12/11 13:13:53


BLOOD ON THE HILLSIDE Above: The central hill becomes stained with the blood of the opposing warriors.

With one division gone and the victorious still some distance away. The young Zulus charged forward a single move
Matabele and Khumalos now turning Zulu warriors launched their charge and failed to make contact. It was not
left and right to confront their enemy, straight up the hill towards the Khumalos the best result for Nick, success on
the remaining Zulus charged forward as division, bringing the hotheaded youths one flank and an elusive enemy on the
quickly as they could. Time was now of into a standing fight against the best of other, leaving things very much in the
the essence whilst Mzilikazi’s troops. On the other side balance. Fortunately the young Zulu
Jervis’s victorious of the hill, Jervis’s plan to withdraw warriors proved their worth by defeating
troops were proved to have worked, as the opposing the opposing Khumalos, breaking the

ZULU WEAPONS
When Shaka first came to prominence,
Zulus carried a variety of weapons including
throwing spears (isijula or isiphpha), polished
wooden clubs (knobkerrie, or iwisa), and battle
axes (isizenze). They also clutched relatively
small, cowhide shields useful for deflecting missiles
but not much more. Shaka’s new tactics of closing
rapidly with the enemy required some major changes in
Zulu weaponry.
Shaka kept any weapon that could be used effectively at
close quarters. That meant the end of throwing spears, but the
retention of the wooden club and axe. For his primary edged
weapon, Shaka introduced a stabbing spear with a much shorter shaft,
between three and five feet long, but longer spearhead, up to one-third
the length of the shaft, glued onto the shaft and usually bound with cowtail
hide. This fearsome instrument was named the iklwa for the sound it made
when drawn from an enemy’s body. With the shorter spear, a Zulu warrior could
more easily thrust underhand. He did this in accompaniment to Shaka’s other major
weapon innovation, a larger, heavier shield that was now used offensively to hook over an
opponent’s shield and open up a gap for the impending spear thrust. As great an innovator as Shaka
was, however, he found little use for firearms.
Shaka’s changes held for the most part until the coronation of Cetshwayo two generations later. After a
series of civil wars almost ruined the Zulus, Cetshwayo attempted to emulate Shaka’s military reforms,
but improved firearm technology and the king’s better awareness of guns forced him to reintroduce
throwing spears. He also reduced the size of shields for greater mobility, and, most importantly,
Cetshwayo supplied his armies with significantly more firearms, all in an ultimately doomed
effort to make the Zulus more competitive in ranged warfare.

49

Path of Blood.indd 9 12/12/11 13:26:51


opposing unit and sending its supporting BLOODY AND DECISIVE Above: View from behind the Matabele lines in
units back over the hill. A combination the centre of the table.
of youthful zeal (first charge re-rolls) and With the new Zulu turn Nick unleashed
luck (the Matabele failing their break test the remaining fresh units of the young before falling back themselves. This
rather badly) had saved the day. warriors against the Mzilikazi’s veteran put the victorious Nguni warriors in the
troops, whilst on the far side of the hill ideal position to attack the Zulus massed
Faced with two largely intact Zulu the Zulu division at last charged home against the other surviving Nguni unit
divisions upon both flanks Jervis ordered upon the Nguni. The fighting would be from the first engagement. The loss of
the units in his centre to fall upon the bloody and decisive! Over on the right either of these two remaining units from
exposed rear and flanks of the enemy. It of the Zulu line the fighting divided into this division would effectively ‘break’ the
was a decisive moment, but the distance two separate engagements. In the first the Nguni division (reduced to below half
proved too great with only single moves casualties quickly mounted on both sides, strength) so this was a very good move
rolled this time round. Units of the thanks to a flurry of good dice rolls by on Jervis’ part. But there was still one
Matabele division were left just one the players, but the opposing Nguni were more fight to resolve - this was between
move from the ‘south’ Zulu division’s marginally defeated. Jervis’ luck now the young Zulu warriors and two units
rear. This left the Nguni division with deserted him, rolling two ones for his from the Khumalos division in the centre
nothing to do but stand and hurl their break test and sending his warriors from of the table. Here the veteran Khumalos
spears in an attempt to bring their enemy the table broken, whilst the supporting emerged the winners, pushing the Zulus
to a halt. With movement completed, the unit was thrown back in disorder. In the back in disorder and following up.
fighting on the hill continued bloodily, adjoining engagement the Nguni emerged
with the Zulus winning the exchange but victorious, driving their enemy back, ALL TO PLAY FOR
now shaken.
It was all to play for as the rival armies
THE ZULUS FINALLY TAKE approached the new turn - Matabele turn
THE CENTRAL HILL 7 as it happened. The turn began with
initiative charges from the Matabele
against the sides and rear of Zulu units

THE ZULUS PERFORM WELL ON THEIR


RIGHT FLANK AND CONTINUE
TO PUSH MZILIKAZIS
WARRIORS BACK

THE MATABELE
HAVE FORCED
THEIR WAY THROUGH
THE CENTRE AND
HAVE TURNED TO
ATTACK THE ZULUS
ON EITHER SIDE

50

Path of Blood.indd 10 12/12/11 13:31:01


either engaged or left out of position
following the previous turn’s fighting. On
the hill Mzilikazi pulled back the most
badly damaged of his Khumalos units
using initiative, creating a space to charge
his remaining fresh unit into the opposing
young warrior Zulus. Before the fighting
began the Matabele skirmishers, who
had already peppered exposed Zulus to
great effect throughout the game, set
upon a unit of young warriors that Nick
had withdrawn from the fighting to rally.
Thanks to some effective spear throwing
the skirmishers managed to break it -
quite an achievement for a small unit of
skirmishing infantry!
The fighting began with the engagement
on the Matabele left where a lone unit of
the Nguni division found itself matched Above: Married Matabele warriors, from
against the victors of the previous North Star Military Figures.
round of fighting. The Zulus blood was
obviously up, as they defeated their
enemy by a margin of three casualties Matabele it was the fighting qualities - though one more fight remained to be
and broke them. But elsewhere on the of the Zulus and the deft dice rolling of played and so the turn was completed
same flank the Matabele got the upper Nick that won the day by a clear three for form’s sake. Here Mzilikazi and his
hand, surrounding and destroying one casualties. With the Khumalos veterans last elite warriors stood their ground,
of the Zulu units, though losing one of shaken into the bargain - having suffered defeating and destroying the Zulus
their commanders during the process. six casualties in a single round of fighting sent against them - but it was not quite
With the struggle on the Zulu right flank - Jervis knew it was in the balance as he enough. Though the Zulu army was also
now ended with the loss of a unit on rolled the dice test. Alas a fail saw the within a single unit of defeat (i.e. two
both sides, the fight for the middle of the Matabele turn and run, broken by their divisions broken) it was the Matabele
table began. Here two of the Zulu young foes, and immediately followed by their who had lost the day, with the Nguni
warriors were locked in battle with two supporting unit, whose warriors had and Khumalos divisions both reduced to
of Mzilikazi’s own Khumalos warriors clearly decided they had had enough. below half strength. Despite a shaky start
in what was to prove the final and and a crushing defeat in the centre of the
decisive combat of the game. Despite the The loss of these two units had field, the Zulus had emerged triumphant
advantage lying firmly with the charging effectively broken the Matabele army in the end!

Below: Struggle on the Zulus right flank; ending with the loss of a unit on both sides.

51

Path of Blood.indd 11 9/12/11 12:53:11


PERRY MINIATURES
C19th American Store
Plastic kit £15 (RPB 2)
ALAN & MICHAEL PERRY 40 x Plastic Sudanese
Tribesmen £18 (SA 30)

Austrian Napoleonic Army 1809-15


AN 11

First of a new range of metal and plastic miniatures


28mm metal miniatures designed by Alan Perry
AN 11
AN 1 Early mounted High Command (B) NEW
AN 2 Mounted Hungarian Field officers (B) NEW
AN 3 Artillery firing 6pdr (C) NEW
Austrians painted
AN 4 Artillery loading 6pdr (C) NEW by Aly Morrison
AN 5 Artillery firing 6pdr Wurst (C) NEW
AN 11
AN 6 Artillery loading 6pdr Wurst (C) NEW AN 14
AN 7 Artillery firing 7pdr Howitzer (C) NEW
AN 8 Artillery firing 7pdr Wurst Howitzer (C) NEW
AN 9 Handlanger-corps at rest
(these labourers who helped moving the artillery) (A) NEW
AN 10 Hungarian Grenadier command advancing (A) NEW
AN 11 Hungarian Grenadiers attacking (1811 fur caps) (A) NEW
AN 12 Hungarian Grenadiers march-attack (1811 fur caps) (A) NEW AN 14
AN 13 Hungarian Fusilier command advancing (A) NEW AN 14

AN 14 Hungarian Fusiliers march-attack (A) NEW

Wars of the Roses 1455-1487


28mm metal miniatures designed by Michael Perry
WR 24 Ox wagon complete (includes wagon, resin
baggage, 4 oxen + drover, woman and child) (G)
WR 25 Open frame wagon (as above but with no oxen
or baggage and 1 wagoneer) (F)
WR 26 Oxen (4 oxen + drover) ( B) WR 25
WR 27 Covered Supply wagon (includes wagon, resin WR 30 Two wheeled cart (cart,1 horse,wagoneer
canopy, 4 horses,driver and wagoneer) (G) plus wounded) (F) NEW
WR 28 Supply wagon (as above but with no canopy WR 31 Two wheeled ‘tipping’ cart (cart,1 horse,
or horses and 1 wagoneer (F) wagoneer plus corpses) (F) NEW
WR 29 4 horse team (4 horses and 1 driver) (B) WR 32 Dead and wounded (A) NEW
Below, wagons WR 24 and WR27 painted by Steve May WR 33 Labourers (4 labourers,2 foremen) (A) NEW

You can contact us at perryminiatures@aol.com. Our website has a secure online ordering service. Although we read all questians,
we can’t guarantee a reply to each one as figure making is time consuming! For updates see our website:www.perry-miniatures.com.
. Infantry in packs of 6 - Price Code A: £6.50; Cavalry in packs of 3 (including horses) - Price Code B: £8;Artillery (4 crew & gun)
Price Code C: £8.50; Price Code D: £16.50; Price Code E: £3.50; Price Code F: £10.50; Price Code G: £20.50; Pikes (reduced): £8.
All orders and cheques by post: Perry Miniatures, PO BOX 6512, Nottingham NG7 1UJ. Cheques made payable to Perry Miniatures.
All major credit/debit cards accepted. Please add postage & packing: UK 12%, Europe 15%, Rest of World 18%.
Also available from Dave Thomas at shows around the country. Models not shown at actual size. Fax +44 (0)1159 503242

WI292 Perry.indd 1 9/12/11 12:34:01


Russian Napoleonic Army 1809-14
First of a new range of metal and plastic miniatures
28mm metal figures designed by Alan Perry
RN 12 RN 12

RN 12
RN 1 Mounted High Command (1812) (B) NEW
RN 2 Mounted Field Officers (B) NEW RN 11
RN 3 Foot Artillery firing 6pdr (1812 Kiwer) (C) NEW
RN 4 Foot Artillery loading 6pdr (1812 Kiwer) (C) NEW
RN 5 Foot Artillery firing 6pdr (1809 Kiwer) (C) NEW
RN 6 Foot Artillery aiming 6pdr (1809 Kiwer) (C) NEW
RN 7 Foot Artillery firing Light 12pdr (1812 Kiwer) (C) NEW
RN 8 Foot Artillery loading Light 12pdr (fatgue caps) (C) NEW
RN 12
RN 9 Foot Artillery firing Light 12pdr (1809 Kiwer) (C) NEW
RN 10 Grenadier command advancing, summer dress (1812 Kiwer) (A) NEW
RN 11 Grenadiers attacking, summer dress (1812 Kiwer) (A) NEW RN 12
RN 12 Infantry command marching casually, summerdress (1809 Kiwer) (A) NEW
RN 13 Infantry marching casually, summer dress (1809 Kiwer) (A) NEW
Russians
and
Hussars
painted by
Steve May

£18 +p&p Code no BH 80

Napoleonic British Hussars 1808-1815


Hard plastic multi-part miniatures
The box contains 14 hussars, including an officer and a trumpeter. Included are
five variants of head gear (all figures have the variants) which will allow you
to make up British, KGL and Hanoverian Hussars from 1808 to 1815. They are
represented in campaign dresss wearing overalls and seperate slung pelisses.
Charging and shouldered arms are supplied for all.
Below, Prussian Napoleonics painted by Steve May and Jim Bowen

You can contact us at perryminiatures@aol.com. Our website has a secure online ordering service. Although we read all questians,
we can’t guarantee a reply to each one as figure making is time consuming! For updates see our website:www.perry-miniatures.com.
. Infantry in packs of 6 - Price Code A: £6.50; Cavalry in packs of 3 (including horses) - Price Code B: £8;Artillery (4 crew & gun)
Price Code C: £8.50; Price Code D: £16.50; Price Code E: £3.50; Price Code F: £10.50; Price Code G: £20.50; Pikes (reduced): £8.
All orders and cheques by post: Perry Miniatures, PO BOX 6512, Nottingham NG7 1UJ. Cheques made payable to Perry Miniatures.
All major credit/debit cards accepted. Please add postage & packing: UK 12%, Europe 15%, Rest of World 18%.
Also available from Dave Thomas at shows around the country. Models not shown at actual size. Fax +44 (0)1159 503242

WI292 Perry.indd 2 9/12/11 12:34:15


SEDGEMOOR
AND MORE...
PART 1 By Nick Buxey

“A full moon shines the night is clear


And in the sky no single cloud,
But to the moor the mist clings near
And silence covers like a shroud.
Each reed and sedge with dew bedropped
The willow pollards ghostly white.
On water’s margin vole-close cropped
Gleam starkly in the moon’s pearl light.
Four miles away an otter’s dive
Ripples the Bussex Rhine...”
Lyrics quoted by kind permission of Strawhead from their album Sedgemoor Above: Scots foot guards command base.
- Song: The Night March and the Battle. Dragontail Music 1985 From the collection of Richard Hattersley.

FIRST THOUGHTS II). It also featured a Dutch gunner called when they were first released, supported
Joachim. At that time I didn’t distinguish by John Tincey’s first publication -
My first recollection of hearing about the
the Monmouth Rebellion from the through Partizan Press - of the Armies of
Battle of Sedgemoor was when HTV ran
English Civil Wars, which, historically, the Sedgemoor Campaign, but did not
a series in 1972 called Pretenders. It was
had ceased some 25 years or so earlier. pursue the venture any further.
one of those entertaining programmes
So a few years later I started collecting
aimed at a younger audience, broadcast My next encounter with the Battle
an English Civil War army comprised
on Sunday afternoons. It featured a of Sedgemoor was when I purchased
of Miniature Figurines and Hinchliffe
young lad named Elam who believed the folk group Strawhead’s album
Models. Much later on, the Sedgemoor
himself to be the illegitimate son of the Sedgemoor, sometime in 1985, which I
story must have still nagged at me, as I
Duke of Monmouth (who in turn was, found fascinating and evocative. Music
dabbled by purchasing a selection of the
of course, the illegitimate son of Charles has always played a significant role in
Dixon Miniatures’ ‘Grand Alliance’ range
stirring my imagination and enabling me
Below: My interpretation of Westernzoyland village, 1685. Royalist line of battle, Sedgemoor itself to get the ‘feel’ of a period. Twenty-five
and Chedzoy wheat fields beyond.

54

WI291 Sedgemoor.indd 2 12/12/11 14:44:04


Pike & Shot
1600 - 1699
Above: Rebel horse under the command of Lord Grey. Cavalry: Dixon Miniatures on Foundry horses. Command base: Reiver Castings on Front Rank
horses. Flags: John Hutchinson. Figures painted by Nick Buxey.

years after buying the album, it played its also got married in 1985 and, being a around the rather cold and muddy
part in my approach to gaming the battle. poor young teacher, could only manage battlefield near dusk (it was October),
to provide a honeymoon in the West hauling my camera gear along with her
Not wargaming the period in 1985, I Country. My next encounter with the whilst I selected suitable compositions
was not attuned to the fact that the 300th Battle of Sedgemoor occurred when for my Nikon EM to tackle. This, and
anniversary of the battle was imminent. my new bride chauffeured us along the the fact that I also talked her into driving
(Little did I know that many years later ‘Pitchfork Trail’, which had been created us to Bovington Tank Museum, makes it
I would be wargaming with folk who to commemorate the events of 1685. I even more remarkable that we are soon to
actually took part in the commemorative know, I’m just an old romantic! I can celebrate 26 years of marriage...!
re-enactment.) It so happened that I still picture her now, following me

THE MONMOUTH REBELLION AND


THE BATTLE OF SEDGEMOOR
When Charles II died in 1685 he left no legitimate heir to the British throne. Thus, the rule of
a mainly Protestant Britain was passed down to Charles’s brother, James, Duke of York, who
became James II. Though Charles II had Catholic sympathies he had wisely steered clear of
outwardly championing Catholicism. His brother proved to be more open about his faith. It is
difficult for us now, in our largely secular society, to fully grasp how important religion was
politically in the 17th and 18th Centuries, but it was truly a powder keg of fierce emotions. Since
the English breakaway from the rule of the Pope during the reign of Henry VIII, Protestantism
had gained more and more of a foothold in English society. It reached its zenith during the English
Civil Wars, 1642-50, finding its extreme manifestation in the Puritan sects. ‘Popery’ was viewed
with fear and suspicion and as a threat to English liberty.
Needless to say, once his Catholic sympathies became evident, initial public acclamation for a
brave and able King, turned to fear and distrust. (The feeling was later compounded when James’s
Catholic queen, Mary of Modena, gave birth to a male heir. This precipitated the ‘Glorious
Revolution’ of William of Orange and Queen Mary in 1689.)
Monmouth was one of Charles II’s reputed 14 illegitimate children. He found much favour with
his father. As he grew, he became well-liked by the public and proved to be a brave and able
military commander. He became Captain General of royal forces during the 3rd Dutch War and
also defeated the Scottish Covenanter army at Bothwell Bridge in 1679. However, he proved
unwise in his choice of associates. The so called Rye House Plot, in which the assassinations of
both Charles and James were planned, implicated Monmouth and he was forced to flee to Holland.
In the light of James II’s increasingly unpopular reign, Monmouth became a natural focus for the
champions of Protestantism. The evident uneasiness of the English people prompted him to try
his hand and make a claim for the British throne. Sailing from Holland, he landed at Lyme Regis
in June, 1685. Monmouth brought over 84 followers and a quantity of arms and equipment. He
was joined initially by over 4,000 men in the first week. Monmouth’s army marched on Taunton,
defeating local militia on the way. It continued to Bridgewater, Glastonbury, and Wells and
marched on Bristol. Bristol was the second biggest city in England and a great prize if captured.
Monmouth was not welcomed at Bristol, however. He turned back after crossing the Avon at
Keynsham. The rebel army returned to Bridgewater, defeating another Royalist force on the way
at Norton St. Phillip. His way to London now blocked by a Royalist army at Westonzoyland and
with his army beginning to dwindle away, Monmouth resolved to gamble all on a desperate night
attack. Thus, he commenced the ‘road that led to Sedgemoor’.

55

WI291 Sedgemoor.indd 3 12/12/11 14:44:30


SEDGEMOOR AS A
DEMONSTRATION GAME?
By most standards pertaining to decisive
and notable battles, the Battle of
Sedgemoor, 1685, is not a very big battle
in terms of numbers of participants.
It doesn’t have the massed ranks of
thousands of troops of a Napoleonic
battle, certainly. Neither can it match
Tewkesbury, Marston Moor or The
Boyne, for a spectacle of military
pageantry. It only involved around
3,600 rebel troops (perhaps a generous
estimate) and 2,500-3,000 Royalist troops
of all arms. There can be much dispute
among scholars of the battle about the
true numbers of troops involved as exact
data is shadowy, especially with regard
to the rebel army. However, the
significant thing is that, as battles go,
it was a small affair.
Above: Rebel horse encounter Royalist infantry camped outside Westonzoyland - The Bussex
In terms of wargaming, a battle involving Rhine separating them.
small numbers can be a very attractive
proposition. Painting the armies is not and are inspirational to others. To see a original one. I can think of a multitude
very daunting and it will certainly be large famous battle ‘brought to life’ with of games seen over the years and
very playable. What about it in terms 28mm figures has always been a thrill for recently too, where I’ve been wowed
of a demonstration game, however? me personally, achieving, as it does, what by the aesthetics of the game, although
What’s more, what about Sedgemoor as I cannot achieve at home with limited comparatively ‘small’. It is insidious,
a demonstration game put on by a group space and resources. I freely admit to I know, to select examples, as so many
that has a reputation for assembling a preference for 28mm figures, but I clubs and individuals deserve recognition,
the spectacle of huge table areas and certainly would not want to infer that but let me underline what I am saying
thousands of figures? Big is not, in itself, smaller, or, for that matter, larger scales by mentioning Dave Andrews’s and
a virtue, of course, but ‘Like a Stonewall’ have any less potential. What is clear to Ally Morrison’s WWI game of a few
wargames group has made an enviable me is that a big game alone is not enough years back, or ‘The Bunkers’ ‘Guns of
reputation for itself over the years by and it’s the quality of what’s on the table Navarone’ game, even further back. More
staging big, quality games: Gettysburg, that matters. In my mind, the smaller the recent examples could be the ‘Alternative
Arsouf, Lake Peipus, Talavera, Marston battle (not scale-wise, but historically), Worcester’ English Civil War game and
Moor, Hydaspes, Vaslui, to name but the more attention one has to pay to the The Lance and Longbow Society’s Battle
a few and many have been recognised quality of the scenery and the figure- of Verneuil game. There are many, many
by ‘Best of Show’ awards. Big battles painting when putting on a demonstration others. Anyway, hopefully, readers will
lend themselves to the ‘grand manner’ game. Maybe a contentious statement, get my drift.
approach and, if done well, look fantastic but that’s my view and certainly not an

THE GAMING TABLE


14' x 6' (8' at widest) Chedzoy
Chedzoy church Peasey
wheat fields Farm
SEDGEMOOR Rebel line
Chedzoy
Westonzoyland of march on
windmill
village Royalist line Marsh Lane
St. Mary Bridgewater of battle
the Virgin Road
parish church
Royalist
camp

Langmoor
Rhine
crossing

Bussex
Rhine

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WI291 Sedgemoor.indd 4 14/12/11 09:37:41


Above: The Rebel army crosses the Langmoor Rhine and advances across Sedgemoor. The Royalist army is already alerted...

THE ‘VISION’ any local landmarks. The night march referring to Christopher Scott’s The
of Monmouth’s rebels and the battle Armies and Uniforms of the Monmouth
Elected to be ‘Project Manager’ for our itself encompassed an area between two Rebellion, Richard and I worked out
group’s Sedgemoor game I knew almost villages, Chedzoy and Westonzoyland. orbats and figure ratios. We agreed that
immediately that I wanted to collaborate Both villages have parish churches the figure ratio should be lower for a
on reproducing more than just the armies boasting particularly splendid towers, demonstration game that would feature
involved. The battlefield of Sedgemoor St. Mary the Virgin at Westonzoyland relatively small numbers of figures. We
nestles within the Somerset Levels, having the tallest. Stand in the landscape settled on 1:20. It was vital, at every
which is a unique area of Britain. The between these villages and you will see stage of the game’s creation, to ensure
Levels have an atmosphere and character that the church towers dominate the that we were both ‘singing from the same
all of their own. I remembered the horizon. Clearly, at least one of these hymn sheet’.
poignant feeling I got from my visit in churches would have to be built for
1985. Strawhead’s lyrics in their song the game and it was going to have to MONMOUTH’S REBELS
The Night March and the Battle echo be Westonzoyland’s, as that was near I elected to do the majority of
those feelings extraordinarily well. to the battle site. Built for the game? Monmouth’s rebel army because I
I wanted to try my best to coordinate the Yes, no manufacturer makes a 28mm knew the figures would have a limited
creation of a game which somehow told church remotely similar to the ones at use for other period games afterwards,
the story of the ‘enterprise’ of Monmouth Westonzoyland or Chedzoy. and therefore, as project manager, felt
at the climax of the rebellion and gave THE FIGURES I should take on the responsibility for
a context to where it all took place, them, plus I always like the challenge of
rather than simply show a battle with In the early stages of planning the recreating a ‘citizen’ or, what might be
model soldiers. For me, as with many game, however, I concentrated more on termed today, a ‘para-military’ army. For
wargamers, wargames provide a unique acquainting myself with the events of some reason I am drawn towards military
chance to ‘relive’ history a little bit, as the battle, the composition of the armies units that exhibit a mixture of uniform
well as provide the fun and entertainment involved and who in the group was going and civilian dress, having a military
of a game in the company of friends. to contribute what, than with the details appearance, but clearly not regular
of the landscape. I soon decided to do professionals. The choice of manufacturer
The scenery would be a pivotal factor the majority of the rebel forces myself, was based on what suitable figures I
in recreating the essence of this battle leaving the Royalist forces in the very already possessed, what I still required,
in miniature for ourselves and for the capable hands of our colleague Richard and who produced them. Already having
public that would see it. Mel McClellan’s Hattersley, who already had many of the units comprised of Foundry and Dixon
evocative cover painting for Strawhead’s units required, the battle falling into a figures, I looked to these manufacturers
album had always stuck in my mind: period he is heavily involved in already. to provide the rest. I’m making this point,
The swirling mist, the almost iconic Tim Whitworth, driving force of the because readers may well wonder why I
pollarded willow trees, the bulrushes... group, elected to do Monmouth’s Green did not utilise the new Front Rank range
And my recollections of my visit to Regiment, the ‘green machine’ within of specific Monmouth Rebellion figures.
the battlefield in 1985 tallied with this whose ranks he had re-enacted the battle The answer is simple: They were released
image. I also knew that the Somerset in 1985. Reading John Tincey’s excellent just a little too late and my project was
Levels, being very flat, clearly exposed account of the campaign and battle and already underway.

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WI291 Sedgemoor.indd 5 12/12/11 14:45:43


I wanted to recreate to look of the rebel
THE REBEL SCYTHEMEN army, based on what I had researched.
This meant quite a number of head swaps
I wanted to recreate the visual effect of
and conversions. The figures would have
improvised pole arms, particularly the
potentially murderous scythes. These would a ‘military bearing’, but would display
mostly have been constructed by lashing a a wide range of dress. This particularly
scythe blade to a long, straight pole and not applied to headgear and I had great fun
simply using the farm implement as it was. To cutting off the broad-brimmed, soft-
simulate this, I used some Front Rank swords hatted heads and exchanging them with
from their accessory range, flattening them with ‘monmouth’ woolly caps, and a range
a hammer. These were then glued with super of obsolete morions and pot helmets.
glue, aided by accelerant, to a piece of brass rod
The heads came from the Bicorne
and lashed tightly to it with fine fuse wire.
ECW miniatures range. Discovering
Head swaps in evidence came from Bicorne that Monmouth’s army had whole
Miniatures. ‘Oak leaf’ field signs are brass- companies of scythemen I decided
etched and were supplied by Hasselfree to do an entire base in each regiment
Miniatures. (Kevin Dallimore describes the
comprised of troops armed with scythes,
use of etched brass leaves for field signs in
Masterclass publication, by Foundry). with an occasional pitchfork, or even
an old medieval pole-arm thrown in for
good measure. Added to the Foundry
Marlburian figures and Dixon Marlburian
and Grand Alliance figures were a
smattering of the Dixon English Civil
War range. From the latter, I deliberately
chose those figures with jerkins and
shirt sleeves to represent the number
of sailors that enlisted in Monmouth’s
rebel army. Again, I was inspired by an
Above: A good number of Monmouth’s illustration in Christopher Scott’s book.
recruits had to improvise weapons from farm As far as possible, I wanted each rebel
implements. By contemporary accounts word regiment, although comprised of figures
of these ‘scythe men’ created much anxiety
variously equipped and dressed, to be
in opposing troops. Artwork by Nick Buxey.
shown in the same pose eg. marching,
firing line, etc. I felt that this gave an
‘identity’ to each regiment. Nathaniel
Wade’s ‘Red’ regiment was Monmouth’s
leading regiment, containing, as it did,
the majority of trained/experienced men.
Reading the reference books I had made are the only base of figures I did for the It was also the largest in numbers, being
it clear to me that Monmouth’s army rebels that actually looked ‘uniform’ in represented on the table top by ten bases
was not the rag-tag bunch of amateur appearance. This is one instance of many each of four figures. I worked on the
West Country yokels that is still a conjectural decisions I had to make, basis of roughly half musket-armed to
popular belief in some quarters. True, based on the scanty facts available. half pike/pole-armed to simulate the lack
the majority of the rank and file lacked of modern weapons, in comparison to the
Monmouth’s army at Sedgemoor
training and experience and there were Royalist army. If the regiment comprised
comprised of five regiments and the
never enough good quality small arms, an odd number of bases, I erred on the
Lyme Independent Company. Each
cannon, or horses to match the Royalist side of muskets, though.
regiment was designated by a colour:
resources. However, evidence suggests ‘Red’ regiment, ‘Blue’ regiment, ‘Green’ When painting the rebel foot and cavalry
that the rebels were better equipped than regiment, ‘Yellow’ regiment’, ‘White’ regiments I used a great many shades of
might be first thought. For instance, many regiment. However, the likelihood of ‘brown’, from tan, beige, or ‘snuff’, to
rebel cavalrymen taken prisoner after the each regiment having any semblance of almost black to emphasise the mainly
battle were found to be wearing back and uniform coat colour is remote indeed. The civilian coats and breeches that would
breast armour and many had pot helmets colour of each regiment almost certainly have been worn. Now and again a green,
as well. The Duke of Monmouth had referred to its flag colour. Not much is blue or red shade punctuated the ranks.
sailed from Holland with an amount of known about the design of these flags. Now and again I painted a military coat
small arms, uniforms and equipment with The schoolgirls of Taunton presented with differentiated cuffs. It is known that
which to equip his army. Once he had Monmouth with a number of hand-sewn Monmouth brought over a large number
landed at Lyme Regis and the campaign flags, but that’s all that is known. The a military coats, ‘red, faced purple’. It
was underway, other weapons and designs of the Duke’s personal colours is likely that a fair number of the ‘Red’
uniforms became available from the local are known, but the regimental flags regiment would have been so attired.
militia, who either ran away, leaving remain conjectural. When sending my There is also evidence that Bovet’s
their gear, or actually joined the Duke, requests for Monmouth’s flags to John ‘Blue’ regiment acquired a number of
albeit in small numbers. At Sedgemoor, Hutchinson, our resident professional these coats too. So, I ensured that a
one contingent of the rebel army was model flag maker, I depended on the proportion of figures were painted thus.
the Lyme Independent Company. I conjectured designs found in the Partizan Occasionally, I painted a coat that
represented these with one stand of four Press publication by Christopher Scott. might have belonged to a local
figures, representing around 80-100 men. Not unreasonably, many resemble those militiaman, who had either fled, or
Unable to ascertain their uniform colour, carried during the English Civil Wars. joined Monmouth. Once the figures
I settled for green, as this was the coat John makes his cloth flags to order, so I were painted, it just needed John’s flags
colour of the Devonshire Militia. They got in as early as possible! to add the finishing touch.

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WI291 Sedgemoor.indd 6 12/12/11 14:46:19


For the rebel cavalry I used mainly
Dixon figures, but being a pedantic sort
of fellow, I wanted to mount them on
a particular model horse, designed by
Foundry. This particular horse is from
Foundry’s ECW range and, for me,
possesses a particular charm. There’s a
touch of the ‘rocking horse’ about the
pose that evokes those contemporary
prints of the 17th and 18th Centuries. I
was lucky enough to pick up a number
of these horses alone in some ‘bargain
blisters’ at a Foundry open day. All I
had to do was whittle away the saddles
a bit to accommodate the Dixon rider.
The horses used by Monmouth’s army, I
reasoned, would be whatever he could get
hold of, so I endeavoured to paint them
in a variety of colours, including piebald
and skewbald, with a ‘backbone’ of bay
shades, to simulate the polyglot effect.
The artillery, again, is mainly composed
of Dixon guns. Trevor obligingly Above: Tim Whitworth’s ‘Green Machine’ regiment of Rebels in disorder from the Royalist onslaught.
substituted the standard medium gun in
his Marlburian limber set with an ECW
Falcon 3 pounder. Monmouth only had
four small calibre cannon at Sedgemoor
and one of these had to be left behind
at Peasey Farm, because it was
unserviceable. Crew of the firing guns are
also Dixon, but drivers and drovers are a
mixture of Dixon and Foundry. Because
it is fairly well known to students of
the battle that Monmouth only had four
cannon with him, I elected to do them all
in miniature for appearances sake, but,
to ‘balance’ the game, only two could
actually fire. The impedimenta of armies
is always fun to represent. To accompany
the guns I painted up a number of carts
and wagons from Irregular Miniatures
and Foundry, loading them with barrels
from a variety of manufacturers. I chose
to have the majority drawn by oxen, as
I assumed most horses would be taken
by the cavalry. Incidentally, I favour
the oxen that First Corps make for their Above: Rebel artillery in action.
colonial ox wagon: they do look the part.
The rebel command bases are peopled
by North Star Military Figures ‘North
Star 1672’ range and Reiver figures. The
Duke of Monmouth himself, produced
by Reiver, seems to have been based on a
famous painting, judging by his essential
pose and attire. However, I decided to
add a forward-pointing sword to his
pointing hand, as the painting shows and
mounted him on a rearing horse (again,
as the painting depicts) supplied by
Front Rank. Lesser command bases had
Reiver for the cavalry, including Lord
Grey (Monmouth’s not-very-able second
in command) and Copplestone officer
figures, suitably converted with swords or
pistols added, for the foot.

Right: Monmouth’s blue and yellow regiments


engage the Royalists in a firefight across the
Bussex Rhine.

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WI291 Sedgemoor.indd 7 12/12/11 14:46:44


CREATING THE BATTLEFIELD
As previously mentioned, I knew the
success of the game as whole would
depend on the scenery as well as the
figures. I consider myself a reasonably
good painter. I consider Richard an
excellent painter. We knew that our
figures would look good together on the
table. However, even the best painted
figures can be let down by poor scenery
and I felt that Sedgemoor had some
unique scenery.
I wanted to make as near an accurate
model of the parish church at
Westonzoyland as possible. It dominated
the skyline for miles around. It was used
to keep rebel prisoners after the battle.
It was an integral part of the Sedgemoor
story. To be able to scratch-build it, as
I knew I must, I had to go to Somerset
and see it for myself. So, my first visit
to the battlefield since our cold October
honeymoon in 1985 saw me drive to
Westonzoyland on an equally drizzly
and misty February day. Talk about
‘atmospheric’! The place had lost none
of its fascination. I was able to take a
multitude of photographs of the churches
at both Westonzoyland and Chedzoy,
circumnavigating them with a systematic
use of the viewfinder. I knew that this
might be my only chance to get the
information I would need and I might
also have time to make Chedzoy church
as well, though I doubted it.
Photographing the battlefield, I noticed
that the pollarded willow trees, lining
the ditches, or ‘rhines’, at intervals were
still very much a feature, as were the
rushes, in what was, essentially, a very
flat landscape.
Armed with the information I needed,
I bided my time, as attention had to be
focused on the group’s Sharpsburg game,
which eventually won second place for
demonstration games at the Triples. I
think I find it hardest of all to switch all
my focus and efforts from one major
game to another, as each separate project
is so absorbing. However, once Triples
was over, all the ACW stuff got shovelled
away and I knew that I had about twelve
weeks to get Sedgemoor ready for
Partizan II. Above: St. Mary the Virgin parish church: from photograph to finished model.

It was evident to me that Westonzoyland


church would be the toughest target sailing even then and I made loads of built. I had never used this material
on my list to realise. I looked at the mistakes along the way. At one stage before, mostly depending on MDF, but
photographs and really did not know how the tower had to be taken apart and I’m definitely sold on it now. It’s stronger
to go about making it. I will not spend reassembled and the crenellations were than one first thinks, especially if it’s
paragraphs detailing the making of the redone using plastic card. It was all a strengthened with balsa wood corner
church: As the psychiatrist says about learning curve and a pretty steep one pieces. Anyway, for about a calendar
Basil Fawlty, “...There’s enough material at that. The main material used for the month I focused on nothing else, but the
there for an entire conference...”! Suffice church building was high density blue modelling of Westonzoyland church and
to say once I decided that the only way I Styrofoam, 10mm thickness. The idea for the labour of love came to fruition. Yes, I
could make it was to be able to cast the was pleased with the result.
using this material came from a gamer I
windows myself - and managed that - the met at Partizan I, who kindly shared how It was at this point that I decided that I
rest was achievable. It was hardly plain parts of an AWI building had been scratch wanted to make Chedzoy church as well.

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WI291 Sedgemoor.indd 8 12/12/11 14:47:08


The whole process had to begin again Above: Monmouth (bottom right) spurs his men on, but his cavalry are fleeing.
from scratch, but, this time, completion
table. I wanted our group to be able to model of Chedzoy church could be
only took me ten days. There’s a lot to be
tell as complete a story of the battle of used. It was a ‘no brainer’. The village
said for experience!
Sedgemoor as table space would allow. of Chedzoy was adjacent to the line
Truth be told, I had already thought that Therefore, once Westonzoyland church of march taken by the rebel army on
Chedzoy village would have to be on the was made, nothing else but a similar their surprise (hopefully) night march

Rebel line Royalist


of march Camp Westonzoyland
Chedzoy
wheat fields

Peasey Farm and


Rebel Baggage Train

Chedzoy
Village
Bradney
Village

Road leading off the


Old Bristol -
Bridgewater Road

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WI291 Sedgemoor.indd 9 12/12/11 14:48:02


towards the Royalist army camped around Above: In Westonzoyland village the Bishop of Winchester is greeted by the local parish priest and
Westonzoyland. The night march and Lord Feaversham, whilst locals get drunk on scrumpy and steal pigs! Coach by Blue Moon.
the possibility of surprise is crucial in
understanding the story of the battle of boards with a ‘stream’ across them would The rhines were rebated into the boards
Sedgemoor. Therefore, a good amount simply not work. The more I looked at using an electric planer. The ‘water’
of the table space is needed to explain the battlefield, the more I knew that all within represented with coats of gloss
Monmouth’s approach march and its the terrain boards would have to be made varnish. Whilst still wet, I sprinkled
relationship to the Royalist army’s afresh. So, there you are. I’m fortunate bright green finely-ground rubber flock
position. Also, Monmouth left his baggage enough to be a house husband, with a to look like the algae that gathers on the
train, including vital ammunition and small part-time job. I have more time at surface of ditch water. ‘Reeds’ and rushes
powder, back at Peasey Farm, from which my disposal than my colleagues. Even were made from clumps of scenic railway
landmark commenced ‘Marsh Lane’, then, I had to rely on the good grace of my ‘long grasses’, although old paint brush
down which the rebel army marched hard-working wife, Sue, to let me ease off bristles could function just as well.
towards Sedgemoor. I felt that we needed a bit on my rota of household duties. I set
out to make 23 new terrain boards. Mostly, The raised boards where the villages
to represent Peasey Farm and it actually
they were flat, as befits the Somerset would stand were left a ‘muddy’ colour,
became the furthest feature at one end of
Levels, but I did raise the level of the with a few green patches, and rough
the gaming table. Battles do not happen in
boards, on which the villages were to ‘tracks’ were created. It is interesting that
isolation: I felt that, by including Peasey
stand, by gluing polystyrene tiles to their one member of the public commented
Farm, Chedzoy and Westonzoyland, we
would have enough on the table to give surface. Using the time-honoured method that he liked to see the buildings actually
a context to the story and not too much of coating the surface in ‘Bitter Chocolate’ standing within a ‘street’ system, instead
ground for the rebels to cover for an exterior masonry paint and immediately of just being put on the table. I was to
interesting game to take place. applying a covering of builder’s sand, be happily surprised at just how many
I gradually built up the surfaces of the seemingly pedantic features were noticed
Deciding on how much of the battlefield terrain boards. Subsequent dry-brushing and commented on with approval by the
to show dictated how big the table would with shades of terracotta and greens and public at both Partizan II and Derby. It
have to be and, therefore, how many ‘Cornish Cream’ finished then off. The made it all the effort worthwhile!
600mm terrain boards we would have to extensive Chedzoy wheat fields were
use. I say this, because ‘Like a Stonewall’ ‘SUPER-DETAILING’
represented with another time-honoured
has consistently used modular scenery THE SCENERY
medium: coir door mats. However, if
of 600mm squares from its inception. you leave them just as they are they just Much of the fun inherent in preparing a
A group discussion led to agreement look like...well...door mats. I spent hours demonstration game is the research into
that new boards would have to be made savaging the door mat pieces with a series figure/model availability and I can spend
to represent the Bussex Rhine and to of sharp, - soon to be blunt - Stanley obscene amounts of eye-destroying time
accommodate the area in which the blades, until my garage floor was over an trawling the net for what I want. It’s true
Royalist army was encamped. Once inch deep in the fall-out. The final effect to say that I have to have a ‘vision’ of
I started these, however, it was quite was worth it though. All they required what I want beforehand, though. The spark
obvious that more new boards than then was a dry-brush with some ‘Egyptian of inspiration for a vignette or a section
these would be needed. For instance, the Sand’ emulsion and a sprinkling of red of the game comes first. The old adage
Langmore Rhine would have to be made flock to represent poppies, stuck in place of ‘20% inspiration, 80% perspiration’
in the same way. Depending on existing with spray adhesive. holds good. It’s a sad reflection on me that

62

WI291 Sedgemoor.indd 10 12/12/11 14:48:26


once an idea for a vignette or a section of
the game has become firmly implanted
in my mind, I pursue its realisation with THE POLLARDED
something akin to obsession, feverishly
hunting for what I want via the Web until
WILLOW TREES
I find it. Obscure as some ideas are, the I made these very distinctive trees by
means to realise them is usually out there using sage brush for the gnarled trunks.
somewhere. ‘You don’t know until you Sage brush is indigenous to the USA
look for it’! A model of a heron to stand and used a great deal by US railroad
amidst the rushes, compatible for 28mm modellers and is available online.
figures? No problem! It was out there. However, it’s not so easy to get hold of
A barn owl to come swooping out of the in the UK. I was lucky in finding some
in a local garden centre, where it is sold
trees on the rebels’ line of march? I found
for decorative purposes.
one. (Both produced by model railway
accessory companies.) A gibbet to stand The ‘branches’ were made from different
by the side of the road as a symbol of what thicknesses of plastic broom bristles and
followed the failed rebellion? Black Tree attached with a hot glue gun. A little flock
is later sprinkled onto spray adhesive.
Design had one.
Bullrushes from Scenic Express,
With the overall landscape sorted, I USA online model shop.
turned my attention to the buildings,
features, civilians and ... animals. OK,
so it seemed a bit over the top: buildings
for the villages and farms? - naturally. Richard Hattersey’s superb Royalist camp vignette.
Trees and hedges? Already in my Tents by Renedra. Figures: Foundry and Dixon.
collection and mostly from Heki, Noch
and K&M. Civilians? Lots of possibilities
for vignettes of late 17th Century life
and plenty of figures available to create
them from. Why animals?!! Well, my
nickname, for a number of years now,
has been ‘The Mole’ (no questions,
please) and it’s only a short hop to having
others within the group take on ‘Badger’
and ‘Ratty’. ‘With me so far? I thought
to myself, “Sedgemoor was the last
pitched battle between Englishmen on
English soil. Let’s try to make the game
as ‘English’ as possible. What’s more, it
took place in a particularly remote and
wild stretch of the English landscape.
Let’s emphasise that wildness”. So,
eventually, models of a mole and a
badger were followed by a barn owl, two
herons, two foxes, two ravens/crows, Below: Nick Buxey’s overgrown garden vignette. Dandelions, hemp (!) and poppies by Busch.
two butterflies (!), a toad, a rat .... It Wattle fences by Hovels. Redoubt figure, rabbits by Duncan Models and wheelbarrow from
started out as a bit of a game of fun for S&D Models.
me. As it was it took on an unforeseeable
importance at the shows. I had produced
a typed sheet with ‘Spot the Creatures’
heading it. The number of children
and adults who got a kick out of doing
just that was extremely gratifying and
proved to be a fantastic mechanism for
drawing spectators into the game. The
mole, I converted from a rat and stuck
it in a little mound of epoxy putty. The
rest of the creatures, unbelievably, were
all purchased from manufacturers, most
of them model railway suppliers. Some
beautiful O scale bulrushes were obtained
via ‘Scenic Express’ in the USA.
The creation of civilian vignettes gives
the wargamer a brilliant opportunity
to ‘get inside’ the period being gamed,
reflecting aspects of the social history
of the time. Much of what I did was
based on research of the battle. For
instance, Monmouth’s men hoped that
the Royalist troops would be drunk on

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WI291 Sedgemoor.indd 11 12/12/11 14:49:23


local ‘scrumpy’. I did a little vignette picked up from the boys at the Foundry). leave to colleagues with a flair for such
with some Dixon soldiers, converted to The woven hazel hurdles enclosing the things. However, I did have satisfaction
holding tankards, looking on as two local various gardens and animal pens came in producing the ‘chance cards’ that
drunks attract the wrath of the innkeeper, from Hovels and Total Battle Scenics. we all agreed upon as necessary to
whose family they appear to have upset. Domestic animals (chickens, pigs, geese) simulate the possibility of complete
The Chedzoy wheat fields play host to were mostly Hovels. surprise by the rebel forces. It seemed
a group of reapers and gatherers, while appropriate to base their design on the
Tim Whitworth’s ‘Chedzoy Watch’ THE GAME
well-known contemporary set of playing
vignette looks on at the passing rebel The progress of the game I do not intend cards, produced to celebrate the Duke
troops. In Westonzoyland the Bishop of to detail, as this will be dealt with by my of Monmouth’s defeat and subsequent
Winchester’s coach and four disgorges colleague, Richard Hattersley, presenting demise. Facsimiles of the original
its distinguished passengers to be met by the Royalists’ point of view. This is right cards were printed off on appropriately
the flustered local priest. (The Bishop lent and proper, as he really ran the game, coloured card and then glued to the
his horses to pull the Royalist artillery along with the rest of the guys, as well as backs of existing playing cards. The
train when battle commenced!) Two contributing the entire Royalist army and ‘chance message’ - either ‘The Fatale
local ne’er-do-well youths run off with two exquisite camp vignettes. I confined Pistole Shotte’(in a suitably explosive
some piglets during all the confusion. A myself to setting up, documenting and ‘speech bubble’), or ‘ZZZZZZ’, within a
field outside Chedzoy is being ploughed being public relations officer! If I have cloudy speech bubble, were printed onto
by a Redoubt Enterprises’ plough and a weak spot it is in rule-making and adhesive labels and stuck to the ‘picture’
oxen, as if nothing else is going on. I did game management. These skills I mainly side of each card.
anticipate that some spectators would
correctly point out that the battle took
place in the early hours of a July morning
in the dark and mist and that harvestable THE CHANCE CARDS
wheat fields and lots of civilian activity
was not historically accurate. However, We decided on three ‘packs’ of ten
everyone seemed to accept that a bit of cards each, differentiated by colour.
artistic licence for the sake of aesthetics The yellow pack contained a one
was acceptable. in ten chance of the ‘Fatale Pistole
Shotte’ ringing out to alert the Royalist
The twenty-odd buildings that made up army. The blue pack contained a three
the two villages and farms came from a in ten chance. The red pack contained
number of manufacturers: The windmill a seven in ten chance.
drew much admiration and praise, and At pre-decided points on the rebels’
rightly so. It was one of Dave Bodley’s line of march - passing Chedzoy (so,
marvellous creations. In all, I had eight turn one), crossing the plungeon on the
pieces of Grand Manner real estate on the Langmore Rhine, crossing Sedgemoor
table. Well worth the investment. Other itself - each pack of cards was utilised
buildings came from Hovels, Mayhem in turn, yellow, then blue, then red.
(SHQ), Hudson and Allen and Conflix. The Royalist army was alerted just
in time!
Some of the latter were modified with
terry towelling ‘thatched’ roofs (a tip I

Below: The Rebels surge towards the Royalist line of battle, separated by the Bussex Rhine.

64

WI291 Sedgemoor.indd 12 12/12/11 14:50:24


Above: Alas.... Monmouth’s Rebels in full flight, pursued by the vengeful Royalists.

LAST THOUGHTS A full moon shone, the night was clear


As students of this historical period will
know, of course, the defeat of the rebels
And in the sky no single cloud
was a prelude to dreadful repercussions And ’neath the mist shapes broken wear
throughout the West Country. The name
of Judge Jefferies is still synonymous
The mist upon them like a shroud
with pitiless and bloody retribution. The Pale moonlight’s beams shine redly now
Duke of Monmouth’s rebellion and claim
to the British throne represented a ‘peak’ From off the Bussex Rhine...
too soon for the enemies of Catholic Lyrics quoted by kind permission of Strawhead from their album Sedgemoor
James II. Just a few years later Protestant - Song: The Night March and the Battle. Dragontail Music 1985
William of Orange usurped James through
the ‘Glorious Revolution’. Monmouth,
captured after the battle, found no pity
in his uncle James, and was beheaded
on Tower Hill in a less than satisfactory
example of the executioner’s art.
Our ‘Sedgemoor Enterprise’ appears,
on the whole, to have been a lot more
successful than poor old Monmouth’s,
even if he still did not win in miniature.
The game drew a lot of attention
from the public, keeping me and my
colleagues very busy in discussion.
Thus, it performed the function of a
successful demonstration game: enabling Richard Hattersley’s beautiful
us wargamers to share our enthusiasms of Scots Foot Guards.
history and modelling with others.
As wargamers, we tend not to dwell
too much on the horrific consequences BIBLIOGRAPHY
of a lost battle, although I dare say we
are all well aware of them as historians. Sedgemoor 1685, Marlborough’s first Victory. John Tincey, Pen & Sword Military 2005
When I stood alone at the monument
Armies of the Sedgemoor Campaign. John Tincey, Partizan Press 1985
on Sedgemoor battlefield that marks
the location of the rebel burial pits, I Monmouth’s Rebels, The Road to Sedgemoor 1685. Peter Earle, Weidenfield & Nicolson 1977
couldn’t help but feel a pang of sorrow Sedgemoor 1685, An account & Anthology. David Chandler, Anthony Mott Ltd, London, 1985
for those men, even though the events
occurred over 300 years ago in a time The Armies & Uniforms of the Monmouth Rebellion. Christopher Scott, Partizan Press, 2008
very different from ours. Or was it so The Monmouth Rebellion & the Battle of Sedgemoor 1685, The Last Battle on English Soil.
different ...? Lorna Jenner, Somerset County Council Heritage Service, 2007

I’ll end this article as I began it, quoting Sedgemoor. The Story of Monmouth’s Rebellion in the West - 1685. Strawhead, Vinyl album, 1985
the lyrics of a song from Strawhead’s Available now on CD from Gleaner Publications www.strawhead.org.uk
album, Sedgemoor.

65

WI291 Sedgemoor.indd 13 12/12/11 14:56:44


WI292 Napo at War.indd 1 9/12/11 13:07:50
WI292 Napo at War.indd 2 9/12/11 13:08:02
“WE COME
FOR YOUR
CATTLE” A DEATH IN THE DARK CONTINENT BATTLE REPORT
By Rick Priestley

The scene is set in the 1880s, upon the fertile flood plain in this instance protected by a boma
(thornbush stockade), and the objective
of the Kafhue river, a northern tributary of the Zambezi,
of the attackers (Matabele) would be to
in what would shortly become British Central Africa and break into and occupy this within the
latterly Zambia. turn limit of the game. The scenario also
determined that the defenders would have
This is the territory of the Ila tribe - also Peers, I was only too aware that I ranked 75% of the number of points to spend
known as the Baila - primarily a cattle very much as a novice compared to my on their force as the attackers - obliging
herding people like many east African adversary. Nick not only provided all of them to make the most of the defensible
tribes. And that is what this game is all the models for the game from his own village and surrounding terrain. As to
about – an attack by a war party of the extensive collection, but his company the scenery itself, this is generally set up
Ila’s fierce neighbours, the Matabele: a - North Star Military Figures - also by the defender according to a terrain
war party sent to raid Ila lands and drive produces the model range and publishes
type guide, as indicated in the defender’s
away their cattle. the Death in the Dark Continent rules. He
army list and described in the rules for
is a man who knows his Azande from his
DEATH IN THE choosing terrain. In our case the Ila
Karamojong, so I was only too pleased
DARK CONTINENT to place matters in his expert hands when are covered by army list 16 - Warrior
it came to setting up the battlefield and Herdsmen - and their home terrain
On this occasion I would assume the is grassland, although, as with many
choosing the forces.
part of the Matabele Induna Mbumbulu ‘armies’ for Death in the Dark Continent,
Gwebu, whilst Nick Eyre would take to The Death in the Dark Continent rules you will find that they have their own
field as the Ila tribe in the guise of Chief are solidly and reassuringly prescriptive list (and background) avalible as a free
Chonga. Whilst this was not to be my when it comes to scenarios and troop
download from the North Star website.
first foray into the wargaming wilds of choice - our game would be a planned
Africa, nor my first attempt at the Death attack scenario. This meant that the Below: The Ila warriors take up defensive
in the Dark Continent rule set by Chris defenders (Ila) would have a village, positions in their village. Figures by North
Star. Buildings by Herb Gundt.

68

We Come for your Cattle.indd 2 12/12/11 14:59:02


ELEPHANT GRASS,
BOMA AND SKULLS THE ILA

As the defender, Nick arranged the site of The Ila are a cattle herding people from the area of Central
Africa now part of Zambia. They live in the Kafue River flood
our battle as shown in the accompanying
plains that give rich grazing to their cattle and keep the deadly
photo, with the Ila village protected by Tsetse fly away. The long grass of the Kafue plains is the reason
its boma leading to a clearing and paths for their distinctive tall hair styles, so members of the tribe can
through the tall elephant grass. This tall, see each other walking through the man-high grass. The Ila

colonial
thick grass with stalks up to an inch thick

conflict
were not an aggressive tribe, but surrounded by enemies who
was and is a distinctive feature of the raided them constantly for their cattle, they were no push-over.
region, growing up to twice the height They fought as skirmishers, carrying multiple long spears
of a man and therefore offering ready and no shield. They were experts in this kind of warfare,
concealment to ambushing warriors. but against the Matabele with their stabbing assegai or the
These areas of thick elephant grass were Bemba with their muskets, with no spears being thrown
represented in the game by means of a back they would find themselves weaponless.
scattering of grassy clumps (in fact re-
North Star Military Figures produce a small selection of
modelled and painted aquarium plants,
miniatures for this little known but characterful tribe.
see overpage for how to make it). One
of the two remaining clearings became
home to a magnificent skull pile - perhaps THE ILA
demarking the site as that of the battle The Tribe of Chief Chonga
of Mbeca, where the Ila defeated the One unit: Chonga’s Senior Warriors
hated Barotse and piled the skulls of the Four bases of elite skirmishers in total, including that of Chongo himself
defeated into a great mound by way of a
memorial to their victory. One unit: Second Senior Warriors
Four bases of elite skirmishers
As the defender Nick deployed his
forces first, as shown over the page. One unit: Neighbour’s Senior Warriors
The scenario allowed for a proportion Four bases of elite skirmishers
of the defenders to be placed hidden in Five units: Ila Warriors. Four units comprising five bases each of skirmishers with
ambush. As such I, as the attacker, had spears, plus one unit of six bases of skirmishers with spears.
no initial idea where ambushes might
lurk - only that they lurked somewhere
in the surrounding elephant grass. The
scenario allowed for the attacker’s force THE MATABELE
to be divided into two, with an initial
The Matabele are a tribe whose lands are now part of modern
group placed at the table edge at the start
Zimbabwe. They arrived there from South Africa, an aggressive
of the game and up to half sent as late off-shoot from the Zulu nation, they left a trail of death
arrivals, which would then be permitted and destruction all the way behind them. Matabele still has
to deploy along the adjoining table edges connotations of violence and fear in Southern Africa today.
up to half way along. The Matabele were Once settled in Zimbabwe, they kept their neighbours for
therefore divided into two contingents, hundreds of miles around terrified by constantly raiding them
with the initial force arranged along one for cattle and slaves. The last Matabele King, Lubengula, was
narrow table edge as seen in the photo defeated by a British force, armed with Maxim machine guns,
funded by the Imperialist, Cecil Rhodes.
over the page. The rest would skirt round
the elephant grass and come upon the Ila The Matabele retained their Zulu identity and fighting style
village from the adjoining long table edge to the end, no doubt playing on the reputation the Zulus had
- at least that was the idea! for martial prowess throughout Africa. Where local materials
could no longer be found to keep their Zulu regalia intact, new
THE FORCES designs were devised. It is these distinctive Matabele fashions
North Star have drawn on to produce a range of figures that
In Death in the Dark Continent forces are are not just more Zulus.
chosen from the army lists provided in the
rulebook. There are 32 of these in total,
covering combatants as diverse as Jungle THE MATABELE
Cannibals, Masai, Zulus and the various The raiding party of Induna Mbumbulu Gwebu
colonial types such as Boers, British, One base Induna Mbumbulu Gwebu
French, Germans and so forth. Opposing One unit: Regiment Inyati (buffaloes)
troops are chosen to a points total and Six bases of elite Zansi warriors, three of which have muskets
the proportions of one side to the other
vary depending on the scenario chosen. One unit: Regiment Isizinda (makers of grief)
The models themselves are arranged onto Six bases of warriors, two of which have muskets
bases – each base having two, three or Three units: Regiments Mogoloza (smiters), Dibinhlangu (shield carriers) and
more models depending on type – this InQama (ram) each comprising six bases of warriors
being largely left to the collector as a
matter of personal preference. Individual One unit: Regiment Mngwazi (sheath)
bases are arranged into groups to make Six bases of Holi raw warriors
larger units. The exact dimensions of
One unit: Regiment Iliba (grave of their enemies)
bases are left to the players – but a 60mm
Five bases of Holi raw warriors
frontage is suggested in most cases
and the accompanying photos serve as One unit: Regiment Inhlambane (who use abusive language)
examples of how this is done. Four bases of Holi raw skirmishers

69

We Come for your Cattle.indd 3 9/12/11 13:10:49


ILA TRIBESMEN
PREPARE TO
DEFEND THEIR
VILLAGE
ILA TRIBESMEN LYING
IN AMBUSH HERE

ILA
MATABELE VILLAGE
ATTACKING
FORCE

ELEPHANT GRASS
THE MATABELE COMETH (EVERYWHERE!)

The game began with the Matabele


advancing reasonably coherently, the
Mogoloza and Inhlambane making good
progress through the elephant grass, intent
on flushing out any Ila who might lie in
hiding to their front. The Death in the
Dark Continent rules use an alternating
activation system within the turn – so
during a turn each player alternates
activating a unit and moving it, until all
units that wish to do so have moved, after
which all shooting is worked out and then
all close combat and finally all morale. It
is a fairly robust system that is especially
well suited to games of the size and scope
intended, where the alternating movement
leads to interesting small unit tactics
with troops advancing to provide cover
for others, to draw out enemy units, to
position themselves for a shot, and so on.
The maximum distance that can be
moved by individual units is not fixed,
but is determined by dice throw and
varies according to the terrain and type
of troops. My warriors had a 2D6 inches Above: The Ila warriors launch their ambush.
move through the clearings, but only
1D6 inches through the elephant grass. THE AMBUSH IS SPRUNG skull pile. During the ensuing shooting
Because they were skirmishers the Ila had the Ila scorned my guns (passing the
In the second turn the Inyati Regiment
2D6+2 inches over the clear ground and morale check required for being shot
stormed forward 11'' - approaching to at by muskets). To make matters worse
2D6 inches through the grass – making it
far easier for Nick’s tribesmen to traverse within the distance required to spot the they managed to score severe losses
the grass whilst my more densely packed Ila hidden either side of the track. These on the Inyati with a shower of spears -
warriors would be seriously slowed. ambushers promptly drew around my amounting to the loss of a whole base and
However, I did have a single unit of warriors and positioned themselves the imposition of a disorder marker. To
skirmishers – the Inhlambane – who to shower my brave lads with spears. add insult to injury the Inyati suffered a
were courageously exploiting their extra Meanwhile two of Nick’s other Ila units further two disorder markers at the end of
mobility by beating a path ahead of my began to work their way round my left the turn, having failed their morale check
slower warriors. flank - heading towards the ominous for being ambushed.

70

We Come for your Cattle.indd 4 12/12/11 15:01:24


MAKING
ELEPHANT
GRASS
VERSION ONE
(Thanks to James Morris for this technique)

We created the Elephant Grass you can


see in the article using ‘aquarium plant’ by
Betta, purchased from eBay.

Above: The Ila ambushers lauch their spears from the cover of the grass.

The individual ‘bunches’ of grass were


glued onto thin wood, which had been
pre-cut into random, rounded, shapes.

The base was then built up using a PVA


glue and sand mix, before being painted
and drybrushed in light browns. To tone
down the bright green plastic we
gave the whole thing a quick
spray of Army Painter brown.

Above: The view from behind the advancing Matabele.

To finish the whole thing off we added


some Gale Force Nine clump and a few
little stones.

Above: The Ila flanking move takes then past the skull pile.

71

We Come for your Cattle.indd 5 9/12/11 13:12:39


Shooting is resolved for each base using Whilst the rules for shooting allow for does allow for the defenders to drive off
a D20, with results of 14 or more scoring some subtlety with modifiers and results, their attackers, or for draws where both
a hit and landing one disorder marker the rules for close combat are brutality sides fall back, as well as prolonged
on the target unit. Results of 19 and 20 incarnate. The attacker rolls a single combats where they remain engaged, but
remove one base from the target unit in D6 and applies any relevant bonuses or any attackers carrying a bonus of +3 or
addition. This means there is a 7 in 20 penalties before reading the result from a more cannot be defeated. This was good
probability (or 35%) of scoring a hit and chart. As with shooting, there are quite a news for the close fighting Matabele
2 in 20 probability of a kill (10%) but lot of modifiers, and it does take a while who, aside from a few ill-aimed muskets,
this chance is modified by a fairly hefty to recognise the significant bonuses and were armed with short stabbing spears
list of shooting modifiers ranging from penalties that apply. In our case I was identical to those carried by Zulus.
+3 for shooters employing repeating pleased to see that warriors add two
weapons at effective (i.e. short) range, (+2), whilst fighting against skirmishing As luck would have it the sight of
to -4 where targets are sheltering behind defenders adds a further two (+2), giving the defeated Ila running in terror was
stone or mud walls. The D20 roll does my chaps a fairly massive bonus of +4. sufficient to trigger a morale check and
allow for a varied range of modifiers (5% Being elite they claimed another +1, result in two disorder markers on the elite
increments) and makes a lot of sense in having their chief nearby added +1 more. Ila who were blocking the track. This was
a skirmish level game in which shooting However they suffered a penalty of -1 quite lucky as morale checks are fairly
resolution is reliant upon a single dice on all this due to carrying a disorder simply affairs - a single roll of a D6 with
roll. The only drawback is that it does marker. Even so the weight of modifiers a score required to pass of five or more
take beginners a while to accustom (+5 in total) added to the dice roll was for raw troops, three or more for elites,
themselves to finding the pertinent enough to give me a result of 7 or more and otherwise four or more. A failed test
modifiers, as the temptation is just to - defenders destroyed. The results table results in two disorder markers - so it
start at the top of the list and work down.
Fortunately, our opposing forces were
relatively homogenous, and so I found
it was not too long before I was able to
quickly identify the potential bonuses and
penalties on the chart.
INTO CLOSE COMBAT
The third turn of the game began with
a frantic bout of rallying - all units that
have disorder markers are allowed to
rally at the start of each turn. This is
a simple matter of rolling 2D6 (one
dice for Raw units) with each roll of
a 6 removing one disorder marker.
Chieftains are also allowed a single
dice and can use it on behalf of any unit
within 4''. Thanks to a little luck - and the
contribution of Mbumbulu Gwebu - the
Inyati managed to shed two of their three
disorder markers. This was just as well,
as a unit suffering two or more markers
is disallowed from advancing to within
6'' of the enemy, whilst those with four Above: The Matabele begin to inflict damage on their foes.
markers are destroyed - sent packing and
dispersed beyond all hope
of recovery.
Freed from such a burden the Inyati
charged the Ila to their right and engaged
them in combat. The Isizinda attempted
to do the same to the Ila upon the left,
but failed to roll sufficient distance (a
miserable 3''!) and therefore ended up
prime targets for Ila spearmen (sowing
disorder amongst their ranks as a result).
Meanwhile, I was all too aware that the
Ila skirmishers were working there way
round my left flank. By keeping to the
grassland the Ila would be hard to engage
in close combat, as the Matabele warriors
would be reduced to a move of a single
D6 - making any attempted charge a
stumbling and unpredictable affair.
But unpredictable or not - the Inyati had
managed to pin down at least one of the
enemy units, which meant we would
face our first close combat of the game. Above: The Matabele try, and fail, to meet the threat of the flanking Ila.

72

We Come for your Cattle.indd 6 12/12/11 15:03:02


MAKING
ELEPHANT
GRASS
VERSION TWO
(Thanks to Karl Tebbutt for this technique)

Here’s another way of making elephant


grass using sweeping brush bristles.
To make the base, cut balsa wood into
random shapes.

Above: The new arrivals move towards the boma.

Then glue the bristles onto the balsa


wood base, using a hot glue gun.

The base is then built up using a PVA


glue and sand mix.

Above: In the background the Inyati and grassland at only D6 inches a turn!
Isizinda clear the way for an advance on Meanwhile the remaining Ila gathered
the village. into their village, whilst the Inhamblane
skirmishers advanced almost to the
results in two disorder markers - so it edge of the grassland facing the boma.
is quite significant in terms of affecting More importantly, with the start of turn
what a unit can do in the following turn. four my flanking force showed up at
MORE MATABELE last and deployed along the long table
edge along the edge of the grassland
At the start of the fourth turn the usual overlooking the Ila village. Finally finish off by painting, drybrushing
opportunity to rally saw the Isizinda lose and adding some small stones.
the disorder markers they had taken from Although we had agreed that the entire
shooting in the previous turn – freeing flanking force would arrive on turn
them up to make a charge against their four, in fact the scenario rules normally
tormentors. With Isizinda engaged, Inyati demand that units are diced for
charged straight ahead into the elite Ila individually each turn and so could
defending the track. show up over a succession of turns
or not at all. However, given
Meanwhile the remaining unit of Ila the size of our table and the
skirmishers made its way past the skull pre-requisite victory conditions,
pile, threatening to come upon the rear of we decided to bring the whole
the advancing column. To try and meet force on in turn four to give the
this threat I desperately tried to transfer Matabele a chance of occupying
the Mogoloza over to the left flank, but the village before the
my lads found it hard going through game’s end.

73

We Come for your Cattle.indd 7 9/12/11 13:14:11


CHIEF CHONGA PREPARES
TO MAKE HIS LAST STAND
THE FIGHT STILL RAGES THE MATABELE
ALONG THE TRACK INHAMBLANE
SKIRMISHERS HAVE
(BUT NOT FOR MUCH LONGER, THE ALREADY BROKEN
MATABELE WARRIORS BREAK THROUGH
THE FOLLOWING TURN
TURN) THROUGH

THE
MATABELE
RESERVES
CLOSE IN ON
THE VILLAGE
THE MATABELE
TURN THE SCREW
During close combat I was pleased
to see the Inyati and Isizinda finally
overcome their opponents and drive
them from the field, at last clearing
the way for an advance upon the boma
through the grassland tracks. The fifth
turn therefore began with the first of
my reserve regiments, the Dibinhlangu,
mounting a successful charge through
the grassland onto the boma. At the
same time the Inhlambane emerged from
their cover to pelt the Ila village with
spears. Meanwhile, back on the track,
the Mogoloza attempted to charge the
Ila skirmishers who gathered at the edge
of the grassland around the skull mound
clearing. This failed to contact, but Nick’s
skirmishers very obligingly decided to
charge me in their turn, so we would
come to blows after all! The resultant
combat ended in a draw, leaving both
sides disordered. Meanwhile my leading
Above: The Matabele push the Ila back into the long elephant grass.
regiments, Inyati and Isizinda, barely
moved thanks to poor dice rolls. the constricted space between the hoped for attack in the following turn.
By way of recompense, at last we came grassland and the boma edge. In such With all his remaining units crammed into
to the attack upon the village - the very situations combats are fought separately, the village Nick hurled a succession of
objective of the battle after all - where the with the worse result counting for the spears upon my advancing units, sowing
cunning Ila had rounded up their precious attackers. An indifferent dice throw sent disorder amongst the ranks of Isizinda.
cattle behind the protection of the thorn- my boys packing, driven back 2D6'' and
bush boma. Now the Ila chieftain threw cursed with two disorder markers! In turn seven I was able to charge the
his own bonus in amongst the combat boma with the Dibinhlangu and InQama
ILA ON THE ROPES whilst Isizinda once more failed to reach
modifiers. He had reserved his best elite
troops for the defence of the boma, and Turn six therefore opened with my the village and Inyati came under a
the boma itself reduced my combat attack stalled. None of the Matabele barrage of spears from behind the boma.
score by a whacking –3. Worse, I had warriors were able to charge into contact, Thus began the final battle for the village.
managed the charge badly - inadvertently although the InQama, Mngwazi and Iliba The ensuing fight saw the InQama beaten
contacting two different Ila units within all pressed forward in preparation for a back with two disorder markers, whilst

74

We Come for your Cattle.indd 8 12/12/11 15:04:07


It was a disheartening sight to see
my warriors plucked so eagerly from
the table.
But the defeat of their comrades seemed
only to drive Dibinhlangu and Isizinda
onwards - with both decisively winning
their combats against the tribesmen in
the Ila village. Each of the Ila units was
destroyed and scattered one after the
other until all the Ila within the boma
had been slain, together with their
chieftain. At last the Matabele claimed
possession of the village and the Ila’s
precious cattle. After a hard fight the Ila
had crumbled at the final moment and
merciless slaughter ensued!
FINAL THOUGHTS
It had been an enjoyable game and quite
a tense one, with the matter undecided
Above: The Matabele reserves race towards the Ila village. up to the final moments. Of course,
Nick had given me an easy task with
the straightforward combat-oriented
Matabele. Trying to stop the raiders with
the skirmishing Ila would have been a
nightmare for a relatively inexperienced
player like myself. I enjoyed the tight
format and prescriptive structure of the
game, enabling a battle to get going in
no time using the scenarios and terrain
rules provided. This seems ideally
suited to club gatherings where players
might typically meet and fight over
the course of an evening. However, I
don’t doubt that the rules would prove
equally satisfying with specially crafted
or historic scenarios if players wanted
to make the effort. The smallish size
of the forces is an appealing aspect of
the game, being the sort of number of
models it is easy to get together and paint
fairly quickly. The strength of play lays
Above: The last stand of Chief Chonga of the Ila. in the clever interaction between the
alternating activation system and the use
Dibinhlangu finally broke into the thorn- Wargamers) and so have to fit within of disorder markers which serve both as
bush defences, driving the opposing Ila the time available, so this is a pragmatic a ‘hit’ limit (four markers and the unit
back into the village. This was a pivotal approach that he and his fellows have is destroyed) and a progressive morale
victory - for once across the boma my arrived at over the course of play. system (affecting a unit’s ability to
warriors would have a huge advantage charge as described - but also limiting the
over the skirmishing Ila. At last Isizinda managed to charge the scoring of critical hits and obliging units
Ila defenders behind their boma, whilst to retreat in some instances). In my view
THE VILLAGE IS OURS! Dibinhlangu - having broken into the the rulebook itself is not presented in the
And so we came to turn eight. At the start village in the previous turn - charged the most accessible manner. Rarely does the
we had settled upon this as the turn limit last remaining Ila together with Chief text expand upon the implications of a
for the game, so it was all down to the Chonga. Meanwhile, back on the track rule or seek to explain how it fits into the
fight inside the village to decide matters the Ila skirmishers finally committed broader game. But the rules themselves
once and for all. Generally speaking, themselves to battle against the weary
are clearly written in an unfussy manner
Death in the Dark Continent does not Mogolaza. Although it would normally
and are plainly based upon a depth of
impose a set time or turn limit, but ends be suicidal for skirmishers such as the Ila
knowledge, genuine enthusiasm for
once one side either achieves its objective to charge warriors like the Matabele, in
the subject and a great deal of practical
or when it becomes impossible for it to this case the warriors had been brought to
gaming experience.
do so. However, we had agreed to set a a halt with three disorder markers, thanks
limit of eight turns for the Matabele to to relentless missile-fire and the earlier Note: Since our re-fight, Death in the
achieve their objective to keep things bout of combat. To my undisguised Dark Continent author Chris Peers has
within a reasonable time frame. Most horror these Ila skirmishers not only elevated the Ila to Elite Skirmishers - it
of Nick’s games are played at his local managed to defeat Mogoloza, but also looks like my Matabele raided their
club (Nottingham-based White Hart send it routing - the entire unit destroyed. village at just the right time!

75

We Come for your Cattle.indd 9 12/12/11 15:05:58


POLISH COMMONWEALTH SWEDEN OTT-6 Sipahi european levies TER-21 Farmyard 1
POL-1 Polish Winged Hussars (late) SWE-1 Reiters OTT-7 Jannisaries Mehter TER-22 Farmyard 2
POL-2 Pancerni Cavalry SWE-2 Armored Reiters OTT-8 Sipahi european levies w/spears TER-23 Western style military tents big
POL-3 Pancerni Cavalry with spears SWE-3 Armored Reiters with arquebuses TERRAIN TER-24 Eastern style military tents medium
POL-4 Polish-Lithuanian Commonwealth SWE-4 Reiters with arquebuses TER-1 Wooden fence TER-25 Eastern style military tents small
Command SWE-5 Swedish Infantry TER-2 Wicker fence TER-26 Eastern style military tents big
POL-5 Polish Levy of the Nobility / SWE-6 Mercenary Infantry - new type TER-3 Grain stacks TER-27 Eastern style military tents 1
Volunteers SWE-7 Mercenary Infantry - old type TER-4 Haystacks TER-28 Eastern style military tents 2
POL-6 Polish Cossacks Cavalry SWE-8 Swedish High Command TER-5 Light cannon emplacement TER-29 Eastern style military tents 3
POL-7 Polish Cossacks Cavalry with spears SWE-9 Swedish Dragoons TER-6 Infantry field earthworks 1 BANNERS
POL-8 Polish Dragoons SWE-10 Swedish Leaders - blister TER-7 Infantry field earthworks 2 FLAG-POL Polish Commonwealth Banners
POL-9 Polish Tatar Style Light Cavalry SWE-11 Swedish dragoons company TER-8 Heavy artillery emplacement FLAG-SWE Swedish Banners
POL-10 Polish Wallachian Style Light Cavalry TATARS TER-9 Peasant hut 1 FLAG-MER Mercenary Units Banners
POL-11 Polish Wallachian Style Cavalry TAT-1 Orda cavalry TER-10 Barn 1 FLAG-KOZ Cossacks Banners
POL-12 Polish Commonwelath Dragoons TAT-2 Kazindji poor cavalry TER-11 Big peasant hut FLAG-OTT Ottoman Banners
Company TAT-3 Tatar High Command - blister TER-12 Big peasant hut with attachment ACCESSORIES
ZAPHOROZIAN COSSACKS TAT-4 Tatar Leaders TER-13 Peasant hut 2 AKC-1 2 x 4 cm metal bases
KOZ-1 Cossacks Registered Moloitsy TAT-5 Tatar captives TER-14 Noble house 1 AKC-2 3 x 4 cm metal bases
KOZ-2 Zaphorozian Cossacks Cavalry OTTOMAN EMPIRE TER-15 Belfry AKC-3 4 x 4 cm metal bases
KOZ-3 Zaphorozian Cossacks Tabor OTT-1 Jannisaries TER-16 Storied storehouse AKC-4 3 x 8 cm metal bases
KOZ-4 Cossacks Molojcy OTT-2 Ottoman Leaders TER-17 Wells AKC-5 Metal pikes/spears
KOZ-5 Cossacks Command OTT-3 Ottoman High Command - blister TER-18 Inn AKC-6 Kalkan shields
KOZ-6 Cossacks Rabble OTT-4 Gonullu Light Cavalry TER-19 Stables GENERIC UNIT
KOZ-7 Cossacks Leaders - blister OTT-5 Besli Light Cavalry TER-20 Windmill GEN-1 Transport wagons

292 NS Single.indd 1 9/12/11 14:15:10


292 Offensive.indd 1 9/12/11 14:17:41
one,
WORDS by Joe Kr
Taylor
PHOTOS By Dave

H AM ERICA N
2011 NORT NAMENT
MASTERS TOUR nament Circuit seas
on.
th e cu lm in at in g ev ent of the 2011 Tour ch ye ar. Th e
t was ters ea
The Flames Of War
Masters tournamen on t M in iat ur es in tends to host the Mas ch se as on .
Battlefr ue ea
a huge success that ep the Masters uniq
The event was such all en ge s an d ne w gaming tables to ke
eate new ch
team is excited to cr behind the Masters is
to challenge the
rs was The real idea r and the 2011 forma
t
rst No rth Am eri can Flames Of War Maste
ne ar ge ne ral shi p of any level of playe ye r ha d to pic k one
The fi the Embassy Suites g of war”. Each pla
20 11 , at a lot of “fo
held on 11-12 No ve mb er of the pro vid ed example) an then d
Th is ev en t was the conclusion typ e (a Br itis h Rifle Company, for
Philadelphia Ai rpo rt. stops to arm y y. The army lists
am en t Ci rcu it an d we pulled out all the de sig n six arm y lists based on that arm 50, 1850, and
2011 To urn
ly rem em be r. Tw enty-two playe rs
be po int ed ou t at 1000, 1250, 1450, 16
make this an event to tru
ving themselves over
were to marked with one
ipa te aft er pro po int s. Be for e each round, a token s
were invited to pa rtic Battlefront 20 00 to determine the point
ye ar of Fla me s Of War tournament play. of the po int s values was selected m the ba g so by
the past all the s removed fro
nia tur es spo nso red the event and paid for mi ng for tha t round. That token wa s va lue wo uld be use d
Mi
n an d foo d, an d cre ated some new ga the en d of the tou rnament each point d be for e
accommodatio mine
ted at the Masters. re also randomly deter
tables that were debu once. The missions we ted lis t of mi ssi ons. There were
-se lec
sters event was mode
led after a each round out of a pre ich added to the
The Flames Of War Ma ali a. Th e co nc ep t re tha n six mi ssi on s to choose from, wh
Warhammer in Austr mo
similar event held for the sys tem selects the top “mystery” of the Ma
sters.
s HQ an d
stems from Ranking ste rs d missions were
rs fro m the ir res pe ctive country. The Ma
He re is a bre ak do wn of what points an
ranked playe the Regional
event to integrate as drawn for each round
:
was a relatively easy alr ead y pa rt of an established
na ls are s - Breakout
Qualifiers and Natio th local Regional Quali
fiers, Round 1: 1000 Point
cu it. Sta rtin g wi s - Cauldron
tournament cir events could qualify
for an Round 2: 1850 Point
ipa tin g in the se Fighting Withdrawal
players pa rtic
To urn am en ts run by Battlefront Ro und 3: 1650 Points -
invitation to the Natio
na l s - Free-For-All
ye ar, as players participate Round 4: 1250 Point
Miniatures. Throu gh ou t the s - Hasty Assault
ye r ros ters from these local
events Round 5: 2000 Point
in tourname nts , the pla s - Encounter
nk ing s HQ (rankingshq.co
m) and a Round 6: 1450 Point
tte d to Ra
are sub mi
gs begins to develop
. The larger the ver, about the whole
national set of rankin On e of the best things, howe d
points are awarded to
each pla ye r el of sportsmanship an
tournament the more s for eac h weekend was the lev pa rtic ipa nts . Wi th so many
g. Pla ye rs acc umulate point ara de rie sho wn by all the
for partic ipa tin top four best cam one room, re’s the
me nt the y pla y in, but only his other “b ig do gs” competing together in something that
tou rna
eac h pla ye r’s ran king. s the ris k of som e pretty big clashes,
scores determi ne alw ay this more evident
ed to dra w pla yers wa s tha nk ful ly absent. Nowhere was ture
r Masters we de cid t (and subsequent pic
For the Flames Of Wa ou r Na tio na l To urn aments. tha n du rin g the awards banque gth en ed an d as
HQ and re made or stren
from both Rankings inv ita tio ns we re sent out: tak ing). Friendships we l acr oss No rth
ed , 22 me s (al
As previously mention pions and Best our competitors return
to their ho
back with
t to the Overall Cham take that same spirit
six of these being sen l To urn am en ts; tw o we re sen t Am eri ca) we ho pe the y
ne s.
Generals of the three
Nationa ir local gaming sce
dia n players on Rankings
HQ and the them to strengthen the
Ca na
to the top tw o top ranked US nners for the first (of
ain ing 14 inv ita tio ns were issued to the He re’ s the list of our desrving wi sters events.
rem r North American Ma
players on Rankings
HQ. many) Flames Of Wa
truly be a
wanted the Masters to Grand Master - Bill Wi
lcox
Battlefront Miniatures ve l ex pe nse s to an d from Cl eav es
than tra 2nd Place - Jon
special event so, other experience. yne, Phillip Messier
ve nu e, Ba ttle fro nt Miniatures paid for the 3rd Pla ce - James Rush, Mark Ba
the s assigned
epted the invitation wa Master Sport - James
Huff
Each player who acc ed the ho tel roo m,
- Joe Krone
front pro vid
a roommate and Battle ys of gaming
ch , an d din ner during the two da
break fas t, lun r op en bar ENTS MANAGER
s hosted a two-h ou FRONT GLOBAL EV
and the Embassy Suite were pro vid ed BA TT LE
tea, water and coffee
each evening. Soda, ke ep the pla yers sharp during
we ll, to
throughout the day as
their wargaming.
78

WI292-USFOWMasters COMPLETE.indd 2 9/12/11 13:20:37


event report
Above: The ‘Class of 2011’ - From left to right: Standing - John Desch, Charles Clay, Joe Moore, Tom Burgess, Eric Rhia,
Jon Cleaves, Tony Davis, Tim Frisbee, Ed Leland, Erin Macheski-Preston, Shawn Morris, Mike McMann, Eric Warren,
David Vigor, Chris Jackson, and Doug Rosson. Kneeling - James Huff, Phillip Messier, Mark Bayne,
Jim Rush, Shaun Webster, and Bill Wilcox

M asters
gs for th e 20 11 North American
Final Standi n FINAL SCORE
ED ARMY PLAY
FROM 31.75
PLAYER NAME ision
British - 7th Armoured Div
San Diego, CA 30.75
Bill Wilcox ision
British - 51st Highland Div
Lansing, KS 29
Jon Cleaves
Soviet - Guards Cossacks
Austin, TX 29
Mark Bayne ision
Soviet - 138th Rifle Div
Worthington, OH 29
Jim Rush kas Szazad
Hungarian - Okentes Pus
Elkton, MD 28.625
Phillip Messier e
German - Pioneerkompani
Lebannon, IN 27.625
Mike McMann zergrenadiers
German - Panzer Lehr Pan
Alexandria, VA 27.5
John Desch mpanie
German - Panzerpioneerko
Loudonville, OH 27.25
Tony Davis kovy
Soviet - Gvardeyskiy Tan
Sacramento, CA 26.125
Eric Riha kovy
Soviet - Gvardeyskiy Tan
Orlando, FL 25.375
Ed Leland
Soviet - Tankovy
Jonesboro, AR 24.125
Charles Clay zergrenadiers
a German - Panzer Lehr Pan
Stony Rapids, SK, Canad 23.875
Shawn Morris gerkompanie
German - 6th Fallschirmjä
Elizabethtown, KY 23.75
Tom Burgess any
British - Airlanding Comp
Lowell, MA 22.625
James Huff
Romanian - Puscasi
Leesville, LA 21.625
Chris Jackson
German - Feldhernhalle
Hoslett, MI 19.75
David Vigor mpanie
German - 715th Pioneerko
Valdosta, GA 19.625
Erin Macheski-Preston ia
Finnish - Jaakarikomppan
Fort Knox, KY 19.625
Tim Frisbee zergrenadiers
German - Panzer Lehr Pan
Houston, TX 19.125
Eric Warren zergrenadiers
German - Panzer Lehr Pan
Woodbridge, VA 16
Joe Moore ia
Finnish - Jaakarikomppan
Peoria, IL 15.5
Doug Rosson ie
German - Panzerkompan
Saskatoon, SK, Canada
Shaun Webster

79

WI292-USFOWMasters COMPLETE.indd 3 9/12/11 13:25:15


On l i n e Cov e r age
Our ings as:
Includes such th

bles
New Gaming Ta
m spent quite a
The Battlefront US tea
ve n new gaming
bit of time crafting ele
ile d at the Masters
tables to be unve
ed wi th ch ara cte rful scenery
event. Load ations
te Wa r loc
depicting various La the se new
the ate r,
across the European
forests, linear
tables included more
n the Battlefront
obstacles, and hills tha
ve seen before. You
tournament tables ha
tthews poking his
can even see John Ma
e of the larger hills
head around from on
tables will now
to the right here. These
12 Na tionals circuit,
be used for the 20
constructed for
and new tables will be
ent.
next year’s Masters ev

Player Profiles ent represent some of


we re inv ite d to the first Masters ev oss
The guys wh o War gamers from acr
mo st de dic ate d an d hardcore Flames Of e to reg ula rly throw
the they lov
love their WW2, and
North America. They th oth er eq ua lly pa ssi onate
ies and match wits wi
down some great arm r kn ow the se gamers, we’ve const
ructed
So tha t yo u can be tte
peop le.
s on the FOW website.
“player profile” page
files are
Included in these pro
photos of the pla ye rs,
ps, the
embarassing video cli
, and even
occasional interview
tha t the se top-
the army lists
W pla ye rs bro ught
ranked FO
tou rne y.
along to the Masters

80

WI292-USFOWMasters COMPLETE.indd 4 9/12/11 13:22:40


Army Lists
spice things up,
At the Masters, just to
t, for each round of
we determined tha
ssions and points
the tournament, the mi
mly drawn out of
values would be rando
e ba g, if we’re going
a hat (actually a dic
were, therefore,
to be honest). Players
army lists (one for
required to submit six
each possible value ).
er the weekend,
All lists were used ov
ing use d twice. This
with no value be
tournament
really had the field of
all possibilities
veterans contemplating
itc h up their approach
and having to sw
from round to round.
online as part of
The army lists will be
the “player profiles”.

Army Photos
arance” was
Although “army appe
the Masters
not a scoring factor for
pla yers showed
tournament, all of the
pe ct for the ir opponents
the utmost res
at looking armies.
by bringing along gre
nd out forces, but we
There were a few sta
otos of them all.
RE AT:
bb ed ph
made sure we gra
ts of these armies
ALL THIS AND MO
r.c o m
You can check out sho

e s O f Wa
” we have posted

www.F l a m
in the “player profiles
Wa r website.
on the Flames Of

81

WI292-USFOWMasters COMPLETE.indd 5 9/12/11 13:23:18


292 Campaign Games.indd 1 9/12/11 14:18:50
Join The
Holy War!

Find out more at:

292 Fire Forge.indd 1 9/12/11 14:20:04


“LET’S HAVE
A FIGHT AT
JIM’S PLACE!”
RORKE’S DRIFT FOUGHT WITH BLACK POWDER Above: Lieutenant Chard by
By John Stallard and Rick Priestley Warlord Games.

Such was the cry of the excitable warriors who had been held back from Wednesday 22 January 1879 was not
the savage fighting at Isandlwana, and who were still eager to wash expected to be a particularly busy day
their spears in the blood of their enemies. With all the fun over, bar the for the British occupying the station
shouting and disembowelling, the hotheaded warriors of the reserve at Rorke’s Drift. The garrison was
regiments knew that redcoats were still present at Jim’s Place, as the composed of B Company, 2nd Battalion,
24th Foot, around 100 men, commanded
station at Rorke’s Drift was known to the Zulus.
by a Major Henry Spalding. This
No doubt they figured that, having been this war. His instructions were that on gentleman had that day decided to visit
cheated out of a good fight, their only no account were his impis to cross the another supply depot a few miles away
chance of glory was to run a few more river border and raid into British-held at a place called Helpmakaar. Before
miles, cross the Buffalo river and raid the Natal, no matter how tempting those fine he left, Major Spalding placed Lt John
post of its supplies. With luck they could farms and fat cattle might appear. But to Rouse Merriott Chard in command
men agitated to fever pitch, doctored up saying, ‘you will be in charge, although
run down anyone fleeing from the camp,
with potions and frenzied with blood- of course nothing will happen, and I shall
and if it was defended then so much the
lust, it would take more even than their be back again this evening, early. Thus,
better. Kill the redcoats and take their
king’s orders to hold them back. How the drudgery of army life and duty meant
mealies, guns and ammunition. That
else would they be able to endure the that Major Spalding missed his chance of
would teach them to come to the land of
catcalling of rival regiments or, even a place in history.
the Zulu.
worse, teasing from the women folk
SETTING THE SCENE FOR
In their eagerness for battle the warriors back home? How could they alone have
THE RE-FIGHT
ignored their king’s own orders. done so little in such a great battle! And
Cetshwayo had directed his forces to so four regiments of fine Zulu warriors This then is the scene just a few hours
stop the British columns, but he was comprising the Undi corps, swept down before the famous defence of Rorke’s
determined to make it clear that it was from the hills and upon the station at Drift. It is a battle that has captured the
the British who were the aggressors in Rorke’s Drift. imagination ever since and inspired

84

Lets have a fight.indd 2 12/12/11 15:09:17


artists, film-makers, military historians and
wargamers alike. Although insignificant
strategically, the action at Rorke’s
Drift holds Anglo-Zulu war enthusiasts
enthralled to this day. Though a mighty
battle had taken place just a few miles
away and only two hours before, indeed
within the hearing of the garrison, it is the

colonial
conflict
name and story of Rorke’s Drift and not
Isandlwana that most people would know.
Rather than just play a standard re-
enactment of this famous action, we
thought it would be more challenging to
both sides to include a number of ‘what
if’ elements. This would make a battle
a little more engaging and would break
up what would otherwise be a rather
predictable ‘last stand’ dynamic.
As it happened our planned re-fight
coincided with the imminent release of
THE BATTLE OF ISANDLWANA Warlord Games’ Rorke’s Drift set and
plastic Zulu and British redcoats, all of
Never has a British commander so underestimated an enemy as Lord which had been designed in conjunction
Chelmsford did with the Zulus at the Battle of Isandlwana, fought on 22 with Empress Miniatures - well-known
January 1879. When the British ultimatum to King Cetshwayo expired eleven Anglo-Zulu War aficionados with their
days earlier, Chelmsford ordered three divergent columns to plunge into own well-established range of very
Zululand. He accompanied the centre column whose target was a prominent attractive models. With Warlord’s new
butte on the horizon called Isandlwana. From there, Chelmsford intended to models and Rorke’s Drift buildings, as
find the Zulus and bring them to battle. well as the loan of part of the superb
Empress Miniatures collection to spur us
The British column lumbered forward, bogged down by baggage but filled on, we set about assembling our forces,
with confidence. They set up their camp on 21 January, but with no defences building barricades of mealie bags and
as if they were out on manoeuvres. The next morning, Chelmsford led out a biscuit boxes, and ensuring a plentiful
flying column to chase down misleading reports of a Zulu army. While he was supply of Boxer .45 ammunition.
away, the actual Zulu army, all 25,000 of them, barreled down on the camp.
The British infantry formed line, but had little flank protection and could not The Zulu Undi corps was commanded
stop the assault. The result was the massacre of 1,300 British and native troops by prince Dabulamanzi. The prince was
whose stripped bodies sprawled all around the campsite greeted a shocked understandably enraged that his warriors
Chelmsford on his return - so ended the worst day for the British army in the had not been significantly engaged that
Victorian era. day. It was he who persuaded, if any
persuasion were needed, the commanders
of the four regiments, the uThulwana,
Below: The Battle of Rorke’s Drift, painting by Peter Dennis. uDloko, iNdlondlo and the iNdluyengwe,
Used with the kind permission of Warlord Games. to mount a raid over the border. This
force was made up of about 4,000
warriors. The first three regiments were

85

Lets have a fight.indd 3 12/12/11 15:16:17


Above: Action from our re-fight. Redcoats attacking Zulus defending the station?! Read on to find out what the hell happened!

older, married and experienced soldiers. The main British force at Rorke’s Drift officers and NCOs deserted their post,
The uThulwana were perhaps an elite unit was a company of 94 redcoats, well- playing no part in the battle to come.
with white shields, and were favoured led, with sufficient ammunition to resist
Also at the station at this time, more
by Cetshwayo, who had served in the numerous attacks. The Martini-Henry
correctly in the hospital, were about 25
regiment himself. The iNdluyengwe were was an excellent rifle firing big, smashing
patients in varying degrees of health,
young bucks, unmarried and eager to rounds with great accuracy and effect.
supernumeraries including commissariat
fight, kill and earn their right to marry. The soldiers themselves were good shots,
and medical troops, a chaplain, a
All Zulus carried shields of a regimented professional and prepared to sell their
missionary, the odd civilian or two and a
design, cut from ox leather with the hair lives dearly if it came to a bayonet fight.
terrier - who may or may not have been
left on the outside, showing distinctive It was not for nothing the bayonet was
called Pip!
colouration and design. Although not nicknamed ‘the lunger’. The wicked long
always the case, in general the more bayonet gave a scrawny redcoat from Following the desertion of Stephenson’s
white on the shield the more veteran the the slums of Birmingham or the valleys NNC a more coherent group of about
unit was, thus the iNdluyengwe were of Wales a truly fearsome reach that the 100 mounted Basutos rode up. This
issued black shields from the armouries. Zulus soon came to respect. was number 4 troop Natal Native Horse
under Lt Alfred Henderson. Chard and
All Zulus carried the shield and stabbing Also in the garrison was a strengthened
his men were overjoyed to see such
spear or iklwa - a devastating weapon company of the Natal Native Contingent
reinforcements and ordered them to
that was used both to thrust and slash. under a Captain Stephenson, a Colonial
skirmish with the approaching Zulus
Lighter throwing spears were common officer who was to show his mettle early
before returning to add their carbines to
too, flung with great accuracy and held on. He had a few white NCOs to help him
the defensive barricades. Henderson’s
in bundles behind the shield. Crucially in run his native men, maybe a force of 200
men had had a tough time of it on the
this battle, the Zulu warriors also carried or more, who were used as pioneers and
main battlefield, but had sustained few -
firearms, albeit often of dubious age for scouting and raiding. These native
if any - casualties. They would
and accuracy. These accounted for most troops were poorly armed compared to
have been short of ammunition and only
of the garrison’s casualties during the their redcoat comrades. They carried
too aware of what the Zulu army had
battle. Modern day Zulu experts get very the traditional shield and stabbing spear
done to their comrades in arms. Although
excitable when Zulu warriors at Rorke’s and perhaps a smattering of old Enfield
they fired a few scattered shots they
Drift are portrayed with captured Martini- rifles with a few rounds issued out. These
soon rode off, abandoning the post to its
Henry rifles, rightly pointing out that the troops could and did fight effectively
inevitable fate.
Undi corps had been largely impotent when well led. As it turned out they fled
in the fight and hence had no access to from Rorke’s Drift even before the Zulus As the horsemen rode away, minutes
them. It is possible the junior regiment arrived. The fragile natives were driven to before the first Zulus appeared around
may have picked up some straggler’s despair by the lurid, and often accurate, the Shiyane terraces that overlooked
rifles or carbines and blazed away. accounts of slaughter and mayhem given the station from the south, Chard and
Zulu marksmanship was legendarily by fleeing stragglers from the disaster Bromhead must have felt like weeping.
poor, their powder unreliable and their at Isandlwana. Panic quickly spread Instead of a defending force of 125
muskets woeful. amongst the ranks and even the white redcoats and supernumeraries, 200 or so

86

Lets have a fight.indd 4 12/12/11 15:16:39


NNC, and 100 mounted troopers - a total further small unit of scratch cavalry to There was also another Natal Native
of more than 400 defenders - they had the initial British force. These cavalry Contingent unit in the vicinity of Rorke’s
one quarter of that to defend a perimeter have ammunition for just two turns Drift on the day. This was the little
that was now dangerously over extended. of shooting, and their morale is poor. reported thousand or so men of 2nd
Henderson is a commander who can only battalion 1st NNC, commanded by Major
MILITARY POSSIBILITIES
do his best with what he has, so we treat Harcourt Bengough. He was instructed,
To add to the drama of the game and his force as wavering whilst it remains rather late in the day, to change his
reflect the many possibilities that could so beyond the defences of Rorke’s Drift. column of march to take him towards
easily have occurred, we have included This means a break test will be required Isandlwana, a route that would have
the following participants who were not whenever a casualty is inflicted. brought him through Rorke’s Drift. In
there on the day, but who were all close reality Major Bengough’s troops were
enough to have taken part in the action As the Zulus were approaching Rorke’s perhaps fortunate in that they played no
had things turned out differently. Drift, two further companies of the 1st part in the action, but things might easily
battalion 24th Foot, G and D companies, have been different. A thousand NNC
Many refugees passed Rorke’s Drift
were making their way from Helpmakaar and their attendant well armed NCOs and
that afternoon in their flight to safety
to join the main British column. Initially officers, perhaps another 50 Europeans
and Helpmakaar. They included some
unaware of the fate of the column itself, skilled in firearms, would have been a
mounted infantrymen, a number of
their route would take them past Rorke’s welcome addition to the defence.
officers and troopers from the mounted
Drift. These two companies of 80 men We considered the chance of Bengough’s
police, and up to 80 other native troopers.
Any of these might have stayed to each were commanded by Captain troops turning up would be remote - but
help the small garrison, teaming up Thomas Rainforth and Brevet Major nonetheless we decided to allow for the
with Henderson’s Basutos to create an Russel Upcher. These troops too turned possible arrival of a fresh brigade of
effective mounted force with which back when they learned of the disaster at NNC troops should the British manage to
to harass the approaching Zulu horde. Isandlwana from stragglers, abandoning hold out for long enough.
Ammunition for these mounted troops their approach at the last moment when
seeing the fire in the sky over Rorke’s Finally, an outrageous but fun addition to
was possibly available at the station,
Drift and fearing the post was gone. the British side was a 7-pounder artillery
as the Martini or Swinburne carbine
piece from Isandlwana. During the
ammunition was compatible with Martini
We will make allowance for these two fight two pieces tried hard to escape the
- Henry rifle ammo - though it would
extra companies arriving in the nick of enclosing Zulu wings and died hard. If
have kicked like a mule! Harassing, then
time. These are good troops, but their late they had retired earlier or more quickly,
skirmishing and outflanking the Zulus
approach means they may find their path perhaps one or two pieces could have
would certainly have confounded them,
to the post blocked by advancing Zulus made it back to the drift after a frantic
let alone any benefit from the firepower
or - even worse - the station already ride to escape!
of more defenders.
destroyed by the enemy. The British We decided to include this artillery
To represent these mounted units we players must not count on help coming as a fleeing unit that would enter the
have added Henderson’s NNH and a from this quarter. battlefield pursued by the Zulu horde. If
Below: From their positions in the shallow caves and crevices on the slopes of nearby the artillery managed to make it to the
Shiyane hill, Zulu marksmen were able to fire right down into the British defensive position. perimeter of Rorke’s Drift before the
Artwork by Michael Perry from CAM 41, Rorke’s Drift 1879, © Osprey Publishing Ltd. Zulus overtook them, then a single gun
www.ospreypublishing.com would be incorporated into the defences.

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THE ARMIES
BRITISH Brigade 4: Artillery
Lt Chard - Overall commander Integral Commander
One unit artillery
Brigade 1: B Company and Civilians
Brigade 5: Relief Force
Lt Bromhead
One unit B Company 2nd Battalion 24th Foot Brevet Major Upcher
One tiny unit civilians/wounded etc Two units D and G Companies 24th Foot
Brigade 2: Natal Native Contingent Brigade 6: Natal Native Contingent Reinforcements
Cpt Stephenson Major Bengough
Two Units Natal Native Contingent Five units Natal Native Contingent
Brigade 3: Horse
Lt Henderson Right: Gonville Bromhead. By Trent Miniatures. ‘Fiction’ version.
One unit Natal Native Horse Below: Empress Miniatures ‘1879 British’. From the Collection of Mark ‘Fibs’ Wheatley.
One small unit Scratch Cavalry

ZULUS Brigade 3: Indlondlo


Prince Dabulamanzi - Overall commander iNdlondlo Commander
Four units Zulus
Brigade 1: UThulwana (eilite)
One small unit Zulu skirmishers
uThulwana Commander
Brigade 4: INdluyengwe (young bucks)
Four units Zulus
iNdluyengwe Commander
Brigade 2: UDloko
Four units Zulus
Udloko Commander
Four units Zulus
One small unit Zulu skirmishers Right: Warlord Games Zulu Induna.
Below: Warlord Games Plastic Unmarried Zulus.

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Unit Type Armament Hand-to-hand Shooting Morale Stamina Special

Regular Breech-loading Stubborn. Steady,


B Co, 24th Foot 6 3 4+ 3
Infantry Rifles Sharpshooters

Tiny unit
Civvies and Breech-loading Stubborn, Steady,
of Regular 1 1 4+ 1
casualties Rifle Sharpshooters, Tiny
Infantry
Stephenson’s Irregular Spears and Warband,
6 1 4+ 3
NNC 1 Warband Muskets two turns of shooting
Warband,
Stephenson’s Irregular Spears and
6 1 4+ 3 two turns of shooting
NNC 2 Warband Muskets

Henderson’s Spear and


Cavalry Marauders, Skirmish, two turns
Natal Native breech-loading 5 2 5+ 3
Skirmishers of shooting, Wavering
Horse Basutos carbines

Scratch cavalry Cavalry Breech-loading Small, Marauders, Skirmish, two


3 1 5+ 2
- small unit Skirmishers carbines turns of shooting, Wavering

Regular Breech-loading
G Co, 24th Foot 6 3 4+ 3 Stubborn. Steady, Sharp shooters
y. Infantry Rifles

Regular Breech-loading Stubborn. Steady,


D Co, 24th Foot 6 3 4+ 3
Infantry Rifles Sharpshooters

Bengough’s Irregular Spears and


6 1 4+ 3 Warband
NCC x5 infantry Muskets

7pdr gun Artillery Field Gun 1 3-2-1 4+ 1 Stubborn

Special Rules
Limited ammo. To represent their limited supply of ammunition we allowed the NNC and mounted troops only two turns of shooting. However, any
units within Rorke’s Drift itself would have access to limitless ammunition and could therefore shoot indefinitely.
The British cavalry can all dismount and fight on foot - a unit can mount or dismount as part of any move or formation change. We also decided that
cavalry must be in skirmish formation if mounted, but can form up or skirmish on foot. The Marauders rule only applies to mounted units – meaning
they ignore distance penalties when given orders by a commander more than 12” distant. The cavalry are also given the Wavering rule, obliging them
to take a break test each time they suffer a casualty. The Wavering rule only applies to units in the open and not to any units that are dismounted and
placed within Rorke’s Drift.
Otherwise, the special rules are standard as described in the Black Powder rules book: Stubborn units can re-roll a single failed Morale save each
time the unit takes casualties, Steady units automatically pass their first break test of the game, Sharpshooters can re-roll one missed shot each time
they shoot, Tiny units are restricted to skirmish formation and have stats as shown, Small units have stats as shown, and Warbands have the default
warband formation in the open.

All British commanders were given a leadership rating of 8, with Chard given the ability to re-roll a failed order once per turn.

Unit Type Armament Hand-to-hand Shooting Morale Stamina Special


Smoothbore
Irregular
uThalwana x4 Musket 7 1 4+ 3 Elite, Tough fighters
Infantry
and Spear
Smoothbore
Irregular
uDloko x4 Musket 6 1 4+ 3 Tough fighters
Infantry
and Spear
Smoothbore
Irregular
iNdlondlo x4 Musket 6 1 4+ 3 Tough fighters
Infantry
and Spear
Smoothbore
iNdluyengwe Irregular
Musket 6 1 4+ 3 Ferocious charge
x4 Infantry
and Spear
Skirmishers x 2 Spears and SB
Irregular 3 1 4+ 2 Marauders. Small
small muskets

Special Rules
The four Zulu regiments were given standard rules as indicated. Of these all but the iNdluyengwe (the young bucks) have the Tough fighters rule,
which allows them to re-roll one missed strike each time they fight hand-to-hand combat. The iNdluyengwe have the Ferocious charge rule instead,
allowing them to re-roll all of their missed strikes the first time that they fight hand-to-hand combat, but with no bonus thereafter. The uThalwana are
additionally made Elite – allowing them to shrug off disorder at the start of their turn on a roll of 4, 5 or 6.
The Zulu skirmishers were arranged as Small units with the stats shown and have the Skirmish formation as default. We also gave the skirmishers the
Marauders rule – meaning they ignore distance penalties when given orders by a commander more than 12'' distant.
All Zulu commanders were given a leadership rating of 8, with Prince Dabulamanzi given the ability to re-roll a failed order once per turn.

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THE SITUATION AT THE HENDERSON'S NATIVE HORSE
BEGINNING OF THE GAME

RORKS DRIFT STATION


(MODEL BY WARLORD GAMES)

THE BRITISH
ARTILLERY

TERRAIN AND DEFENCES


The station itself comprises the hospital
until such time as their cover is breached.
compound, the store, a fortified area
Should fighting occur from one part of the
between built up from mealie bags, and artillery was caught by the Zulus it would
station to another, then defenders would
a small kraal. The area between the be deemed to have been overwhelmed
count as fortified if fighting across a wall
hospital and the store is further divided and destroyed - horses dropping with
or line of mealies, and as behind light
by a row of biscuit boxes - this defence exhaustion, guns turning over, and so
cover (+1) if fighting across the biscuit
was erected prior to the battle to provide on. The distance between the northwest
boxes. In all cases these bonuses cease to
a smaller defensible area based around corner and the hospital (the closest part
apply once attackers have won a round
the store. of the station) was reachable within four
of combat - at which point the defenders’
cover is considered breached. moves (moving as horse artillery) - so
To make sense of the buildings in terms
they were in with a chance!
of our game we divided the station into
Although the Shiyane terraces were in
three building areas at the start of the Neither side was told about the possibility
reality quite rough going we decided
game. 1 - the hospital including its yard, of further British reinforcement. Instead,
to allow troops to move over them
2 - the store including the yard up to the the umpire would inform the British
unimpeded on this occasion. Otherwise
biscuit boxes and the adjoining kraal, and players of the potential arrival of
all surrounding ground was treated as
3 - the enclosed ground between the two. Upcher’s troops (Brigade 5) only once
open with no further considerations.
Each area could be held by one standard the Zulus had contacted Rorke’s Drift and
sized unit, one tiny unit, and one artillery DEPLOYMENT fought a round of combat. From this point
piece - i.e treated as a single defensible onwards Upcher’s brigade would arrive
The British were allowed to deploy
building ‘block’. This would allow the at the south-east table corner on the roll
B Company, the tiny unit of civilians,
British to hold on to the whole station of a 6 in the following turn, 5+ the turn
and the two units of Natal Natives
with their initial force. To allow for thereafter, 4+ the turn after that, and so
under Stephenson within Rorke’s Drift
reinforcements we decided that we would on. Bengough’s brigade of Natal Native
(Brigades 1 and 2), along with Chard in
sub-divide each of the building areas on Contingent (Brigade 6) would potentially
overall command.
an ad hoc basis if other units entered the arrive in a similar fashion, dicing only
station - thus the station could be divided Brigade 3, comprising Henderson’s two after one of Upcher’s units had engaged
into three sections: the station, kraal and cavalry units, was allowed to deploy on with the Zulus in hand-to-hand fighting.
yard; whilst the hospital could be divided the Shiyane terraces, but no closer than The chances were that matters would be
into the hospital and yard, and the space 24'' to the western table edge. well and truly settled by such a time - but
between could be divided into a north and it seemed about right taking into account
south half corresponding to the two lines Brigade 4 - the artillery - would enter the
the remoteness of Bengough’s column
of mealie bags. This would require a little table from the south-west corner in the
during the actual battle.
improvisation during play - this being left first turn of the game, hotly pursued by
to the umpire to adjudicate as necessary. the Zulus. We agreed that the artillery The Zulus would be allowed to enter
would be deemed to have made it to from the south and/or west table edges
All the building sections, including mealie Rorke’s Drift if they managed to move within 24'' of the south west corner. They
bag defences, were deemed to offer cover into touch with the station, whereupon would have to be given orders to enter
as fortifications meaning a massive +2 a single gun would be deployed into the table, and would measure from the
Morale Save bonus for defending troops the adjoining building section. If the table edge.

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HOW IT PLAYED
“SAVE THE GUNS!” steeled themselves for the inevitable
The distance moved by units in Black
assault and the Zulus poured onto the
For the occasion the role of the gallant Powder depends upon the success of
an order test – with the potential for table, the first two brigades fanning out
British was taken by two gentlemen
units to move once, twice, three times to form ‘the horns of the buffalo’ whilst
of good standing, namely Steve Wood
or not at all. The British artillery the two remaining brigades followed to
and Andy ‘Hobbit’ Miles. The Zulus
had managed to put quite a distance make a centre as they headed straight for
would be commanded by Jonathan between themselves and the pursuing the hospital.
Wright and Wayne Bollands, whilst Rick Zulus – who therefore needed a 2D6
Priestley would umpire proceedings. roll of 5 or less (‘3 under’) to get three Seeing the rapid pace of the Zulu
The game was played on John Stallard’s moves and catch them. advance, Henderson attempted to bring
wargames table, set-up as about 6' x 8', his horsemen under control. But the
and John was kind enough to play host: nervous Bastuso NNH ignored his
providing occasional help to both sides, “THERE’S THOUSANDS OF ’EM” orders to retreat back into the station,
commentary and much appreciated standing dumbly by as the scratch
With the Zulus rapidly closing upon them
advice for the umpire, and suitable cavalry abandoned their horses and took
Henderson’s cavalry retreated towards the
refreshments when most sorely needed. up a position along the southern line
station, firing steadily as they went. The
of mealie bags in the ground between
The game began with the British artillery horsemen were closely followed by the
the hospital and store. Meanwhile, the
making a headlong dash from their uThulwana. The Zulus managed to score
British were busy reordering their forces
starting blocks in the southwest corner a hit from their single dice of musketry,
inside Rorke’s Drift. Having initially
- rolling three moves to place them driving the NNH away once more. The
deployed the British regulars into the
tantalisingly close to the hospital. The initial turns passed quickly as the British
Zulus followed hard on their heels - or
possibly hooves - with Zulu brigade four
- the youthful iNdluyengwe regiment -
springing onto the table from the western
edge, and Zulu brigade one - the veteran
uThulwana regiment - coming from the
south. It had already been decided that
the Zulus would make a single free move
onto the table even if their order was
failed, but with a roll of ‘3 under’ the
iNdluyengwe dashed all British hopes of
rescuing their artillery, falling upon the
helpless gunners and massacring them
under the very eyes of the defenders.
It was an auspicious start for the Zulus
and to make matters even better the
uThulwana managed to score a casualty
on Henderson’s cavalry, forcing a break
test that sent them scuttling down the
Shiyane terraces.
Above: The iNdluyengwe and their brothers have no trouble catching up with the British
guns, and destroying them within sight of the Station.

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ground between the hospital and store, blundered and starting drifting to its left.
the players decided to move them into The defenders in the hospital benefited Blunders (random moves) are normally
from fortified cover – giving them
the hospital, where the Zulus were clearly caused by a double-six roll when giving
a Morale Save of 2+ against enemy
aiming their attack. This swap around orders, but on this occasion the blunder
shooting and hand-to-hand fighting.
was duly arranged with an order from In other words any casualty inflicted was a result of Wayne forgetting to
Chard himself, placing the lads from would be ‘saved’ on a roll of ‘owt but issue his troops a verbal order before
the 24th Foot right in the path of the a one’. To make matters even harder making the requisite test! Such slips can
oncoming Zulus. This proved an effective for the Zulus the British were judged sometimes be forgiven in the heat of
move as the British regulars unleashed a to be Stubborn, meaning they could battle. An appeal for mercy was made to
volley from the windows of the hospital re-roll a single failed roll. Although the British players, who responded with
- backed up by fire from the tiny unit of the Zulus could bolster their combat steely defiance!
civilians already there. Having already result with supporting units, the
British automatically counted a +3 The British having endured a round of
taken casualties as they approached, the
result bonus by occupying the hospital, hand-to-hand fighting, the umpire duly
closest unit of iNdluyengwe was shaken
so the Zulus would have to get very announced that the sound of trumpets
as a result - meaning it has taken as many lucky indeed to land a casualty on the and close harmony singing could be
casualties as it was allowed and was British, let alone win the fight. heard upon the breeze. The British threw
therefore at risk of breaking and would be
a dice to see if their reinforcements had
unable to make a charge until it rallied. A
arrived and a 6 was promptly rolled,
good result for the British!
THE DISTANT SOUND raising a hearty cheer form the ranks!
Undeterred by the fate of their OF TRUMPETS D and G Companies of the 24th under
compatriots the remaining units of Upcher promptly appeared to the
Emboldened by the ease with which
iNdluyengwe uttered their fearsome war northeast - making a single move onto
they had seen off this first assault the
cries and charged the hospital. Closing the table in column of march. Elsewhere
defenders poured as much fire as they
fire from the British felled a number of the defenders hit the Zulus with every
could into the surrounding horde,
warriors on the way in and in the fierce firearm they could muster scoring no few
scattering casualties amongst the closest
struggle that followed the iNdluyengwe casualties. Things were looking bleak for
Zulu brigades and managing to disorder
were beaten back - one unit being broken the Zulus - their initial attack having been
one of the iNdluyengwe units. The Zulus
and destroyed in the process. A sigh of easily beaten off, casualties mounting
appeared to have lost confidence now, as
relief passed over the British lines as amongst their units, and one brigade
the first brigade - the uThulwana - failed
the unit was removed entirely from the seeming to have decided upon its own
to move whilst brigade 2 - uDloko -
tabletop - first blood to the redcoats! battle plan!
which had been following closely behind
“WE’RE SURROUNDED”
But the Zulus soon proved their ardour
undiminished as uThulwana fell upon
Henderson’s NNH, closely followed by
udloko - good dice rolling propelling both
brigades forward with the lead units of
uThulwana now well east of the station.
The NHH - being skirmishers - promptly
evaded - or in other words ‘ran for it’ -
bringing them past the kraal. Meanwhile,
to the west, the other ‘horn of the buffalo’
iNdluyengwe - its units somewhat
battered by their assault and proximity
to defensive fire - swept to the north of
the station. This left room for the fresh
units of iNdlondlo to move forward. By
covering their advance with skirmishers
the cunning Zulus both ensured their
fighting units would remain unharmed,
Above: The Zulus close in the the Station from all sides. whilst managing to score hits on the
Below: The INdlondlo throw themselves at the walls of the Hospital.
defenders from musketry. Although
no casualties were inflicted (British
saves of 2+ with the re-roll pretty much
seeing to that) the British regulars found
themselves disordered by enemy fire.
This would reduce their own shooting
ability in their own turn - as good a result
as could reasonably be hoped for (a -1 to
hit penalty).
Out of ammunition and carrying two out
of their maximum of three casualties,
Henderson’s Basuto NNH made for
the cover of Rorke’s Drift and took up
positions within in the store. But things
were suddenly looking shaky for the
British, with Zulu units surrounding the
station on all sides and clearly readying

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Above: D and G Companies appear on the table - much needed reinforcments for the British.

themselves for a big attack. Faced that had skirted the station to the north
RORKE’S DRIFT VCS
with enemy advancing to their front also rampaged forward and charged the The Victoria Cross rewards extreme
and right flank, Upcher’s brigade of D defended mealie bags in the open area valour and no action in British military
and G companies of 24th Foot seemed between the hospital and store - this was history has ended with so many of them
somewhat uncertain how to proceed. One defended by Stephenson’s other unit of awarded per men engaged than Rorke’s
unit was dispatched forward to take up NNC. This gave us no fewer than four Drift. The defenders of Rorke’s Drift
received eleven VCs: seven to the 2nd
a firing position, whilst the other made fights to resolve as the Zulus fought to
Battalion, 24th Regiment, one to the
an attempt to reach the station itself - gain a foothold inside the station. Royal Engineers, one to the Army Medical
hoping to gain entry via the store yard Corps, one to the Commissariat, and one
To the east the fighting around the kraal
before the Zulus could close in. It was to the Natal Native Contingent. Modern
was to prove fierce as the NNC managed
an ambitious move (3 moves required) revisionists argue that awarding such a
to inflict a casualty and cause disorder
and an indifferent dice roll left the unit high number of VCs deflected attention
on the attackers with their single dice of from the massacre at Isandlwana fought
struggling to move through the station’s
closing fire. But once the hand-to-hand on the same day, but they don’t say which
vegetable patch.
fighting began the Natal fighters suffered ones they would rescind.
“USUTHU!” horribly at the hands of the veteran
warriors of uThulwana, although they
By now the Zulus were ready to launch
managed to hang on with a good roll for
their new wave of attacks. As brigade 3
their break test. The NNC were proving
(iNdlondlo) charged the hospital, brigade
more resilient than expected.
1 (uThulwana) charged two units against
Stephenson’s NNC in the kraal and two The other two unit of uThulwana
units against the store defended by the launched their attack upon the store held
Basutos. The two units of iNdluyengwe by Henderson’s dismounted Bastutos.

Below: The position of the Zulu brigades as the British re-inforcements arrive on the table (top left).

UTHALWANA

UDLOKO

INDLUYENGWE
INDLONDLO

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With the benefit of fortified cover the won the fight at last. This spelled disaster from the vegetable patch and hurled itself
Basutos managed to force a draw, but for the British because, having lost a against the defences of Rorke’s Drift.
having taken one further casualty in the round of combat, they wouldn’t benefit Here was a sight - British regulars with
fighting they were now deemed shaken, from the hospital’s +2 Morale Save bayonets fixed throwing themselves on
obliging them to take a break test during bonus in the following turn. No break defences manned by ferocious Zulus! It
drawn combats. This was promptly failed test was called for, however; the British was a move that smacked of desperation.
- a disaster for the British cause as the having the Steady rule meaning they Doughty fighters that they were - the
victorious Zulus forced their way into the automatically passed their first test. strength of the British lay in well-aimed
store, spearing the hapless Basutos and volleys of Martini-Henry fire and they
Perhaps it was the noise of Zulus
occupying the building area comprising would have a devil of a job storming
battering through the hospital windows
the store and adjoining yard. This meant defences held by Zulus already jubilant
and doors that unsettled the NNC
that the defenders in the kraal were with success. And so it proved of course,
defending the mealie bag lines between
now entirely cut-off from the rest of the the British prevailed thanks to Chard
the hospital and store. Whatever it was,
garrison. leading the dismounted scratch cavalry
the NNC were defeated and destroyed,
in a simultaneous charge over the biscuit
MEALIE BAGS AND BAYONETS leaving only the southern stretch
boxes, taking the Zulus from two sides,
of defences in British hands. Here
At the mealie bag defences to the north but even so the Zulus passed their break
Chard took up position alongside the
the Zulus were less fortunate and were test and held on. This meant the British
dismounted scratch cavalry, but with not
driven off and broken as a result of the had mounted the defences, denying
even a biscuit box separating them from
NNC’s fierce defence. This left only the Zulus the benefit of cover in the
the Zulus things were not looking good.
the fighting around the hospital - the following turn.
Somehow the NNC defending the kraal
cornerstone of the British defence. The
managed to hold their ground once more, In the kraal the NNC held out once more
Zulus had set themselves up well with
but things were looking desperate. - much to everyone’s surprise - including,
three supporting units and had been
no doubt, their own. But in the hospital
fortunate to have weathered the British LAST STAND
the Zulus quickly gained the upper
closing fire unharmed. The result was a
But things were no over yet - the British
draw - with both sides remaining in place
still had two untouched companies of the Below: Zulu Induna Wayne (right) points his
ready to fight in the next turn. The Zulu
24th and it was Company D that emerged finger of doom at Rorke’s Drift Station!
players promptly petitioned the umpire
to allow them to attempt to set fire to the
hospital thatch. After due consultation
with our official historical adviser (…it
was very damp and very difficult to set
anything on fire apparently) an attempt
was made following which flames leapt
hesitatingly from the hospital roof.
With most of their forces fighting for
their lives it only remained for the two
companies under Upcher to attempt to
take action against the enemy. In the east
D Company advanced and volleyed the
Zulu unit to their front, whilst Company
G to the north of the station trudged
through the vegetable patch but failed
to make significant progress. This left
only the fighting to resolve. Having so
convincingly beaten off their attackers in
the previous turn the NNC defending the
mealie lines were free to charge across
the biscuit box defences against the Zulus
holding the store yard. Oddly, it was now
the Zulus who benefited from the cover,
and the fighting devolved into a draw.
The fight for the kraal also proved a draw.
Meanwhile to the west, the fighting for the
hospital saw the British win the combat,
but fail to break their enemy. The battle
would continue into the next turn.
The only Zulu brigade that was so far
unengaged in the fighting, uDloko, failed
to move, whilst the only other units not
engaged - the two remaining units from
iNdluyengwe - skirted past the hospital,
heading eastwards, no doubt looking for
an opening in the defences. As they did
so the battle raged. At the hospital the
Zulus at last managed to inflict a casualty
on the British defenders who failed to
score any hits in return - the Zulus had

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IN CONCULSION
It had been another hard-fought Black
Powder game in which the inevitable
vagaries of command had toyed more
or less equally with the hopes and fears
of both sides. For a good while it had
looked as if the Zulus would simply
batter themselves to death trying to break
into the hospital, but persistence paid
off in the end as it inevitably would. The
British reinforcements arrived in the nick
of time, but then spent rather too long
getting into a useful position. This was
partly a result of poor dice rolling but
also because the British felt pinned by
the Zulus to their front and dispatched
G Company to face them alone. It had
not worked out well. Both companies
together would have been formidable in
the open field. As it was D Company was
just a turn too late mounting its assault
Above: Oh dear! It’s all gone wrong for the British, as the Zulus surround the hospital and
and found itself attacked to the rear by
D Company attempt to take back the compound!
the young Zulus - and there was only
the ensuing fighting Chard and the going to be one outcome there.
hand, inflicting two further casualties on
B Company in return for one. But the dismounted scratch cavalry are overrun It is interesting to note that trying
British passed their break test and held and slain whilst D Company was defeated to defend the whole area ultimately
on, albeit now shaken. and shaken, and only survived because of weakened British prospects. This was a
the Steady rule that enables it to pass its mistake that the real Chard and Bromhead
And so we approached the final turn in first break test automatically. The plunging recognised, reducing the perimeter of the
what had been a bloody struggle at close iklwa of the Zulus were equally effective defences to the store and biscuit box line.
quarters, with casualties mounting on both at dealing with G Company, which was With more troops at their disposal our
sides. At last the uDloko stormed down also defeated and shaken, surviving only players felt confident of defending the
from the heights towards the station - but because of the Steady rule. In the hospital whole station - but ultimately the weakest
they had missed out. The flames were the defenders somehow managed to hold link in the defence would always be the
already rising from the hospital. To the on, with Bromhead and B Company scratch and native units. So it proved,
north one of the two remaining units of passing their break test following the with the already badly shot up NNH
iNdluyengwe - the young bucks who inevitable defeat. But it was a wasted crumbling at the first flash of spears and
began this battle unbloodied - stormed effort. There were none left to come to allowing the Zulus to break through.
forward and took D company of the 24th their rescue. The British players conceded
in the rear. Engaged in combat to their defeat - with all their remaining units Still - it had been an excellent game with
front, the British regulars had no response shaken the British were deemed defeated some tense and exciting moments. The
but to tough it out and hope for the best. and we left aside the grim massacre in impromptu umpire’s sweepstake for the
Things looked little better for G Company the hospital. It remained only for Major most Zulu movie quotes employed during
who had been unlucky enough to have Bengough to uncover the gruesome details the course of the fighting went to Wayne
taken a casualty from Zulu musketry in the of the massacre at Rorke’s Drift as he Bollands. It therefore only remains to say,
previous turn, and now found themselves marched past with his brigade of NNC the ‘Zulus Sir… Thousands of ’em!’
charged by a unit of uThulwana. In following day.
Below: The end of the game
at this point the british gernerals throw
in the towel, and awarded victory to
the Indunas.

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292 Warlord.indd 1 9/12/11 14:21:26


292 WGS Full Page.indd 1 9/12/11 14:22:24
ON CAMPAIGN!
ORGANIZING A ONE DAY CAMPAIGN By Pete Brown

In the eternal quest to make our games with toy soldiers more “realistic”, a series of linked scenarios, were the
my thoughts recently turned to organising a campaign. This was for a result of one battle decides which battle
number of reasons, but chiefly because we had run out of “historical” is fought next is one of the easiest
battles to play and had drifted into set piece battles. In these encounters, campaigns to organise, but is also the
both sides used armies which were roughly equal in points values and least strategically challenging. Some
ability and generally fought over very neutrally placed terrain. periods lend themselves more readily to
campaigns than others. It is easier, for
Whilst these battles were fun and are the Players do not often get the opportunity example, to organise a campaign based
bread and butter of a wargames club, they to engage in the strategic aspect of war, on a Roman legion invading Dacia than it
did feel a little sterile and unsatisfactory. planning how forces will be divided and is to re-fight the entire Allied Normandy
Actions had no real consequences, and so supplied and devising the best places campaign of WWII.
players did not mind if their heroes died to fight their battles. This can be an So, having gone to all the trouble of
in single combat or that all their Tiger extremely rewarding part of the hobby, planning the campaign, you are now
tanks were lost. In fact, players tend to as players finally move from General to
faced with the added trouble of getting
become a little reckless with their best Commander-in-Chief, moving several
the players to play it. The longer the
Generals, hurling them into melee to armies about the countryside and making
campaign goes on the greater the chances
get the extra bonus with no thought to the decisions that will decide their fate.
are that people will drop out or stop
long years of battle that might yet
In short, campaigns give your games a playing for a variety of reasons, leaving
lie ahead.
context where the outcome of individual the organiser high and dry. Many are
A battle fought during a campaign, battles or moves will have tangible the tales told of unfinished campaigns
however, will have tangible consequences effects, which makes the wargame - as a that have fallen by the wayside due to
for subsequent battles. How often have whole - a more satisfying experience. If acrimonious disputes, bad organisation
you watched your opponent commit the this is truly the case, why don’t we play or simple loss of interest. Mention
Imperial Guard in move one, knowing more campaigns? a campaign at most clubs and your
that their loss is of no consequence as this suggestion will be met with dismay!
Put bluntly, it’s because they are a pain in
is a one off game, something Napoleon
the neck to organise! And so, to pre-programmed campaigns,
would never do? How many times have
you tried to retire some of your best Many people are put off organising a or campaigns you can play in a day! The
units off board to keep them intact when campaign for their friends or club due to idea behind this type of campaign is that
you know the day is lost? Probably the high levels of work involved. There all the donkey work is done before you
never. These issues suddenly have real are a myriad different ways to run a start playing. For this reason it will still
significance in campaign games, as the campaign, some being more difficult and take a certain amount of planning and
loss of important units or leaders can requiring more admin than others. You preparation by the umpire, but when
have a real impact on how well your could try running it as a map game, with play begins, things should move along
armies do in later battles. Campaigns players moving counters around on a hex at a cracking pace, allowing the first
also throw up the one sided battles that map, much like a board game. This can wargames to be played within minutes,
often occurred historically when supply turn out to be the most labour intensive with the campaign reaching a conclusion
trains are ambushed or isolated garrisons style of campaign, with rules required (usually) by home time.
overrun, but that you rarely see played at for sieges, supply lines and movement
the club. distances. A campaign consisting of So, how does it all work?

Above: Romans and Dacians clash on the border. Miniatures by Warlord Games.

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WI292-OneDayCampaigns COMPLETE.indd 2 9/12/11 13:49:09


hobby
talk
Above: The Berkshires under attack at Tofrek in the Sudan, Figures by Perry Miniatures, photography by Michael Perry.

PRE-PROGRAMMED recovering before leaving to head south GETTING STARTED


CAMPAIGNING (PPC) on Day 15 etc etc.
Pre-programmed campaigns are best
In this campaign system, all the actions of When the campaign is played at the local fought out over a map printed or drawn
one side are decided before the campaign club, the umpire explains the situation onto square grids or hex paper. This
begins. This works best for colonial to the British Commander, showing makes it clear to everyone how far away
games or games where “the enemy” him a map of the area and telling him things are and how long it will take to
can be umpire-controlled, but can work a rebel army of unknown size has risen get there. It does away with (almost) all
just as well for games with two players, at Khartoum. He decides on Day 1 to argument and helps the umpire no end.
although an umpire is always required. immediately send a force to reinforce the Movement rates should be clear as well,
garrison at Tel-El Kabir. Taking transport but do not need to be the same for all
Essentially, the umpire or the player sits camels, the column does not arrive
down and decides what his army intends armies. Zulus will cover more ground in a
until Day 8. Waking the following day, day than their British infantry counterpart
to do during the course of the campaign. the garrison now sees the enemy army and columns made up entirely of cavalry
These moves are plotted onto a appear on the horizon and the wargames will move much quicker than those with
“schedule” with the movements recorded. table is laid out. ox carts and baggage. Rationalise your
The army plots all its moves as though
As you can see, this way of campaigning movement rates to make them fit the
no battles are fought until its objective is
does away with the “I go, you go” period you are representing and use this
achieved.
system, which often slows campaigns as a way of showing the players what
For example: the umpire is plotting his down to a crawl. Because the enemy’s their historical counterparts had to deal
Sudan campaign as the Mahdist army. actions are already plotted, decisions with.
The army is raised in Khartoum on Day 1 made by the opponent can be enacted How far the units can travel before
of the campaign. The umpire then decides straight away and the player told the they run out of supplies also needs to
the army will march to the wells at Abu result. He can then make another be decided. Time spent on this part of
Klea starting out on Day 2 and arriving decision, and another, and another, your campaign will be time very well
on Day 5. The army will then march to until a battle occurs. Thus a campaign spent and will save you a great deal of
besiege the garrison at Tel El Kabir, consisting of moves covering weeks can aggravation when the campaign begins.
leaving on Day 6 and arriving to besiege be completed in half an hour, leaving It should also be one of the biggest
the garrison on Day 9. The garrison will plenty of time for the wargame, which is, headaches for your players, as they try to
be destroyed on Day 12. The victorious after all, what it is all about! Now, on to balance military effectiveness with the
army will spend two days celebrating and the complex bits. need to keep their army fed..

99

WI292-OneDayCampaigns COMPLETE.indd 3 9/12/11 13:46:50


Above: The author, Pete Brown (centre), OBJECTIVES one huge force will make strategic
with two fellow members of the Worcester victory in the campaign impossible as
Wargames Club on a Campaign Day. Make sure the campaign has objectives.
you cannot achieve all your objectives
Campaigns with only one objective,
within the time frame. This division of
An infantry column could, for example, such as beating the enemy or seizing
forces has the added advantage that you
carry a week’s worth of food and water a particular place, quickly dissolve as can “use” more troops than you actually
with it on the march, but this could the two players gather all their forces have in figures. If you have only two
be increased to four weeks if they are into one huge army each and then jostle legions in actual figures, for example,
prepared to take wagons, suffering the about the map looking for a place to you can let the player have three in the
appropriate loss in speed. Equally, they fight one battle which inevitably ends campaign, knowing that he will have to
might be able to cover one and a half the campaign. Not so much a campaign split the three between two objectives
times as much ground if they are force as a bit of time wasting before fighting a allowing more than one wargame to be
marched, but will use up their water battle you could have fought at the start played with the limited figures available.
at twice the normal rate. Remember of the day! Equally, campaigns with too
many objectives run the risk of never If the player begins with forces
that cavalry have to carry food and (in
ending, as just as one player looks like he scattered in different locations on the
some games such as the Sudan) water
has achieved all his goals the other steps map, give some thought as to how he
for them and their mounts. Only hardy
in and seizes one back, returning the will communicate his orders to them
pony breeds like those of the Mongols or
campaign to a draw. and how long this will take. A Roman
North American Indians can be expected
General would send a rider with a written
to live on what they can forage whilst The best kinds of objectives are ones with message which could take days, whilst
on campaign. Warhorses and European time limits which, if not achieved, resolve a British General in the Sudan may be
cavalry need oats and proper feed to stay themselves and have a direct effect on the able to send the message by telegraph,
in peak condition. This means that whilst campaign. For example, the player must or move troops by train. There should
cavalry move faster, they may be able to seize an arms cache before the opposition be a small chance of the orders not
stay in the field for a shorter time, unless get there. If the player fails, the enemy getting through, but do not make too
they take pack animals which will, of will have much better weapons at the much of this as it frustrates the aim of
course, slow them down. If ammo is an subsequent battle. If the player fails to the campaign if every messenger ends up
issue in your games, as it is in most Pony prevent the Vikings burning his grain dead and no troops move from their bases
Wars games, for example, this should stores he will have fewer supplies to keep as a result.
be factored in. Use these issues to force his Saxon army in the field and may have
your players to make some crucial early to reduce it accordingly, etc. The pre-programmed campaign does not
decisions which may very well affect work quite so well taken beyond about
how well they do. If I dump some ammo, Having a number of objectives also 1900. Pre-plotting the moves of one side
can I carry more water? Should I set out forces the player to divide his forces, is fine, but in a modern age both armies
with the cavalry and leave the packs to which will then dictate what troops he typically might have access to aerial
follow on at their own pace? If I do that, will have available at the subsequent reconnaissance and quick communication,
how many troops should I leave to battles. Make a detached force too weak meaning that they can react more quickly
guard them? and it will be easily defeated, but creating to the emerging situation. The enemy

100

WI292-OneDayCampaigns COMPLETE.indd 4 9/12/11 13:47:11


may not choose to continue his advance,
for example, if he knows the Allies’
tanks are emplaced up ahead, and so the
pre-programmed nature of the campaign
breaks down. However, the PPC system
still works if one side does not have
access to all the high tech recon methods
available to the players. A campaign
against Tito’s partisans comes to mind, or
the Chindits campaign in Burma, where
normal rules of open battle do not apply.
Some of the best PPC we have played
have been Vietnam games, with the
American forces trying to find and destroy
the wily VC. In these games the VC have
dug tunnels and placed supply dumps in
villages or areas around the map and the
US forces attempt to find and destroy
these sites before the enemy can smuggle
a certain amount of supplies through.
Players should be encouraged to scout.
This is an ideal opportunity to use light
cavalry for the purpose for which they
were intended, exploring the map and
riding back to inform the player about
enemy movements. A light cavalry unit
running into the Mahdists in the earlier
example could ride into Tel El Kabir
and warn them that the Mahdist army
is approaching and will be with them
the next day, or could find traces of the
Mahdist encampment at the wells at Abu
Klea and from the tracks east guess they
were heading for Tel El Kabir. This is
why an umpire is required for the system
to run properly. The umpire will know
where the enemy will be at particular
times and also which routes the enemy
has taken, allowing scouts to pick up
the trails of the enemy forces. This is
particularly atmospheric in Pony Wars
games where the use of Indian scouts to
trail the enemy was crucial.
Finally, the rules you use must be fast
play and everyone playing should have
a good idea of the mechanics. This way,
smaller battles can be quickly fought out
and you can get through two or three
battles in an afternoon. Rules such as
Black Powder, Warhammer Ancient
Battles, or, in the case of the Sudan,
Science vs Pluck, are ideal. Anyone
sitting down with WRG 6th Edition will
need to be quickly expelled!
I will now provide an example of the
PPC in action. Whilst this campaign may
seem short, it is about the right length
for a day’s play. I leave you to your own
devices to come ip with new and exciting
ways to expand the basic idea to suit your
own period and collections. Campaigns
such as these can greatly improve the
games you play, putting structure to the
forces and the locations of the battles,
whilst giving the outcome a meaning that
will affect games to come.
If it does only this, it is worth doing. Above: Photos from the Worcester Wargames Club’s games
during “The Saxon Shore” campaign, decribed in more detail overleaf.

101

WI292-OneDayCampaigns COMPLETE.indd 5 9/12/11 13:47:33



Marin Town


Fatty In
The Wald
Old Castle

Dunmere

R. WEM R. TYE


Riverside


Much Trees
SAXON
LANDS



New Church N
Much North Castle
Cummings

Millwood
New Castle

The Saxon Shore


This “one-day campaign” is based on a raid scenario, where the enemy • Wagons and Livestock may not be
forces are raiding into the player’s lands and he must rally his men to moved through woods, except where
defend the inhabitants and drive back the invaders. I have chosen to set a path is shown.
this in Dark Age Britain, during the Age of Arthur, but the basic principle • Any friendly unit arriving at a village
can be used for French & Indian Wars, Romans and Picts, Border can order its inhabitants to evacuate to
Reivers, or North West Frontier, to name just a few. any friendly town that has a garrison.
The militia may escort the civilians
BACKGROUND 4. To secure the river crossing at Old
or join the players army to fight the
Castle to prevent any further incursions.
An exhausted messenger rides into camp invaders. Civilians can make their own
at New Castle to tell the commander that CAMPAIGN INFORMATION. way to a safe town without an escort,
a large Saxon warband has attacked and but if they encounter an enemy they will
overwhelmed the garrison at Old Castle. • Movement:
- Infantry move three squares a day. be lost along with their goods.
All of the garrison have been killed. The
exact size of the Saxon force is unknown. - Civilians, wagons or livestock TROOPS AVAILABLE.
The messenger has ridden hard, but it move two squares a day.
has taken him two days to get here. The - Cavalry move five squares a day. • One unit of Infantry remains at
Saxons have a two day head start and - Columns which combine any of the New Castle.
will no doubt be intent on looting and above troops types move at the
• Each village can raise one unit of
pillaging as much of the land as they can. slowest pace.
infantry militia, who are not much use in
OBJECTIVES • All troops can carry enough food a fight but can be useful as a garrison or
for seven moves (or one week) of to escort civilians. These militia units will
You are the garrison commander at New
campaigning. Troops may re-supply only join your army if the civilians from
Castle. Your objectives are:
when they reach any village which has their village are evacuated to safety. They
1. To protect the remaining villages or not been pillaged. will not leave villagers undefended.
evacuate their inhabitants with their
goods before the Saxons arrive. • Troops may “force march” which • You have two units of infantry, two
2. To protect the newly built Cathedral at increases movement by 1.5 but inflicts units of skirmishing infantry, two
Newchurch or evacuate the Bishop and 5% casualties on the units involved medium cavalry units, and two units of
the relics of St Cuthbert to safety. (minimum one figure) per day.
Arthur’s Cataphracts! Decide how you
3. To defeat the enemy army and recover • All rivers are only fordable at the will divide your forces and what orders
as much pillaged property as you can. shown crossing points. you will give to each force.

102

WI292-OneDayCampaigns COMPLETE.indd 6 9/12/11 13:48:32


THE SAXON PLAN • The detached force will reach New force will move slowly back toward Old
Church on Day () Castle with its pillage in tow arriving on
The Saxons rested the day after their
day () and re-crossing into Saxon lands.
victory at Old Castle. They sent one • The main force will reach Dunmere on
warband and one unit of skirmishers Day (). It will sack the village and wait NOTES FOR THE UMPIRE
back across the bridge to camp amongst here for the detached force.
It may be obvious to the player that by
the trees with the loot they obtained
• If successful, the detached force will holding the crossing at Dunmere he
from the castle and the garrison. Their
reach Dunmere on day () as it will be can protect all of the southern villages.
job is to hold the bridge for the raiders’
return. They now plan to send a small hauling its plunder in wagons. If defeated However, he may think the enemy’s
force (two warbands and one skirmishing by enemy at Newchurch or forced to “two day head start” makes seizing the
unit) to attack New Church and seize retire it will go toward Dunmere to rejoin bridge unlikely. He is also presented with
all the gold there. Meanwhile the main the main army. the problem of defending the village or
force (one Hearthguard, two warbands, evacuating its inhabitants and holding
• If the main force is not at Dunmere the crossing. A fun game may occur if
and two skirmishing units) will head for (having been defeated or forced to
Dunmere, to sack the village and seize he is halfway through evacuating the
retire) the detached force will sack the inhabitants when the enemy arrives! If
the crossing point. The New Church
village and wait here for two days before New Church is evacuated ahead of the
raiders will meet up with the main force
beginning to retire back to Old Castle arrival of the detached force, the umpire
at Dunmere. A small force will be left to
again. If there are enemy at Old Castle may decide that the detached force will
hold the bridge at Dunmere whilst the
this force will offer battle in order to pursue the monks for a day or two in
main force attack. The whole army
escape back to Saxon lands. the hope of overtaking them and their
will then retire back to Old Castle and
re-cross into Saxon lands with all its • Assuming all is going to plan, the wagons full of gold. This might also
ill-gotten gains. Saxons will leave two warbands and one make for a good game, with a small
skirmish unit at Dunmere along with all British army fighting a delaying action, or
Both groups will only give battle if they turning to face the pursuing foe in battle.
equal or outnumber the enemy, or have a the loot taken so far. The rest will make
clear advantage (such as holding a bridge for () arriving on Day (). If they were The Saxons win if they pillage Dunmere
crossing). If outnumbered, each force able to sack it, they will make it back and New Church and make it away with
will retire to the nearest village or to Dunmere on day () moving only two their loot. The British win if they beat the
toward Old Castle. squares a day with loot. If not, they will Saxons and retake the loot. Anything else
be back in Dunmere on day (). The whole may be a draw.

HOW IT PLAYED FOR US the night. Meanwhile, at Dunmere, the known as “The Battle of Dead Man’s
Arthurian cavalry’s wending path to the Cake” (it’s a long story). A battered
We decided to use Warlord Games’
crossing meant they arrived too late to and loot-less Saxon force eventually
Ancient rules Hail Caesar for the
prevent the burning of the village by crossed the bridge at Old Castle, giving
battles in this campaign, as they play
the Saxon main force. With his militia the Arthurians the victory! The first
very quickly and get a quick result.
infantry still a day’s march away, battle of this short campaign started
Upon arrival at the club, it became
the Arthurian player decided to hold within half an hour of the campaign
obvious that we had enough players
the crossing against the Saxon main starting and we comfortably finished the
to play the Saxons and the Romano-
force with only one medium and one campaign inside four hours.
British. I gave the Saxon player the map
heavy cavalry unit. With deft skill, and
and explained their plan, from which This basic idea could be used for any
not a bit of luck, he almost managed
they were not allowed to deviate. The period, from Ancients to WWII and
it, destroying one warband and the
Romano-Brit players were then given can be made as difficult or complex
Saxon hearthguard before being over
the map and the situation was explained as the players wish. What about the
run! The Saxon force now re-united,
to them. After much tooth-sucking and effects of weather? Dust storms in the
but the players felt they had been too
pondering they decided to send two desert or heavy downpours can affect
badly damaged in the recent fights to
units of cavalry around the southern movement and battle conditions. What
continue and so they began a retreat
villages, turning out the militia and about sieges? What if there were more
to Old Castle with what loot they had.
sending the civilians back to New Saxons, or they were split into more
The pursuing force from New Church,
Castle. The militia were ordered to raiding groups? What about introducing
with the newly arrived milita and what
make for Dunmere. Meanwhile, another more than one faction, with Romano-
remained of the brave cavalry force, all
column of infantry and cavalry set off British and Welsh trying to stop the
combined at Dunmere and immediately
for New Church to collect the Bishop pre-programmed Saxon invasion into
began pursuit. Encumbered and
and his relics. their lands without crossing borders
threatened with being overtaken, the
and causing more conflict. Whatever
The first battle occurred when this Saxons abandoned their loot to move
you decide, your games will be much
column bumped into the Saxon raiding faster but were harassed all the way by
improved by being “On Campaign!”
party, intent on burning the church and the Arthurian cavalry in what became
stealing its gold! Seeing the size of the
force arrayed against him, the Saxon
player chose to retire toward Dunmere,
so our battle involved this force being
harassed by the Arthurian cavalry who
hoped to slow the Saxons until the
infantry could bring them to battle.
The Saxons played a desperate fighting
retreat that saw one of their warbands
destroyed while the other escaped into

103

WI292-OneDayCampaigns COMPLETE.indd 7 9/12/11 13:48:49


292 Salute.indd 1 9/12/11 14:31:50
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CD JI 2 Riflemen (Pack 1 - Helmets) £9.00
CD JI 3 Riflemen (Pack 2 - Softhats) £9.00
CD JI 4 L.M.G. Sections £9.00
CD JI 5 H.M.G. Sections £9.00
CD JI 7 Medium Mortars £9.00 EXCEL CENTRE, LONDON
CD JI 8 Japanese Casualties £9.00
CD229 LVT 1 Amphib Troop Carrier £9.00 CD JC 5 Field Artillery Crews £9.00 21 APRIL 2012
CD236 LVT3 (resin hull) £9.00
CD237 LVT4 “Buffalo” (resin hull) £9.00

For Our Full Range of Illustrated Products Please Visit Our Website !!!

w w w. s k y t r e x . c o m
WI292 Skytrex.indd 1 12/12/11 15:39:29
FALL IN! 2011
HMGS EAST SHOW REPORT By Dave Taylor
For the second year in a row,
FALL IN! fell on “Halloween
Weekend”. This, combined with
the horrendous and completely
surprising weather (for October),
made for a noticably lower
attendance than in previous years.
It might seem strange that an event
that revolves around kids dressed in
outlandish costumes going door-to-
door in search of equally outlandish
quantites of candy should have such a
dramatic impact on what is primarily a
large group of middle-aged wargamers,
but it obviously does. I’m guessing
that’s because we’re all kids at heart,
and handing out that candy is just as
important for many of us.
This year weather also played a factor, as
a massive storm blanketed much of the
North East in anywhere up to 27"of snow.
Driving was difficult and this no doubt
had an impact on many of those that
would normally have made the day-trip
on Saturday.
However, despite holidays and
unseasonable weather, those who did
make it to the show dove into the many
wargames on offer with their usual level
of enthusiasm, always ready to roll some
dice and push their soldiers across the
table. Over the next few pages you can
see a small selection of the wide variety
of games on offer at the show.
Here’s hoping for better timing and
weather for 2012’s FALL IN!

106

WI292-FallIn2011_COMPLETE.indd 2 9/12/11 13:27:50


SHow report
Clockwise from above: The WNPG Toy For Tots charity auction and raffle raised
over $4,800; an AWI clash from Carnage & Glory II creator Nigel P. Marsh; a
snow-covered battlefield west of Stalingrad, December 1942; a snow-covered
battlefield during the Franco-Prussian War, December 1870; and the author’s
snow-covered car in the Lancaster Host’s parking lot, October 2011.

107

WI292-FallIn2011_COMPLETE.indd 3 9/12/11 13:28:32


Above: The Cid Returns! - Phil Viverito
presented this 28mm Spanish spectacle as
El Cid lays siege to a Moorish Alhambra.
Surrounded by his enemies, El Cid must
rely on a good plan, stout comrades,
and the will of the Lord!

Right and Below:


A Call for Reinforcements -
Joe Swartz and NOWS presented
this 28mm Ancients clash between
Rome and a Barbarian horde. Counter
to the usual arrival of reinforcements, the
cavalry in ths game arrived from opposite corners,
setting the cat amongst the pigeons, as it were.

108

WI292-FallIn2011_COMPLETE.indd 4 9/12/11 13:40:44


Above: Fire In The Steppe, Polish
Counterattack, 1657 - David Bonk
presented this variation on the computer-
assisted Carnage & Glory II rules, an
attack by Polish lancers on an army of
Cossacks and Turks resupplying a the
village of Targowica.
Left and Below: The Kittanning Raid -
Brad Pflugh and Bill Starmer ran this great
28mm French & Indian Wars game that
saw Colonel Armstrong lead his men in a
retaliatory raid against an Indian village.

109

WI292-FallIn2011_COMPLETE.indd 5 9/12/11 13:41:30


Above and Left: Borodino, Afternoon
Action - Ben Fornshell and Del Stover
presented this fantastically compact Battle
of Borodino in 15mm. Using Ben’s own
Tabletop Battle System rules, he was able
to ensure maximum carnage, reflecting the
historic battle itself.
Below: Battle of Charlotte - In 1780,
when Lord Cornwallis entered Charlotte,
North Carolina, his men encountered a
mixed force of local and state militia.
Rob McCaskill used the Carnage &
Glory II system when presenting this very
memorable spectacle!

110

WI292-FallIn2011_COMPLETE.indd 6 9/12/11 13:42:29


The theme for the weekend was ‘US Cavalry
- from horse to helo’. This theme combined
with Fall In’s link with Gettysburg meant
there were several ACW games featuring
the East Cavalry Field on the third day of
the Battle of Gettysburg.
Above: Gettysburg East Cavalry Field -
Scott Mingus used the Johnny Reb III rules
for this 15mm battle.
Left and Below: Third Day, Gettysburg
Cavalry Field - Regimental Fire &
Fury was the rule set of choice for Paul
Olszanski’s 15mm battle.

For more photos from FALL IN 2011, visit:

www.wargamesillustrated.net
111

WI292-FallIn2011_COMPLETE.indd 7 9/12/11 13:43:33


40mm Pre-Painted Plastic Model Soldiers for
Gamers and Collectors
by Expeditionary Force, Singapore
www.expeditionaryforce.com.sg

Dark Ages Anglo


Anglo-Saxons
Saxons & Vikings

Product No: DA-ASX-8002 Product No: DA-VIK-8001


USD 49.90 net per box USD 49.90 net per box
Special Promotion: Above price include postage and packing worldwide

Visit our website and place your orders on our secured online ordering service.
You can also contact us at sales@expeditionaryforce.com.sg

Note: The models are made from non-phthalate plastics and tested for compliance with toy
safety regulations.

290 Ex Force.indd 1 9/12/11 15:46:43


30 June - 1 July 2012
At Scarborough Spa in North Yorkshire
A Gaming Club Network show by Scarborough Wargames Club and Loughton Strike Force
Display games including
Massive 28mm Borodino & 28mm Marston Moor

Enter a weekend competition


Flames of War - late war 28mm Hail Caesar 15mm FOG- Napoleonics
Warmachine/Hordes Kings of War 15mm FOG-AM 650pt singles
Warhammer/Warhammer 40K 28mm FOG-R 28mm Impetus

Around 30 trade stands


It’s Armed Forces week- bring the family.

www.wartornuk.com
More info and entry forms on:

Trade and display game enquiries welcome to Kelvin on: 01723 501793

WI292 A.indd 1 9/12/11 15:47:41


Fighting 15s
EU agent for Eureka Miniatures
Plus
Fine figures from 3mm to
40mm from around the world

15mm AB Figures
Napoleonic French Dragoons

AB Figures 15mm ACW and Napoleonics l Camelot


Miniatures l Coat d’arms acrylic paints and brushes l
Eureka Miniatures l Flashing Blade 40mm l Laughing
Monk l Oddzial Osmy 1/600th ACW, WWII and Moderns
l Scale Creep Miniatures l Shadow forge Miniatures

www.fighting15s.co.uk

The Brown House, Main Street, Grove,


Oxfordshrie. OX12 7HX. UK.
Telephone +44 (0) 1235 764018
Email – sales@bicorne.net

28mm Colonials
1896 Campaign

Italians Infantry C9 lying dead face up C16 kneeling firing C26 kneeling loading
C1 Officer C10 waving helmet C17 kneeling loading C27 lying dead face up
C2 Standard bearer C18 advancing C28 lying dead face down
C3 Bugler Bersergalerie
C4 Sergeant C11 Officer Abyssinian Warriors Italian Artillery
C5 standing at the ready C12 Bugler C22 advancing C19 Askari kneeling
C6 standing loading C13 Sergeant C23 attacking C20 Italian kneeling
C7 kneeling firing C14 standing at the ready C24 advancing with rifle C21 Italian Officer
C8 kneeling loading C15 standing loading C25 kneeling firing

Check out the website for full list’s, prices and ranges
www.bicorne.net
See us at:
Overlord - Sunday 4th March Abingdon.
WMMS - Sunday 11th March Wolverhampton.
Salute - Saturday 21st April Excel London.

Emperor Claudius has commanded Vespasian to take the Second Augusta Legion
to the far ends of the known world. Watch this space for more news !

WI292 B.indd 1 14/12/11 09:24:49


York Racecourse: For more info visit: www.yorkwargames.org

DIXON Range inc:


28mm: Samurai, Vikings, Flodden, Scots, ECW,
Grand Alliance/Marlborough, Pirates(inc Ships),
7YW, AWI, Alamo, ACW, Wild West/Plains Wars,
French Colonial Africa, French Napoleonic,
Ottoman Turks, Gangsters/Yakuza, WWII.

15mm: Marlborough/Gt Northern war. Indian mutiny.


We also produce 2 Dragon Productions Dark ages,
Samarai and Colonial ranges.

Note new Address: Dixon Miniatures, Unit 24,


Queens Square Business Park,
Huddersfield Road,
Honley, Holmirth,
HD9 6QZ.
Tel: (+44) 01484 660246
Email: dixonminis@aol.com

www.dixon-minis.com

WI292 C.indd 1 9/12/11 15:53:23


Latest 28mm releases to the 1st Corps Macedonian Successor range

MSS 50 Tarantine Cavalry (4 figures) £9.00 MSS62 Wrecked scythed chariot £8.00
MSS 51 Tarantine Cavalry Command (4 figures) £9.00

Also new additions to the Kingmaker Miniatures range of late medieval figures.
Longbowmen, dismounted knights with polearms and Early Condotta characters.Check the website for more details.

1st Corps are now stocking flags by Battle Flags


3 The Parkway, Snaith, Tel: 01405 860094 Now available at
East Yorkshire 01405 862928 P&P Rates shows and online from
DN14 9JN, U.K. Mobile: 07732563508 Europe: 10%
Curteys Miniatures
available between 10am and 7pm Monday to Friday
Rest of World: 15% www.kingmakerminiatures.com

ARCANE
Scenery and Models
We stock a huge range of miniatures
and scale models with big name brands
such as Warlord Games, Tamiya,
Perry Miniatures, Victrix and more!
Our comprehensive range is always
expanding and includes many different
hobby and modelling materials such
as glues, plasticard, dice, tools, airbrushes,
paint, finishing materials and of course
scenery.
Whatever your hobby needs you can find
what you need at Arcane.
www.arcanesceneryandmodels.co.uk
stores.ebay.co.uk/Arcane-Scenery-and-Models
#0115 9704908

WI292 D.indd 1 12/12/11 10:12:52


FRONT RANK 28mm Napoleonic Wurttemberg
Figurines Line Infantry 1807 - 1812
SEE OUR WEBSITE FOR FULL DETAILS
AVAILABLE NOW
www.frontrank.com or call for a list more releases to follow
Our finely detailed metal
figures are made in Britain
Little or no assembly required
Most sold individually &
in money saving packs

Figures painted by El Mercenario


Sold unpainted
Figures actual size 28mm

Front Rank Figurines The Granary Banbury Road Lower Boddington Daventry Northants NN11 6XY (U.K)
Tel : + 44 (0) 1327 262720 Fax : + 44 (0) 1327 260569 website www.frontrank.com
28mm ranges : 100 YEARS WAR WARS OF THE ROSES WAR of the SPANISH SUCCESSION LATE 17th CENTURY
JACOBITE REBELLION FRENCH INDIAN WARS 7 YEARS WAR AWI NAPOLEONIC 40mm range : AWI

WI292 E.indd 1 9/12/11 15:54:38


Tunbridge Wells Wargames Society presents

Cavalier 2012
The Angel Centre, Tonbridge, Kent, TN9 1SF Sunday 4th March 2012
th
Sunday, 26 February 2012 10.00am to 4.00pm
10:00 until 16:00
• Admission: £4.00; Women and under 16s: Free.
• This event is supporting the charity Combat Stress.
• Approximately 40 traders will be attending.
• Visiting clubs will present demonstration games to see the hobby in
action, as well as participation games to join in.
• A large ‘Bring and Buy’. Booking Forms are available in advance.
• For further details see our website www.twws.org.uk.
Catering is provided by
Perfect Platters of
Tonbridge, and there will
be a bar available from
11.00 onwards.
The Angel Centre is 5
minutes on foot from
Tonbridge Station and is Fitzharrys School, Abingdon, OX14 1NP
surrounded by extensive Participation / Demo games, Bring & Buy, Traders, Food.
FREE car parking.
For more Information contact:
TWWS meets on the 1st
and 3rd Sundays each Paul Smith - 01235 529264
month in Speldhurst Parish Simon Davies - 07921 239722
Hall. Email: overlord_awc@hotmail.com
Free parking and all welcome to come along and have a fun day.
CHECK OUT WEBSITE FOR LIST OF TRADERS ATTENDING
www.abingdonwargames.org.uk

WI292 F.indd 1 9/12/11 15:58:33


Alumwell Wargames Society
Presents the 35th

T H E W E S T M I D L A N D S M I L I TA RY S H O W
SUNDAY 11th MARCH 2012
Aldersley Leisure Village, Aldersley Road,
Wolverhampton, WV6 9NW.
South of Junction 2 M54.
Follow the signs for ‘Aldersley Leisure Village’.
40 Plus Traders, Wargames and Modellers.
B&B. Bar and Food. Excellent Facilities
with Free Car Parking.
Open 10.00am - 4.00pm
Adults £3.00 Children £1.00
Family ticket £5.00
Enquiries: Dave Jarman 01902 847900
Paul Yates 0121 358 2900
Email: david.jarman4@virgin.net
Website: www.alumwellwargames.co.uk

WI292 G.indd 1 9/12/11 15:55:32



30 & 28mm white metal figures for collectors & wargamers

1809 Range Napoleonic French Line Infantry

LATEST RELEASES!
Napoleonic Westphalian Guard Horse Artillery
Napoleonic Westphalian Guard Chevauleger
1796 Range - Austrian Hussars
1809 Range - French Guard Fusilier Grenadiers

Send £4 for catalogue & sample figure


26 Bowlease Gardens, Bessacarr, Doncaster, DN4 6AP, UK
Tel: +44 (0)1302 530038
Email: sales@eliteminiatures.co.uk
www.eliteminiatures.co.uk

WI292 H.indd 1 9/12/11 15:58:03


WI292 Minis:Layout 1 9/12/11 16:01 Page 1

Turn your Lead to Gold!


Is the loft threatening to collapse? Are you ever going to paint
those figures? Would you like the cash to start another period or scale?

I buy collections of of painted or unpainted figures, any make or scale


including Games Workshop and historical figures. Also Board Games,
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I will buy your entire collection (not just the good bits), pay in cash, and
collect the items from your door. No distance is too far.

Contact me on 01902 722213, email bigbadwolf@blueyonder.co.uk or


write to Rob Palmier, 23 Clanfield Avenue, Wolverhampton,
West Midlands, WV11 2QU.

QUICKMARCH MINIATURES
DISCOUNT WARGAMES
FLAMES OF WAR
PRE-PAINTED FIGURES
COMMISSIONED PAINTING SERVICE
Contact: martin@quickmarchminiatures.com
+44 (0) 7796188863
www.quickmarchminiatures.com

Mini adverts (as shown below) are available at the very economical price of £25 (from US$40) per insertion. You mini advert can
include a photos/illustration and logo and will be 45mm high by 65mm wide. Contact adverts@wargamesillustrated.net

DRUM & FLAG


The Online Toy Soldier Shop

UP coming Events
* Vallejo paints & brushes 11th feb: Dystopian Ocean II. 1 Day
Dystopian Tournament
* 1/72, 1/32 & 28mm plastics 25-26th feb: Iron Helix. A LOSE Warmachine-
* Wargames scenery & terrain Hordes Campaign Weekend
3-4th mar: Fear Naught - Flames of War
* Kits & hobby supplies Campaign weekend
* Armies in Plastic, TSSD 14-15th Apr: A VonWar 2 Day 2300pt Tournament
5th MAY: We will be at Legionary. Call and pre-
* Britains Deetail, CTS, BMC order to collect at the show and get
a 20% off RRP discount
* Del Prado, Lord of the Rings
* Online guides & gallery
www.stores.ebay.co.uk/drumandflag Want outstanding
www.drumandflag.com customer service
and excellent prices?
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Please see our Website for more details on these and our other events
Unit 3 Commerce Close,
Extensive catalogue Westbury, Wilts BA13 4LS
in all scales.
triplehelixwargames@hotmail.com
All correspondence to Available from www.facebook.com@triplehelixwargames
Arcane Scenery & Model ebay shop & website:
C% Peppercorn http://stores.ebay.co.uk/arcane-scenery-and-models
www.arcanesceneryandmodels.co.uk Tel: 01373 855380 / 855390
Lodge, Moor Lane, North Star Military Figures: www.northstarfigures.com

Caistor, Lincs. Also at U.K. Shows with Warlord Games

LN7 6SD
And in the USA, recreational conflict:
www.recreationalconflict.lusagi.com
www.triplehelixwargames.co.UK
T h e W O R L D ’ S P R E M I E R TA B L E T O P G A M I N G M A G A Z I N E

E
To go large: The act of up-sizing from regular
GA MING
M AG
AZIN
to large, or from large to extra large etc.
P REMI
E R TA
BL ETOP
Definition - The Urban Dictionary
LD’S
WOR
The

Three battles, 28 players, 564 square feet of


terrain and over 8,000 figures, in the next
issue of Wargames Illustrated we enter the
world of giant wargames, and beguile you
GIANT with a collection of articles focusing on
S
TABLE gaming on a gargantuan scale.

Our theme coverage takes in battles from


the Fall of Rome, The War of Austrian
Succession and The American Civil
War, and we meet some of the men
who’s passion for pewter extends to
extraordinary lengths.
WHEN
AMES
WARG GE’
A R As ever there will be plenty
‘GO L
HAITI more to enjoy, with articles
1802 covering a range of
r for different periods.
The Wa
dence
Indepen WI293 hits the stores
in late February,
order your copy today,
or better still -
never miss an issue and
arch
2012 subscribe online at
293 - m 6.50
Issue es

www.wargamesillustrated.net
•€ hussit Jan Zizka
£4.50 s $1 .0
2 0 ors of
0 • Au ible The warri
US $8.5 s poss
irty a n in Africa
figh t as d gio Le
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The Fren
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“go to uppe Normandy E!
MOR
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The Para
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and co
artwork
Cover

WI292 Next Issue Page.indd 2 12/12/11 15:59:26


286 Wayland.indd 1 14/9/11 11:06:11
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