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Thursday, 9 July 2009

News from the Front! – COW2009: Odds and Ends 2

I spent some time over the past few days sorting out the stuff I brought back from COW2009. Besides the money and cheques given to me by people who have already booked for COW2010 (18 to date!), I bought some bits and pieces from Nick Huband and was given a couple of books.

Solferino 1859

Richard Brooks very kindly gave me a copy of his latest book for helping him produce both the game SOLFERINO IN THIRTY MINUTES and the PowerPoint presentation for his talk A TRANSITIONAL WAR – ITALY 1859.

This was an unexpected gift, and I look forward to reading it sometime during the next few weeks.

Donald Featherstone’s Wargaming Airborne Operations

This is one of the latest additions to John Curry’s HISTORY OF WARGAMING PROJECT reprints. John gave me a copy because he had very kindly included my wargames rules RED FLAGS AND IRON CROSSES – TARRED AND FEATHERSTONED as an appendix to the text of Don’s original work.

Don read my rules and I understand that he was quite complimentary about them, which is why, when he suggested that they be re-titled for the book TARRED AND FEATHERED, I had no objection … well I couldn’t be churlish and refuse him of all people, could I?

20mm – It may be passé but I love it!

Knowing that I love 20mm/1:87th scale figures and models, Nick Huband contacted me before COW2009 with the offer of a large boxful of ROCO Minitanks and 20mm AIRFIX figures. He duly turned up with a large cardboard box brimming with models and figures that Tim Gow and I split between us.

A column of ROCO Minitank Tigers, following an armoured half-track and Kubelwagen, are about to pass between some ordinary German Infantry.
Tim had all the US tanks and vehicles whilst I had all the German tanks and vehicles as well as a large number of old 20mm AIRFIX German and British infantry. All had been painted to a very reasonable standard and will be appearing on my tabletop in due course. Nick also gave me several boxes of painted 15mm World War I figures – all of them Americans – which I hope to rebase in the near future for WHEN EMPIRES CLASH! He charged me a very reasonable price for the stuff he sold me, and I intend to put it all to good use as soon as possible.

Wednesday, 8 July 2009

Computers: love 'em or loath 'em?

Last night I finally managed to fix the problem with my wife's computer by reinstalling the operating system. I don't understand what caused part of the MS Windows XP operating system to become 'corrupt', but I suspect that it was a combination of an automatic 'update' taking place at the same time as there was a lightning strike in the local area.

Reinstalling the operating system has worked ... but most of my wife's data files (including photographs) were 'wiped' as a result. Luckily I had done a backup for her a couple of weeks ago, which means that she has actually lost very little data. Had I not done the backup, a lot of work – and images of the places we have visited since we took up Cruising – would have been 'lost'.

The moral of this story is that computer users should backup their files every couple of days if they want to minimise data loss. My wife never saw the point of doing this before; now she does!

Computers … I love ‘em when they work and loath ‘em when they go wrong!

COW2009 is over! Can't wait for COW2010!

COW2009 is now over ... and already I have begun planning for COW2010.

Next year's COW (Conference of Wargamers) will be the thirtieth, which is a major milestone for Wargame Developments to pass. I suspect that there will be a bit of time for reflection – for example, has the organisation achieved any of its original objectives – but that most of the attendees will be looking forward to what they will do next and not backward to what has happened (or not) in the past.

Wargame Developments has always been forward looking group of people, and hopefully this will continue.

PS. I already have over fifteen bookings for COW2010, so things are looking good already!

Tuesday, 7 July 2009

News from the Front! – COW2009: Odds and Ends 1

Because there is so much going on at COW, I cannot always get round to see or photograph everything. The following report is illustrated with images sent to me by Graham Evans, who put on one of the sessions I 'missed'.

The East is … Er … Sort of a Sandy Colour (Images © Graham Evans)

This session gave Graham Evans the opportunity to run one of his ongoing series of games about President-for-Life Joga-Joga, and the numerous attempts to end his tenure in office.

The figures and models are 15mm scale, and come from Graham’s extensive collection. The rules are his own development of Chris Engle’s POLITICS BY OTHER MEANS.

The Wha-li's elite camel fanatics charge the President as he emerges from the wreck of his command carrier.

A close-up of the President. He is just about to be attacked by the Wha-li's elite camel fanatics.

The President-for-Life goes prone, showing his penny base to the massed ranks of Condimenti's Parachute Brigade.

Monday, 6 July 2009

News from the Front! – COW2009: Report 3

Sunday Morning

A Transitional War – Italy 1859

Richard Brooks gave a fascinating and well-illustrated talk about the about the war of 1859 in Italy. He presented compelling evidence that the war was the first ‘modern’ war between nations.
A Potted History of Wargaming

John Curry is working on a long-term project to make early out-of-print books about wargaming more freely available, and this lecture was based on his recent talks to early pioneers of modern wargaming including Donald Featherstone and Charles Wesencraft.
Fire So Close You Are Splashed By His Blood

This was a play-test of the current version of David Bradbury’s rules for fighting battles between 16th century Mediterranean galleys.

The game used textured, rigid plastic for the sea, and some lovely scale model buildings – including one bought as a tourist souvenir – to represent a Mediterranean fortified port.
When Empires Clash!

Tony Hawkins finally managed to take part in a play-test of WHEN EMPIRES CLASH!. His British force destroyed the attacking Mahdists without loss.
Sunday Afternoon

John Bassett’s America

Originally intended to take place outside in the grounds, the weather forced John Bassett to deliver his talk about his time in the USA – particularly that part of it that he has spent visiting the numerous battlefields of the Texan War of Independence and the Civil War.
And finally ...

As I was writing this I noticed that is the 200th blog entry I have made.

Thank you for reading my random thoughts, and I hope that all my blog readers will continue to do so in future.

Saturday, 4 July 2009

News from the Front! – COW2009: Report 2

Saturday Morning (Part 2)

Naseby

Phil Steele ran a session about the Battle of Naseby. It was well attended, and participants included Will Whyler, Tony Hawkins, Jonathan Crowe and Alex Kleanthous.
When Empires Clash!

Wayne Thomas and David Brock help play-test the latest draft of WHEN EMPIRES CLASH! Nigel Drury also attended this impromptu session and made valuable contributions to the after-game discussions.
Alarm! Alarm!

The morning session was interrupted by the fire alarm, which allowed the staff and conference attendees to practice the evacuation procedures. As expected, this went without a hitch. Although there was no evidence of an actual fire – it was probably a false alarm triggered by an insect entering one of the sensors – the fire-fighters insisted on searching the building before anyone was allowed back in.

The local Fire Brigade arrive on scene.

The opportunity of having everyone present was too good to miss, and several ‘team photos’ were taken … thanks to the chef!
Middle Age Spread

MIDDLE AGE SPREAD is the latest game to be developed by Richard Brooks and Ian Drury using the RED SQUARES game architecture. Two battles – including Flodden – were re-fought during the session.
Sharp End

John Salt makes his point during Phil Barker’s SHARP END game.

Phil Barker moves some troops forward as Jonathan Crowe, John Armatys, Steven Bowns, and Nick Huband look on.
Saturday Afternoon

I took part in the Airsoft session, as a result of which I came away with several nasty bruises – two of them due to the accuracy of THE NUGGET editor’s firing – and the need to take a shower (it was very warm and humid, and you do not Airsoft is thin clothes!).

After Dinner Games – Saturday Evening

Falklands Task Force Commander

This game – designed by John Curry – recreated the problems faced in 1982 by the men who led the Falklands Task Force. Those taking part included Jerry Elsmore, Alan Paull, and Rob Cooper.
The General

As usual Tim Price managed to combine figures and well produced graphics with innovative game design to produce an excellent recreation of the famous incident during the American Civil War.
HMS Belfast WW2 Damage Control Game

Jim Wallman ran this game on HMS Belfast earlier in 2009. The players – Rob Doe, Will Whyler, and Rob Roriston – managed to contain the growing number of damage control problems that arose during the game.
Gettysburg

Martin Wallace of Warfrog put on an additional session of his newly-published game, GETTYSBURG for Tony Hawkins and Graham Evans.
Rubicon

This is John Bassett’s game of plot and counter-plot in Republican Rome. The conspirators included Rob Cooper, Tim Price, Will Whyler, David Bradbury, Chris Ager, Alex Kleanthous, Ian Drury, and Wayne Thomas.
Churchill Troop Commander

John Salt laid on an interesting session that put the players into the roles of Churchill tank commanders.

Each player had a control board on which they marked their actions and decisions for each turn of the game.

News from the Front! – COW2009: Report 1

After a rather bad journey due to three ‘incidents’ (i.e. road traffic accidents) on the motorways that I should have used to get to Knuston Hall, I finally made it there just in time for dinner.

The Plenary Session and Game

After dinner, it was straight into the plenary session. By tradition, the plenary session starts with a short introduction by the organisers, followed by an equally short plenary game.

A general view of the introductory part of the plenary session.
This was a very short icebreaker devised by Chris Ager. Teams of ‘planners’ had to devise a plan to assassinate a famous historical figure. Using charades, cut-out pieces of paper and Play Dough – but no talking or writing – they had to communicate their ‘plan’ to a team of ‘assassins’ whilst ‘bodyguards’ watched. The ‘assassins’ who got the details of the ‘plan’ right before the ‘bodyguards’ could work it out won.

This was just the right sort of game to play at the start of COW – it was short, funny, and introduced everyone to each other.

The results of the plenary game are announced.
After Dinner Games – Friday Evening

Then it was on to the After Dinner Games (ADGs). Richard Brooks and I ran SOLFERINO IN THIRTY MINUTES. It took longer than that to play because the players were interested in how the game worked as much as they were in playing it, and it went well.

Wayne Thomas, Nigel Drury, David Brock, Tony Hawkins, and Matthew Hartley discussing aspects of SOLFERINO IN THIRTY MINUTES with Richard Brooks, its designer.
Saturday Morning

This morning started with a pre-breakfast chat in front of the Hall.

A group of attendees enjoy a short break in the fresh air before breakfast.
Then the main sessions of the morning began.

Trial by Battle

Graham Evans's TRIAL BY BATTLE game attracted a variety of players including Jim Wallman and Tim Price.
Tipperary Mbali Sana Sana

As always, Wayne Thomas and David Brock came up will an excellent game. TIPPERARY MBALI SANA SANA used 10mm figures and models to recreate a battle during the 1916 East Africa campaign.
The Future Generations Experience

Rob Cooper experiences the problems of running a country during the 21st century in Michael Young's THE FUTURE GENERATION EXPERIENCE.
AK-47

Martin Goddard (AKA Peter Pig) and Rob Roriston explaining how to play the newest version of RFCM's AK-47 rules to David Bradbury and John Curry.
Gettysburg

Martin Wallace of Warfrog laid on an impromptu game session using the newly-published GETTYSBURG game. It attracted numerous players including Bob Bowman, Matthew Hartley, Nigel Drury, Alan Paull, and Phil Steele.

Thursday, 2 July 2009

COW starts tomorrow!

I have spent most of my spare time today getting my stuff ready for COW (the annual Conference of Wargamers that is organised by Wargame Developments) that starts tomorrow.

Usually I have the Friday of COW off, but I have to work tomorrow until the late afternoon, which means that I have to get everything ready today. I have packed:
  • SOLFERINO IN THIRTY MINUTES for the session Richard Brooks and I will be running on Friday evening
  • The Anglo-Egyptian and Mahdist armies, gridded battlefield, and terrain for WHEN EMPIRES CLASH so that I can run a play-test with my old friend Tony Hawkins if time permits
  • My laptop computer and digital camera (in the hope that I will be able to make some blog entries whilst at COW)
  • My Airsoft kit (including all the necessary safety gear) for the session on Saturday afternoon
I am really looking forward to a stimulating weekend of wargaming, and hope that the weather stays fine but not too warm.

Wednesday, 1 July 2009

When Empires Clash! – New draft of the rules now available

As I had hoped, I managed to finish redrafting the rules today, and they are now available to download as a PDF from the RED HEX WARGAMES website. The password you will need to download this latest version is wec02.

The rules are substantially more detailed than previously but the basic game mechanisms are the same. The impact of the recent play-test can be seen in some areas of the new rules, particularly with regard to:
  • Stands that initiate and then lose Close Combats
  • Protecting stands that form part of a Square from being flanked
The next draft will hopefully introduce rules for aircraft and ships, but that will have to wait until after COW (the Conference of Wargamers) which begins on Friday 3rd July.

Tuesday, 30 June 2009

When Empires Clash! – Play-test 1

This solo play-test was devised to test some of the ideas that have been included in the most recent draft of these rules including:

  • The use of 2D6s for European troops and D12 for Native troops to simulate the asymmetry between the rigid and predictable European style of warfare and the more fluid and unpredictable Native style of warfare
  • Making the number of stands a Commander can activate each turn depend upon their ability as well a their dice score
  • Changes to the Combat system, particularly the difference between Fire and Close Combat, the effect of firing into the rear or flank of an enemy stand, and what happens when a stand recoils as a result of Combat
Setup

A fairly open battlefield was set up, with the Mahdist baseline being a line of rocky hills separated by two narrow gorges through which the Mahdists would deploy.

The battlefield.
The British and the Mahdists each threw 8D6s to determine the size of the force they would command, and both threw a total of 32.

The British Commander selected six stands of British Regular Infantry, a British Rifled Field Artillery stand, a British Machine Gun stand, and a Pack Transport stand. The Commander then threw a D6 to determine his ability. The score was 5, and his ability was rated as being ‘Average’.

The British force. The Infantry stands are drawn from English and Scottish Line Regiments, as is the Machine Gun stand. The Royal Artillery are represented by a stand of Rifled Field Artillery.
The Mahdist Commander selected four stands of Jihadia Infantry, eight stands of Mahdist Spearmen, three stands of Mahdist Cavalry, and a Mahdist Smoothbore Field Artillery stand. The Mahdist Commander then threw a D6 to determine his ability. The score was 1, and his ability was rated as being ‘Poor’.

The Mahdist force consisted mainly of Mahdist Spearmen, with some Jihadia Infantry, Mahdist Cavalry, and Smoothbore Field Artillery.
Both sides then threw a D6 to determine how many squares in from their baseline they could deploy. The British threw 5 and the Mahdists threw 4.

Turn 1

Both sides threw for initiative; the British scored 7 with their 2D6 and the Mahdists scored 1 with their D12.

The British threw 2D6 to determine how many stands they could activate. The score was 11, to which was added 2 to reflect the ability of the Commander. The total score was 13, which allowed the British to activate all their stands.

The British Rifled Field Artillery stand moved forward two squares and opened fire on the Mahdist Smoothbore Field Artillery stand. The British Rifled Field Artillery threw 2D6 and scored 5; when the necessary additions and subtractions were made, the final score was 8 (5+3). The Mahdist Smoothbore Field Artillery threw a D12 and scored 4; when the necessary additions and subtractions were made, the final score was 7 (4+2+1). The Mahdist Smoothbore Field Artillery stand was forced to recoil up to two squares, which it did.

The rest of the British force advanced two squares forwards and deployed into Square. Because they were out of range they did not engage the enemy.

The British Square with the Machine Gun stand and Rifled Field Artillery stand forming the two foremost corners.
The Mahdists threw a D12 to determine how many stands they could activate. The score was 7, to which was added 1 to reflect the ability of the Commander. The total score was 8.

The Mahdist Commander decided that the best course of action was to engage the British as soon as possible. As a result he moved his three Mahdist Cavalry stands forward and deployed them into a line facing the right-hand corner of the British Square. He also moved five stands of Mahdist Spearmen forward to threaten the left-hand corner of the British Square.

The Mahdists advance.
Turn 2

Both sides threw for initiative; the British scored 8 with their 2D6 and the Mahdists scored 2 with their D12.

The British threw 2D6 to determine how many stands they could activate. The score was 8, to which was added 2 to reflect the ability of the Commander. The total score was 10, which allowed the British to activate all their stands.

The British Rifled Field Artillery stand opened fire on the central Mahdist Cavalry stand. The British Rifled Field Artillery threw 2D6 and scored 9; when the necessary additions and subtractions were made, the final score was 14 (9+3+2). The Mahdist Cavalry threw a D12 and scored 3; when the necessary additions and subtractions were made, the final score was 5 (3+2). The Mahdist Cavalry stand was destroyed. British Rifled Field Artillery did not move after it had fired.

The British Commander decided not to activate any more of his stands, and the British force remained in Square and awaited the forthcoming Mahdist attack.

The Mahdists threw a D12 to determine how many stands they could activate. The score was 6, to which was added 1 to reflect the ability of the Commander. The total score was 7.

The Mahdist Commander decided to continue the advance on the British Square. He first moved the remaining two Mahdist Cavalry stands forward so that they could engage the right-hand corner of the British Square in close combat.

The first Mahdist Cavalry stand was able to attack the British Rifled Field Artillery stand in the flank. The Mahdist Cavalry threw D12 and scored 10; when the necessary additions and subtractions were made, the final score was 14 (10+2+2). The British Rifled Field Artillery threw 2D6 and scored 4; when the necessary additions and subtractions were made, the final score was 7 (4+3). The British Rifled Field Artillery stand was destroyed.

Note: As presently written the fact that the British Rifled Field Artillery stand formed the corner of the British Square did not protect it from being flanked. This has made me realise that I need to include a rule that ensures that stands that form part of an unbroken Square cannot be flanked.

The second Mahdist Cavalry stand was able to attack the leading right-hand British Regular Infantry stand. The Mahdist Cavalry threw D12 and scored 3; when the necessary additions and subtractions were made, the final score was 5 (3+2). The British Regular Infantry threw 2D6and scored 6; when the necessary additions and subtractions were made, the final score was 13 (6+3+2+2). The Close Combat had proved to be indecisive, although both sides remained in contact.

Note: The result of this Close Combat has made me realise that a stand can initiate a Close Combat, lose it, and suffer little or no consequence as a result. I will therefore have to amend the Close Combat results to ensure that this does not happen in future battles.

The Mahdist Commander then moved forward, accompanied by the Mahdist Smoothbore Field Artillery stand and the three remaining stands of Mahdist Spearmen.

The initial Mahdist attack destroyed the British Rifled Field Artillery stand.
Turn Three

Both sides threw for initiative; the British scored 3 with their 2D6 and the Mahdists scored 1 with their D12.

The Mahdists threw a D12 to determine how many stands they could activate. The score was 8, to which was added 1 to reflect the ability of the Commander. The total score was 9.

The Mahdist Commander moved the Mahdist Cavalry stand that had destroyed the British Rifled Field Artillery stand during the last move forward into the flank of the right-hand British Regular Infantry stand. The Mahdist Cavalry threw D12 and scored 9; when the necessary additions and subtractions were made, the final score was 13 (9+2+2). The British Regular Infantry threw 2D6 and scored 12; when the necessary additions and subtractions were made, the final score was 20 (12+3+3+2). The Close Combat had proved to be indecisive, although both sides remained in contact.

The Mahdist Commander then used the remaining Mahdist Cavalry stand to attack the right-hand British Regular Infantry stand. The Mahdist Cavalry threw D12 and scored 9; when the necessary additions and subtractions were made, the final score was 11 (9+2). The British Infantry threw 2D6 and scored 7; when the necessary additions and subtractions were made, the final score was 14 (7+3+2+2). The Close Combat had proved to be indecisive, although both sides remained in contact.

Note: Yet again the stands that lost the Close Combats suffered no ill effect and confirmed my decision to address this situation in the next draft of the rules.

The Mahdist Commander then moved the Mahdist Smoothbore Field Artillery stand forward, along with Command stand and five stands of Mahdist Spearmen.

The Mahdist Spearmen threatened the British square.
The British threw 2D6 to determine how many stands they could activate. The score was 5, to which was added 2 to reflect the ability of the Commander. The total score was 7.

The British Commander swung the British Regular Infantry stand that formed the right-hand side of the Square through 90° so that they could fire into the flank of the Mahdist Cavalry stand that was next to them. The British Regular Infantry threw 2D6 and scored 12; when the necessary additions and subtractions were made, the final score was 17 (12+3+2). The Mahdist Cavalry threw a D12 and scored 5; when the necessary additions and subtractions were made, the final score was 7 (5+2). The Mahdist Cavalry stand was destroyed.

The right-hand British Regular Infantry stand then engaged the remaining Mahdist Cavalry stand. The British Regular Infantry threw 2D6 and scored 8; when the necessary additions and subtractions were made, the final score was 11 (8+3). The Mahdist Cavalry threw a D12 and scored 2; when the necessary additions and subtractions were made, the final score was 4 (2+2). The final Mahdist Cavalry stand was destroyed.

The left-hand British Regular Infantry stand then engaged the stand of Mahdist Spearmen directly to their front. The British Regular Infantry threw 2D6 and scored 8; when the necessary additions and subtractions were made, the final score was 11 (8+3). The Mahdist Spearmen threw a D12 and scored 3; when the necessary additions and subtractions were made, the final score was 5 (3+2). The leading stand of Mahdist Spearmen was destroyed.

The British Machine Gun stand then engaged the stand of Mahdist Spearmen directly to their front. The British Machine Gun threw 2D6 and scored 7; when the necessary additions and subtractions were made, the final score was 9 (7+2). The Mahdist Spearmen threw a D12 and scored 3; when the necessary additions and subtractions were made, the final score was 5 (3+2). The leading stand of Mahdist Spearmen should have recoiled into the square behind but because they were sharing a square with another stand of Mahdist Spearmen, they were destroyed.

The British Commander chose not to activate any more of his units.

The Empire strikes back! British firepower began to have a major impact on the course of the battle.
Turn 4

Both sides threw for initiative; the British scored 8 with their 2D6 and the Mahdists scored 10 with their D12.

The Mahdists threw a D12 to determine how many stands they could activate. The score was 9, to which was added 1 to reflect the ability of the Commander. The total score was 10.

The Mahdist Commander moved the stand of Mahdist Spearmen opposite the British Machine Gun stand into contact with British Machine Gun stand and engaged it in Close Combat. The Mahdist Spearmen threw D12 and scored 7; when the necessary additions and subtractions were made, the final score was 10 (7+2+1). The British Machine Gun threw 2D6 and scored 7; when the necessary additions and subtractions were made, the final score was 11 (7+2+2). The Close Combat had proved to be indecisive, although both sides remained in contact.

The Mahdist Commander then moved the stand of Mahdist Spearmen in the square behind the Mahdist Spearmen opposite the left-hand British Regular Infantry stand through the leading stand of Mahdist Spearmen so that they could engage the British Regular Infantry stand. The Mahdist Spearmen threw D12 and scored 4; when the necessary additions and subtractions were made, the final score was 8 (4+2+2). The British Infantry threw 2D6 and scored 7; when the necessary additions and subtractions were made, the final score was 14 (7+3+2+2). The Close Combat had proved to be indecisive, although both sides remained in contact.

The stand of Mahdist Spearmen that had been passed through then moved forward to engage the right-hand British Regular Infantry stand. The Mahdist Spearmen threw D12 and scored 9; when the necessary additions and subtractions were made, the final score was 12 (9+2+1). The British Infantry threw 2D6 and scored 8; when the necessary additions and subtractions were made, the final score was 15 (8+3+2+2). The Close Combat had proved to be indecisive, although both sides remained in contact.

The Mahdist Commander then activated and moved forward his Command stand, the Mahdist Smoothbore Field Artillery stand, the remaining three stands of Mahdist Spearmen, and two stands of Jihadia Infantry.

Despite their growing casualties, the Mahdists continued to threaten the British Square.
The British threw 2D6 to determine how many stands they could activate. The score was 12, to which was added 2 to reflect the ability of the Commander. The total score was 14, which allowed the British to activate all their stands.

The British Commander swung the British Regular Infantry stand that had formed the right-hand side of the Square back through 90° so that the Square was reinstated.

The British Commander the ordered the British Machine Gun stand to engaged the Mahdist Spearmen to their front in Close Combat. The British Machine Gun stand threw 2D6 and scored 7; when the necessary additions and subtractions were made, the final score was 11 (7+2+2). The Mahdist Spearmen threw a D12 and scored 4; when the necessary additions and subtractions were made, the final score was 7 (4+2+1). The stand of Mahdist Spearmen recoiled one square to their rear.

The left-hand British Regular Infantry stand then engaged the stand of Mahdist Spearmen to their front in Close Combat. The British Regular Infantry stand threw 2D6 and scored 9; when the necessary additions and subtractions were made, the final score was 16 (9+3+2+2). The Mahdist Spearmen threw a D12 and scored 1; when the necessary additions and subtractions were made, the final score was 4 (1+2+1). The stand of Mahdist Spearmen was destroyed.

The right-hand British Regular Infantry stand then engaged the stand of Mahdist Spearmen to their front in Close Combat. The British Regular Infantry stand threw 2D6 and scored 10; when the necessary additions and subtractions were made, the final score was 17 (10+3+2+2). The Mahdist Spearmen threw a D12 and scored 4; when the necessary additions and subtractions were made, the final score was 7 (4+2+1). The stand of Mahdist Spearmen was destroyed.

The British drove the Mahdists back again.
Turn 5

Both sides threw for initiative; the British scored 7 with their 2D6 and the Mahdists scored 2 with their D12.

The British threw 2D6 to determine how many stands they could activate. The score was 6, to which was added 2 to reflect the ability of the Commander. The total score was 8.

The British Commander the ordered the British Machine Gun stand to open fire on the Mahdist Spearmen to their front. The British Machine Gun stand threw 2D6 and scored 9; when the necessary additions and subtractions were made, the final score was 11 (9+2). The Mahdist Spearmen threw a D12 and scored 3; when the necessary additions and subtractions were made, the final score was 5 (3+2). The stand of Mahdist Spearmen was destroyed.

At this point the Mahdists force was reduced to 50% of its original vale (less the value of the Command stand), which would require them to retreat as soon as possible.

The left-hand British Regular Infantry stand then opened fire on the stand of Mahdist Spearmen to their front. The British Regular Infantry stand threw 2D6 and scored 7; when the necessary additions and subtractions were made, the final score was 10 (7+3). The Mahdist Spearmen threw a D12 and scored 5; when the necessary additions and subtractions were made, the final score was 7 (5+2). The stand of Mahdist Spearmen recoiled one square to its rear.

The right-hand British Regular Infantry stand then opened fire on the Mahdist Command stand to their front. The British Regular Infantry stand threw 2D6 and scored 4; when the necessary additions and subtractions were made, the final score was 7 (4+3). The Mahdist Spearmen threw a D12 and scored 9; when the necessary additions and subtractions were made, the final score was 10 (9+1). The gunfire had been ineffective.

The British Commander chose not to activate any further units.

A close-up view of the Mahdist Spearmen. They are just in range of the British magazine rifles and Machine Gun.

The Mahdists cannot muster enough strength to mount yet another attack on the British Square and prepare to withdraw from the battlefield.
The Mahdists threw a D12 to determine how many stands they could activate. The score was 8, to which was added 1 to reflect the ability of the Commander. The total score was 9.

The Mahdist Commander began the enforced withdrawal, which continued for the next two moves. The British, fearing that they could easily be drawn into a trap, cautiously followed the retreating Mahdists, but were unable to inflict further casualties.

The battle was adjudged to be a ‘Decisive’ British victory!

Comments

This play-test threw up several instances where the ability of stands to flank stands that were forming part of an unbroken Square was unrealistic, as were some of the combat results. I have been redrafting the rules in parallel with this play-test, and these anomalies have now been dealt with.