Thursday, March 29, 2012

Sikh Wars Game Engine

I thought I'd share my game engine I use for solo scenarios. You will need a few dice: d12, d8 and several d6.

I'd just add, the General Army Objectives list a siege for a roll of 12. It is the smaller command that defends.

Wednesday, March 28, 2012

Fighting The Sikh Wars using Bundock & Bayonet.

Sorry to have been away so long. I had downloaded a trial version of Sam Mustafa's "Maurice " rules and began re-arranging my Seven Years War collection. As you know, collections always cry out for another few units and I've been painting for the SYW the past two months. 


Today I hope to show you a game using a set of rules designed by Robert Cordery, found at: . Look under his websites links; go to Colonial Wargaming, it's in there as a PDF.

Anyways, I'd forgotten how nicely this game plays, especially solo. I used a random force generator along with a set of random die rolls, this gives the terrain map. 

So here we see the layout, the map called for jungle/scrub on all four corners and one clump in the British center (go figure)! The British have a force of 4 cavalry units, 6 infantry units and two Bengal Horse Artillery units.  I used one British unit and two Sepoy units and the ratio. The 3rd Dragoons can be just seen taking two hits from long range fire from the pesky Sikh heavy artillery just to the left rear of the regular Sikh dragoons.

The Sikhs initially have 4 cavalry units, a Camel jingal unit, 2 heavy artillery units and 4 infantry. Following on, for turn four, is a cavalry brigade.

The objective was for the Sikhs to hold a ford over the river to their rear (left of picture); and the British needed to take and hold (two turns) an 18 inch section for a crossing. As it was the Sikh commander felt a good offense was in fact defense, and you can see the eager infantry, dragoons and camel jingal moving to make contact.

The Sikh cavalry makes contact with the 3rd Dragoons, and the British take the worst of it. Horse artillery and infantry come up in support but the dogged Sikhs stick around. In the distance some Gorchurras are giving the Sepoy cavalry a similar "run for their money". The Sikh's heavy batteries are plinking away each turn with long range fire. Ouch!

This poorly framed shot does show another Sikh dragoon unit being stopped by the Guides cavalry. In the distance the Camel jingal continues to harass the British Sepoys, the Gorchurras are holding their own (miracle), and luckily the Nasiri Bn., (Gurkhas), has broken out from the central jungle to chase of the jingal. The smoke shows the frequency of the cannonades. 

If we leave the cavalry melee and look down the battle line, we see the Gorchurras in flight to the river. The victorious Sepoy cavalry has pursued them, and are now giving their full attention to the heavy gun near the jungle's  edge.

The British have finally formed line from their marching columns and are preparing for a rollicking infantry fight.

I say infantry fight, because the left flank British cavalry seen here a being chewed up by their very successful Sikh counterparts. Also, the randomizer has another 3 Sikh cavalry units and a Horse gun arriving on turn 4!!!

Here we can see the weight of the following cavalry brigade arriving; two more regular Dragoon units and another of Gorchurras. The Horse artillery is already deployed and pounding the British infantry units trying to support their faltering cavalry wing. The Gurkhas have finally caught the camel gun and are about to carve the beast up, “Ayo gorkhali !”.

The infantry lines are pressing forward. The Gurkhas are finding the camel a tough go. The supporting British infantry have by-passed the remains of the cavalry scrum and are moving on the river, hoping to tie down more of the arriving Sikh cavalry. 

Far in the distance, the lancers are pushing forward as well; eager to meet the fresh Sikh dragoons.

In this near-side shot from the Sikh's view, the Lancers have easily done away with the Dragoons and are now well into their next victim, infantry NOT in square!
Gorchurras are in support, but will their weak morale allow them to help?

The Dragoons rally, and rejoin the fight. They are sent against a British infantry unit that has out-flanked the Sikh gun. The gunners to their credit have been battling the Sepoys for two turns; you can almost see them darting in and around their gun, stabbing up at the horses with tulwar or ramrod. More Sepoy infantry, the 51st BNI, are coming up in support. It won't be long now!

Back on the Sikh left, a lone square of british infantry have attracted the attention of all the remaining enemy cavalry. To the top left, just out of the picture, a Horse gun begins "saluting" the enemy's cavalry.

The cavalry begin to pull back to the river. The Sikh infantry are pushed back from the entrenchments but defeat their British attackers. Now the Gurkhas prepare to take the works again. The lancers and Sepoys press on the left as Gorchurras slink across the river on their way home.

The combined arms effect of lancer cavalry and Gurkha determination clear the works. British and Sepoy infantry secure a section of river crossing. The Sikh gunners did manage to get their gun off across the river as well as some remnants of infantry. One gun, though, remains a prize!

I really enjoyed the flow of this game. There was a nice to-and-fro. The system uses cards to drive the action; with higher value cards acting sooner. I deal the cards out face down and place them randomly; turning them over can cause a great deal of joy or alarm. Great fun!