Lead Adventure Forum
Miniatures Adventure => Colonial Adventures => Topic started by: Phil Portway on June 15, 2024, 10:23:39 PM
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8x 6 table. British column had to relieve the fort! Quite a few HR's used. 65 Points for both sides
(https://hosting.photobucket.com/images/nn208/1815philip/DSC05189.JPG?width=960&height=720&fit=bounds) (https://hosting.photobucket.com/images/nn208/1815philip/DSC05189.JPG?width=960&height=720&fit=bounds)
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What a magnificent display. Looks like a splendid game. Could you tell us a bit more about it?
Who won?
What house rules did you use?
What is the fort made out of?
Thank you
CK
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An elephant! And "levitating" soldiers. What's not to like.
HR???
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An elephant! And "levitating" soldiers. What's not to like.
HR???
lol lol
House Rules
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What a magnificent display. Looks like a splendid game. Could you tell us a bit more about it?
Who won?
What house rules did you use?
What is the fort made out of?
Thank you
CK
The British got two baggage to the fort, but the Afghans managed to pinch two
The British force was at 50% and the Afghan had lost 40%, so we deemed it a draw!
The Fort is the Village Green Resin fort
I will put the HR's up later
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Now I need to get me an elephant pulled gun. It never ends... lol
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Now I need to get me an elephant pulled gun. It never ends... lol
I had Nellie in my Stash, so thought it appropriate to put some paint on her!
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Nice looking table, where did you get the fort? Is that hand made?
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Nice looking table, where did you get the fort? Is that hand made?
It's the "Beau Geste" fort from Village Green
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Lovely tabletop there. I really like the irregular sabot bases, they always look good for loose formation units.
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Great looking game! Well done...
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Spectacular game! Well done!
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Looks fun
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What house rules did you use?
Two different colour chits for each side, per unit in a bag
A single different coloured chit for End of Turn (Optional)
Cic & 2iC move at the end of the turn (After all units have activated)
CiC- When attached to a unit can reroll Rally/Pin Roll
2iC- When attached to a unit can reroll “activation” Roll
Double 1s - When rolling for activation/ Unpinning - unit retreats full move!
Double 6s - When rolling for activation/ Unpinning - unit gets to do an extra activation! eg: Rally & Move, Move & Fire, Fire twice!
When shooting, more 1s than hits, Ammo low, can either fire half figures (until resupplied), or not fire next turn to resupply (can still do any other action).
At 50% losses, each unit of affected force take a Rally Roll, if fail takes a Pin Marker
At 75% Losses, Force withdraws from the field or are captured if within 6” of the Enemy.