Lead Adventure Forum

Miniatures Adventure => Colonial Adventures => Topic started by: Plynkes on November 21, 2017, 01:46:22 PM

Title: Unyamwezi - The Land of the Moon
Post by: Plynkes on November 21, 2017, 01:46:22 PM
(http://leadadventureforum.com/gallery/30/163_21_11_17_12_00_36.jpg)

Unyamwezi is a region of East Africa east of Lake Tanganyika and south of Lake Victoria. In the Nineteenth Century it lay on the trade routes and its people, the Nyamwezi, had great success as traders, providing porters for Arab caravans and explorers, and forming caravans in their own right. It was also a region that became riven with conflict, and as such is a perfect venue for Darkest Africa buffs who want to engage in some gaming that is more about the natives and less about the European colonizers. For into this region came the Arabs, looking to get rich trading in slaves and ivory, the fearsome Watuta, who were always up for some hooliganism and trouble, and the land bordered many other warlike peoples who were often dragged into its conflicts. You have a wide choice of interesting armies to play with in this setting. Perhaps greatest of them all were home-grown. For it was here that the Nyamwezi warlords such as Mirambo, and their fearsome ruga-ruga rose to prominence.


The explorers also came this way, for it was rumoured that a great inland sea was located in the region, and the theory was that this great sea was the very source of the Nile. This was the fabled Lake Uniamési, which took its name from the region.

(http://leadadventureforum.com/gallery/30/163_21_11_17_1_00_00.jpg)

Unfortunately, that turned out to be a load of bollocks.

In a kind of reverse case of the fable of the blind men and the elephant, it wasn't a situation of a bunch of smaller parts making up a singular whole, it was just a bunch of smaller parts. Though the great lakes are pretty impressive in their own right, it must be said, they aren't quite the great inland sea that was imagined.

My plan is to recreate on the table top some of the strife that embroiled this region in the early 1860s, as described by the explorer John Hanning Speke, who along with James Grant was in the region at the time, still searching for the fabled Four Fountains of Herodotus, the source of the Nile. He documented the war that was raging between the Zanzibar Arabs and the deposed monarch Manua Sera (Mnywasele). We'll get back to him later. I have another thread running which is documenting my project to build Manua Sera's army, and has some background on him and the conflict. There's no point repeating it here. Go and have a look if you're interested:

http://leadadventureforum.com/index.php?topic=101585.0 (http://leadadventureforum.com/index.php?topic=101585.0)

Unfortunately I haven't made much progress on that of late, but I'm hoping to get back to it soon. In the mean time we figured we ought to actually try out The Men Who Would be Kings to see if it was actually a good fit. I had received this rules set as a gift from a friend last Christmas and on reading the rules they seemed like they would be a lot of fun. But I felt that I was getting ahead of myself planning this whole thing and not having ever actually played these rules. So a test game was cooked up, and how that went is what follows next.

Let's just say things did not go entirely according to plan...



Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on November 21, 2017, 01:46:35 PM
Test Game of The Men Who Would Be Kings - Arabs vs. Tuta
This is a what-if scenario inspired by an incident noted in Speke's writings. Manua Sera, king of Unyanyembe (one of the three major kingdoms of Unyamwezi) had fallen foul of the local Arab traders. The Arabs had been moving into the region in the past decades, and were becoming very wealthy. Unlike his predecessors, who were happy with the caravan work it gave their people, Manua Sera thought he was entitled to a share of their profits and levied a tax on them. They weren't having that and so orchestrated a coup, kicking out the king and replacing him with a more cooperative puppet. Manua Sera fled to the bush, and formed a bandit army of loyal musketeers and other allies who had a grudge with the Arabs. He raided caravans and generally made life difficult for the traders.

Speke says that the Arabs, not wanting to face him themselves, hired a band of Tuta mercenaries to fight a proxy war against their enemy for them. Unfortunately they immediately ignored their orders, and started raiding the surrounding lands themselves, doing more even more harm than Manua Sera's band had. Speke arrived in the Arab town of Kazeh at a time when the depredations of the Tuta we so bad that all caravans and trade had ceased, as the porters were too fearful to leave the towns. He thus found himself stuck there.

This seems to have been an occupational hazard of hiring mercenaries in this region. I have also read of a band of Masai being hired, only for them to pinch a herd of donkeys from their employers and then high-tail it back home up north.  lol

Things eventually settled down, but in our scenario the Arabs decide to march out and deal with their wayward employees.


The setting: A peaceful valley in Unyanyembe...

(http://leadadventureforum.com/gallery/30/163_22_10_17_3_11_00_0.jpg)


(http://leadadventureforum.com/gallery/30/163_22_10_17_3_11_00_1.jpg)

Two lazy boys have been charged with minding the cattle. But they are more interested in chasing girls and abandon their work to do so.



(http://leadadventureforum.com/gallery/30/163_22_10_17_3_11_00_2.jpg)

Unsurprisingly, the cattle get out, and spread out all around the valley.



(http://leadadventureforum.com/gallery/30/163_22_10_17_3_11_00_3.jpg)

The Tuta raiders arrived at this point, and were keen to scoop up all these cattle that don't seem to belong to anybody.

The force is divided into five distinct bands:
The Bringer of Tears (lucky) leads the best unit, a band of fearsome veterans.
The Young Bulls, inexperienced warriors led by the tribe's most famed fighter, Head-Crusher (fine warrior).
The Groin-Rippers, led by Kaba (bald as a coot).
The Widow-Makers, led by Nomba (brutal).
The Flying Birds, led by Goza (Hapless).

The terms in brackets are the leadership characteristics that were randomly rolled. They were a mixed bag, varying from giving re-rolls, being better at melee, to having no effect at all and making them pretty hopeless at leading their troops. This was going to be interesting.



(http://leadadventureforum.com/gallery/30/163_22_10_17_3_11_00_4.jpg)

But they weren't going to have things all their own way, for the local Kazeh Arabs had collectively grown a spine and set out to best them.

They consisted of:
Rameez Hasan (damn good fellow), leading a band of stalwart Baluchis.
Mussoud bin Sayf (short-sighted) leading his fellow Arabs.
Sidi Bangalore (coward), leading a band of, it must be said, pretty hopeless and timid Wa-Ngwana.
Sheikh Hamdan (pleasant manner) commanding the cannon.

Luck had not been kind to the Arabs, all their characteristics either impeded them greatly or had no in-game effect at all. Poor Sheikh Hamdan, having to face a fierce enemy with such an appalling shower. He was far more at home on the veranda of his tembe, taking coffee and exchanging pleasant stories with travelers and traders. But today he had to be a leader.


The opening moves...

(http://leadadventureforum.com/gallery/30/163_22_10_17_3_12_12_0.jpg)

The Tuta make their entrance. The plan? Grab all the cattle they can. It's not simple or subtle, but it is at least a plan. The cattle had been placed semi-randomly about the table by both players before we began, and before we knew who would be entering from which side.



(http://leadadventureforum.com/gallery/30/163_22_10_17_3_12_12_2.jpg)

The Arabs arrive to stop their erstwhile allies. They don't really care about the cattle, as they belong to the local Nyamwezi. But these raiders must be stopped if the trade routes are to reopen.


To be continued...



Title: Re: Unyamwezi - The Land of the Moon
Post by: Andrei1975 on November 21, 2017, 01:57:33 PM
Oh, great photos and a table!
Title: Re: Unyamwezi - The Land of the Moon
Post by: meninobesta on November 21, 2017, 02:13:08 PM
Great to see you back in business :)
Title: Re: Unyamwezi - The Land of the Moon
Post by: Poiter50 on November 21, 2017, 02:17:05 PM
Are your Baobab trees by Schleich?
Title: Re: Unyamwezi - The Land of the Moon
Post by: Malamute on November 21, 2017, 02:36:39 PM
Great to see you getting back into a game with your lovely collection. Keep Em coming. :-*
Title: Re: Unyamwezi - The Land of the Moon
Post by: Dr DeAth on November 21, 2017, 03:09:29 PM
Lovely table and collection of figures you've got there
Title: Re: Unyamwezi - The Land of the Moon
Post by: Romark on November 21, 2017, 03:28:21 PM
Nice background info,lovely mins,looking forward to the bat rep  :)
Title: Re: Unyamwezi - The Land of the Moon
Post by: Jeff965 on November 21, 2017, 03:46:50 PM
Fantastic looking game, love the big trees :-* looking forward to some more :)
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on November 21, 2017, 03:48:52 PM
Are your Baobab trees by Schleich?

Indeed they are. I repainted the leaves in a brighter green, as they come in a somewhat pallid, yellowy colour. Other than that I used them as they came. A pretty nice job had been done on them that I didn't think was worth the effort to try and improve upon.

Title: Re: Unyamwezi - The Land of the Moon
Post by: Traveler Man on November 21, 2017, 03:56:22 PM
Another Plynkes classic coming up!  :)
Title: Re: Unyamwezi - The Land of the Moon
Post by: charla51 on November 21, 2017, 04:16:50 PM
I like the round/oval table: it literally and metaphorically, gives a different shape to the game.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Codsticker on November 21, 2017, 04:45:40 PM
Oh, great photos and a table!
I agree! I love the massive tree- perfect!
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on November 21, 2017, 05:28:37 PM
At first things were easy for the Tuta. They spent the first couple of turns rounding up the nearby stray cattle...

(http://leadadventureforum.com/gallery/30/163_21_11_17_5_01_18_0.jpg)

Three cattle tokens in the bag. This time next year we'll be MILLIONAIRES, Rodney!



(http://leadadventureforum.com/gallery/30/163_21_11_17_5_01_18_1.jpg)

But now the Arabs came into view. They were having some trouble getting organised into their firing line, those feckless Wa-Ngwana were hopelessly dragging their feet (the unit activation rules can make getting your force to do what you want quite troublesome, especially with poor troops who are poorly led, as in this case).

But be that as it may, their very presence forced a change of plan upon the Tuta. They would have to fight now, and so adopted the famous "beast's horns" formation, learned at some cost from their ancestral Zulu enemies.



(http://leadadventureforum.com/gallery/30/163_21_11_17_5_01_18_2.jpg)

Bringer of Tears and his veterans, along with the fearsome Groin-Rippers, formed one horn, advancing under cover down the left flank.



(http://leadadventureforum.com/gallery/30/163_21_11_17_5_01_18_4.jpg)

While the unblooded Young Bulls and the Flying Birds did the same on the right.



(http://leadadventureforum.com/gallery/30/163_21_11_17_5_01_18_3.jpg)

This left Nomba and his Widow-Makers as an unfortunate, and rather nominal combined head-and-loins, with the unenviable task of advancing in the open down the centre. But he was the brutal one, with a reputation for hating his men and delighting in their suffering, so this task was right up his street.


(http://leadadventureforum.com/gallery/30/163_21_11_17_5_03_36.jpg)

Immediately they attracted the attention of Sheikh Hamdan, overseeing the Arab cannon, which he ordered to open up on them. But he had rather underestimated the range, and overestimated his gunners' skill, so they had nothing to show for their efforts other than a lot of smoke and an impressively loud bang. But the opening shots had been fired, and this was now officially a battle, rather than just a case of common cow thievery.

To be continued...



Title: Re: Unyamwezi - The Land of the Moon
Post by: Belisarius on November 21, 2017, 05:35:49 PM
Wonderful, more please 👍
Title: Re: Unyamwezi - The Land of the Moon
Post by: Romark on November 21, 2017, 05:43:18 PM
Excellent  :-*
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on November 21, 2017, 06:46:50 PM
(http://leadadventureforum.com/gallery/30/163_21_11_17_6_57_31_0.jpg)

The left horn, forgetting any idea of coordinated tactics, burst out upon the Arab flank, the Groin-Rippers leading the way.



(http://leadadventureforum.com/gallery/30/163_21_11_17_6_57_31_1.jpg)

While Nomba's men cautiously continued their advance under fire down the centre.



(http://leadadventureforum.com/gallery/30/163_21_11_17_6_57_31_2.jpg)

The Groin-Rippers steeled themselves, ready to charge...



(http://leadadventureforum.com/gallery/30/163_21_11_17_6_57_31_3.jpg)
What a load of Balochs.

But before they got the chance, Rameez Hasan, commander of the Baluchis, wanting to seize the iniative and confident in the swordsmanship of his men, ordered them to charge first.



(http://leadadventureforum.com/gallery/30/163_21_11_17_6_57_31_4.jpg)

A ferocious melee ensued.



(http://leadadventureforum.com/gallery/30/163_21_11_17_6_58_48_0.jpg)

On the other flank, the sounds of battle made the already jittery Wa-Ngwana several shades jitterier.* Waiting for the now out-of-sight Tuta right horn to descend upon them was playing on Sidi Bangalore's nerves. A notorious coward, he was frantically racking his brains for a pressing reason to be ten miles away. Only the manic screaming of the normally genial sheikh kept him and his men in their place.


*I didn't think "jitterier" was even a word, but Firefox's built-in spellchecker doesn't seem to have a problem with it.


(http://leadadventureforum.com/gallery/30/163_21_11_17_6_58_48_1.jpg)

The melee seemed to be turning against the Baluchis, so they extricated themselves and pulled back.

(In the background there we can see Nomba's Window-makers, who were by now starting to take a few casualties from the cannon fire.)




(http://leadadventureforum.com/gallery/30/163_21_11_17_6_58_49_2.jpg)

Just when they thought they were out of it, the Baluchis were charged by the Bringer of Tears. His fierce veterans tore into the flagging Baluchs.




(http://leadadventureforum.com/gallery/30/163_21_11_17_6_58_49_3.jpg)

By the end of the fight only two remained. Rameez Hasan had fallen in battle. His tale was over. Things were looking bleak.



One more of these to come, I think...

Title: Re: Unyamwezi - The Land of the Moon
Post by: Clearco on November 21, 2017, 07:37:15 PM
This is really a PLEASURE to see, Plynkes!  :-* :-* :-*
Title: Re: Unyamwezi - The Land of the Moon
Post by: marianas_gamer on November 21, 2017, 07:50:39 PM
So great to see you back in the game! Wonderful table, minis, and very amusing narration. You are at your best in Africa.
Lon
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on November 21, 2017, 08:05:42 PM
Surprisingly, things settled down now on the Arab right flank. Despite being outnumbered, and their leader being as blind as a bat, Mussoud bin Sayf's men managed to keep all three of the enemy's units in the vicinity at bay. Disciplined musketry was keeping them pinned down and at arms length. Hmmmm. More about that later.


(http://leadadventureforum.com/gallery/30/163_21_11_17_8_11_14_0.jpg)

As the day drew on and the shadows lengthened, over on the other side of the battlefield, the Tuta right horn was emerging from its long flank march through the dense bush.



(http://leadadventureforum.com/gallery/30/163_21_11_17_8_11_14_1.jpg)

They burst into the open, but Sheikh Hamdan was confident that the combined firepower of the cannon and the Wa-Ngwana could prevent them from closing. But he reckoned without Sidi Bangalore. The dirty coward took one look at the bright spears of the approaching enemy and pissed all down his own leg. He wasn't getting paid enough for this malarkey and so he hastily pulled his men back out of the enemy's charge range.



(http://leadadventureforum.com/gallery/30/163_21_11_17_8_11_14_2.jpg)

He had abandoned his comrades manning the cannon, and by themselves they had no chance. The despicable recreant had condemned them to a horrible death, and they went down in a fury of terrifying stabbing.

Sheikh Hamdan, who never wanted much more out of life than pleasant company and conversation, would never again sit on his veranda drinking coffee and regaling his guests. He had fallen, killed by the very men he himself had hired to solve the region's violent problems. Idiot.



(http://leadadventureforum.com/gallery/30/163_21_11_17_8_11_14_3.jpg)

Now was the turn of the Young Bulls. They were eager to wash their spears, for the other bands had won glory this day and they had none. They pursued the fleeing Wa-Ngwana enthusiastically.



(http://leadadventureforum.com/gallery/30/163_21_11_17_8_11_14_4.jpg)

They say fear gives men wings, but the Young Bulls were indeed young, and fit too, and they were in no mood to let their prey escape. They had no desire to be shown up in front of their more experienced brethren. They wanted blood and fell mercilessly on the Wa-Ngwana. Sidi Bangalore's cowardice had not availed him at all. He could not escape the fate he had been imagining for himself all day. Far better would it have been to have met this end bravely in the beginning than die this ignominious coward's death, surely?

Well, yes. But that's easy for me to say sat here at the keyboard in this warm comfy room, miles from any danger. Judge him not too harshly. He could not overcome his nature (which had been decided for him by a bad die roll at the start of the game).




(http://leadadventureforum.com/gallery/30/163_21_11_17_8_12_04.jpg)

Meanwhile Mussoud's Arabs had successfully kept their foes at arm's length with their firepower. As the sun dipped below the hills they prepared for a last stand if the horns moved to envelope them. But the Tuta were exhausted and demoralized, and nightfall brought an end to the engagement. The Tuta were content to slink away with the cattle they had. The casualties they had suffered were probably bad enough for them to call an end to the whole business. So the Arabs, who were also in possession of the field had reason to feel like winners. But it was at such a cost that there would be much weeping and wailing in Kazeh for months to come.


Going strictly by victory points the Tuta won the game. They had stolen enough cattle and killed enough Arabs to edge it. But the Arabs had done well to survive such an onslaught with any men left at all, even though they were almost wiped out.



Next: Thoughts on The Men Who Would be Kings and its suitability for gaming this kind of endeavour.

Title: Re: Unyamwezi - The Land of the Moon
Post by: Captain Blood on November 21, 2017, 08:15:44 PM
Great stuff. A return to form in some style Plynkes 8)
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on November 21, 2017, 09:03:32 PM
Thanks for all the comments, guys.  :)

So, let's see if I can order my thoughts on The Men Who Would Be Kings into some sort of coherent structure. I must admit, my feelings are mixed. I was very much looking forward to playing it, on the page it seemed perfect. But that feeling didn't quite survive the transition to the tabletop.


What I Liked

Leader Traits  - Absolutely loved these. Massoud's short-sightedness, Sidi Bangalore's filthy cowardice, Nomba's contempt for his own men, Sheikh Ramdan's pleasant and genial nature, (even though it had no bearing on the actual mechanics of the game) all these things brought the leaders to life as characters and allowed us to weave our own little story. You might say that the coward trait lost the Arabs the day, but we were having so much fun with this aspect of the rules that we didn't mind at all.

Fast Play - The game rattles along at a nice pace, with streamlined mechanics that also feel like they have a bit of depth lurking beneath the simple surface. I don't have the patience for endless charts and tables or complicated procedures these days. For me fast, simple play is good.

Activation Rolls - I was a little wary of TMWBK's I Go, You Go aspect, as that is something I had largely left behind in gaming a long time ago. But having to roll to activate your units mitigates this somewhat, as you're never quite sure they're going to actually do anything , and this is dependent on their quality and the quality of their leader. The kind of friction this causes mixes things up a bit and I like that. Well, mostly. This is a double-edged sword I think, for this one makes an appearance in the "What I didn't Like" section too, as you will see almost immediately.


What I Didn't Like

Activation Rolls - Yeah, I know I said I liked them, but there are problems. I like the idea that the different troop types have certain activities that they can always do, and some they have to roll to do. Firearm-based troops can always fire, melee-based warrior-types always get to move. It plays to their strengths. But there is a certain unbalancing aspect to this, I think. In practice your firearm guys always get to inflict harm on their foes no matter how lousy, ill-trained or incompetent they are. But warriors, always have to roll to make that charge, as attacking isn't a free action. So unlike gun-armed troops, they always have to make a roll to inflict harm, no matter how disciplined or experienced they are. And that leadership roll can be a real bitch to pass sometimes. This seems slightly off to me. And it combined with my next point to almost ruin our game...

Pinning and Rallying
- It is ridiculously easy to inflict pinning results on enemy units if you have firearms. And when pinned you are effectively out of the game for a turn, for the only option you then have is to rally. And that brings on the next thing: Rallying. While getting pinned is trivially easy, getting out of that situation is much, much harder.

So we reached a point in the game where a single unit, and the two survivors of another unit, managed with their fire to keep at bay about four times their number. And every time a unit was lucky enough to rally it immediately got pinned again. And on those rare occasions when it wasn't pinned at the start of its own turn and so could actually try to charge its tormentors, it would fail to activate. In this manner three near-full strength units were whittled down to almost nothing, and they had nothing they could do to get out of this predicament.

Now if the shooters had been disciplined European regulars, this would have been a perfectly acceptable result. That's exactly the kind of thing modern rifles did to native forces. But they weren't. They were extremely crappy irregulars with shitty muskets. This felt wrong, and more importantly removed fun from the game and replaced it with frustration. I think firearms in the hands of such forces are a bit overpowered, and perhaps some tinkering is required to get a better result (both in the sense of being fun, and of being more historically accurate).

I'd be interested if anyone else has come across this, and what if any, their solutions have been. But as it stands it doesn't feel to me that these rules are all that suitable for such Darkest Africa battles that are essentially native vs. native. My gaming pal Sickly reckons it may simply have been a long string of unlucky rolls, and that we should give it a few more goes. He may be right, but I'm not so sure, and am already halfway to looking for another rule set.



This is part of the reason my project has stalled. I was entirely set on using TMWBK, but now the wind has gone out of my sails, and I am unsure how best to proceed. Any insight from fellow LAFers on this issue would be most welcome.



Title: Re: Unyamwezi - The Land of the Moon
Post by: FifteensAway on November 22, 2017, 03:07:52 AM
Very nice looking game - and I shall come back later to investigate closer your response to the rules.

More importantly, your game earns a 15 point 'Critter Score'!  Five points, for the rhino, one point each for the eight cattle.  And?  Well, two points for skull!   Yee-haw!  lol

Edit: "They are quite easy to miss, but careful examination of the photos will reveal that there were also three baboons on the table. Do they score points?"

Upon further review (and after the author's very broad hint), additional points are due - but how many points for 'camouflaged' critters?  Normally I'd award three baboons five points each...hmm....   ::)  Maybe, in this instance, three points each for a nice round score of 24!   o_o
Title: Re: Unyamwezi - The Land of the Moon
Post by: Hammers on November 22, 2017, 08:12:48 AM
A beautiful game, Dylan! And I am sure worthwhile playing, depsite a few frustrations.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on November 22, 2017, 08:47:43 AM

More importantly, your game earns a 15 point 'Critter Score'!  Five points, for the rhino, one point each for the eight cattle.  And?  Well, two points for skull!   Yee-haw!  lol


They are quite easy to miss, but careful examination of the photos will reveal that there were also three baboons on the table. Do they score points?  :)

Title: Re: Unyamwezi - The Land of the Moon
Post by: robh on November 22, 2017, 11:25:14 AM
I was entirely set on using TMWBK, but now the wind has gone out of my sails, and I am unsure how best to proceed. Any insight from fellow LAFers on this issue would be most welcome.

Have you considered taking the really good Character Traits from TMWBK and adding them to something like "Triumph and Tragedy" or "Heart of Africa"?  I think they would be a great fit, especially for T&T.

Lovely looking game and table, good to see your collection in action again.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on November 22, 2017, 12:38:42 PM
I was sort of hoping for a fresh start with new rules, for this new lease on my wargaming life. I have enjoyed both those rule sets in the past, and while I wouldn't go quite so far as saying I was exactly tired of them, I am in the market for a change. I want something new rather than going back to my old reliables.

But that certainly bears thinking about, if I can neither find anything else I like, nor iron out my differences with TMWBK.

Title: Re: Unyamwezi - The Land of the Moon
Post by: Arundel on November 22, 2017, 01:59:48 PM
Mind you, I haven't actually seen them, but would Congo work for this project? They seem to be awfully popular these days...

I greatly enjoyed your report. As the others have said, your table looks gorgeous! I think my favourite has to be that rather astonishing baobob tree. Love it!  :o

Back with rules: Just curious, have you ever tried Mr Mersey's Lion Rampant rules? They share some of the rules philosophy behind TMWWBK. I only ask as I'm gearing up for a project centred on them and would be interested to learn if you have the same reservations regarding the Medieval set.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Codsticker on November 22, 2017, 04:37:59 PM
I was sort of hoping for a fresh start with new rules, for this new lease on my wargaming life. I have enjoyed both those rule sets in the past, and while I wouldn't go quite so far as saying I was exactly tired of them, I am in the market for a change. I want something new rather than going back to my old reliables.

But that certainly bears thinking about, if I can neither find anything else I like, nor iron out my differences with TMWBK.


I think 3 games is the test threshold for me. If at that point there are things that I can't easily work around then perhaps the rules are not for me.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Phil Robinson on November 22, 2017, 04:53:34 PM
Superbly wonderful  :-* thank you for posting this my good man. You have inspired me not to sell my Darkest Africa collection.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Lowtardog on November 22, 2017, 04:56:15 PM
Fantastic game report, minis and well hate the fact it all looks and played so well ;D. I have the rules but not dabbled with them. Planning to ue for Maori wars but not think they quite work for their style of fighting.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Barry S on November 25, 2017, 12:50:28 AM
Wonderful table and report
 :D
Thanks or posting it. I also appreciated your thoughts on TMWWBK.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Miantanomo on November 26, 2017, 12:47:05 AM
Great game! I was looking at trying out TMWWBK, so I'll keep your recommendation in mind!
Title: Re: Unyamwezi - The Land of the Moon
Post by: Dr. Moebius on December 02, 2017, 09:45:51 PM
Hello Plynkes,

have you ever thought about Death in the dark Continent by Chris Peers?
You just need to group your forces on multibases.

What about using your own rules? I think all the Lion Rampant based rules have some great basics but I have some problems with them myself. The rules are great for adding own stuff or change some parts of it to fit the setting or the historical background. By example: Give every leader an amount (1D6) of re rolls for activating at the beginning of the game etc.

But most mportant, do not loose your enthusiasm for playing wargames again cause the rules you are using are no fun. There are hundreds of great rule sets out there these days. In addition it would be a shame not to see this great painted miniatures and terrain any more.

Cheers
Alex
Title: Re: Unyamwezi - The Land of the Moon
Post by: airbornegrove26 on December 03, 2017, 03:31:23 AM
Plynkes Ol' Chap that was a fun read!  Really glad you shared it with us all.  I was about to ask why you'd changed from T&T as I always enjoyed your reports with them, as I read on I saw your answer to that.  As for rule sets I've been having a ton of fun with Donnybrook lately http://www.leagueofaugsburg.com/shop/products-cat-1.html (http://www.leagueofaugsburg.com/shop/products-cat-1.html).  It really gives the feel of those old battle reports we used to crave around here back in the day.   

Now for anyone about to say well those are set up for a different era.  These are easily adaptable to suit your period/genre, I've been playing fantasy and sci fi games with them.  And I really need to get some Colonial games in with them as well.  Anyone I think it would fit your style of play very nicely.

As for the game, man oh man that really brought a smile to my face.  I always enjoyed your reports, and it's a welcome site to see a fresh one.  You got me wanting to get my colonial collection down from the shelf and get a game in. ;)
Title: Re: Unyamwezi - The Land of the Moon
Post by: Dr Mathias on December 03, 2017, 04:30:25 AM
That was an enjoyable read! Those baobabs are the business... I was going to make my own but if they look like that why bother?

Congo is a pretty fun game, my go-to for Africa before that was The Sword and the Flame. I couldn't ever bring myself to multi-base for DitDC.

Glad to see another Plynkes report!
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on December 03, 2017, 01:55:30 PM
Thinking about The Sword and The Flame as a fall-back. We did enjoy our game of that very much. Bit of head-scratching needed there to stat out the various Darkest Africa unit types, though. Something I'd rather not have to do, due to laziness. Probably going to give TMWWBK another try or two, though, and maybe tinker with it a bit.


As for Congo, well, I do own those rules and a campaign is planned, but that's a whole other project that I want to keep separate from this one. Looks like fun for Quatermain-style expeditions, but not so sure it is suited to the big(ish) historical(ish) fights planned for this project. Appreciate the suggestions, though.

Title: Re: Unyamwezi - The Land of the Moon
Post by: fred on December 03, 2017, 06:46:37 PM
Great write up.

Interesting thoughts about the pinning effects. We have only played with European Regulars vs Natives, but haven't seen the pinning to be that bad. Some of it comes down to dice rolls.

The one rule that I haven't really got my head round, that should help the natives is the Go to Ground option. But I can't work out how to use it usefully, it seems to just hide your troops too far away.

As you say the character traits really make the game. My worst was my cavalry commander could be ordered by the enemy on a roll of a 6 each turn. First two turns I roll a 6, and watch my cavalry trotting back off to camp, clearly thinking they where on a reconnaissance rather than a raid. But this just made the game more fun.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Patrice on December 03, 2017, 06:58:01 PM
Fascinating! I shall follow this with great interest. :o :)
Title: Re: Unyamwezi - The Land of the Moon
Post by: Codsticker on December 03, 2017, 07:13:22 PM
I couldn't ever bring myself to multi-base for DitDC.

Glad to see another Plynkes report!
An inexpensive and time saving option would be to use something like these skirmish trays (https://warbases.co.uk/?product=dux-britzombie-tray-20mm-slots) or regimental trays (https://warbases.co.uk/?product=regiment-tray-20mm-slots-2mm-top-layer) from Warbases.
Title: Re: Unyamwezi - The Land of the Moon
Post by: syrinx0 on December 04, 2017, 02:28:23 AM
Perhaps just a tweak or two to the pinning rules for muskets/poor troops would make it work for your purposes.  Well done battle report and a great looking table.
Title: Re: Unyamwezi - The Land of the Moon
Post by: Happy Wanderer on December 06, 2017, 08:14:08 PM
Hi Plynkes,

Great to see you posting again  :D

Regards pinning effects in TMWWBK. I think you answered your own question. If it’s a simple case of you feeling, rightly so IMO, that muskets should be less effective in the hands of irregulars than regulars with modern rifles ala Martini-Henry’s, then just add a special case rule for them...not to forget Irregulars cannot use close order -I assume the Arabs were rated Irregulars.

Can I suggest perhaps that “targets forced to take a pinning test apply a +1 or +2 to any test taken, unless shot at by troops issuing Volley Fire?” This would restrict the really effective pinning results to firers able to use the close order volley fire rules ie regulars. It makes irregular firers a little less effective.

Alternatively, you could allow that +1/+2 only for Fierce Warrior tribes hit by any, but close order Volley Fire. This makes the firing result more specific to the target unit type, not the shooter.

So a loose gaggle of musket armed Arab slaver types would be much less effective at firing like disciplined regular infantry; or
Fierce warriors are more likely to close except against disciplined regular Volley Fire. This still however allows for regulars with Muskets to fire effectively...one crisp volley and all that...

I think this would put your loose order musket armed irregular Arabs in a much less capable spot firepower wise.

These types of period tweak rules are well within the remit of TMWWBK style games IMO.

...maybe worth a try in your next game...please report back if you do!


Cheers

Happy Wanderer

Title: Re: Unyamwezi - The Land of the Moon
Post by: Bugsda on December 06, 2017, 08:39:56 PM
Brilliant pics as ever, glad you're back to work  8)
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on December 07, 2017, 09:58:45 AM
Thanks, Happy Wanderer, that is just the kind of suggestion I was seeking. Why I brought the issue up was I thought I remembered reading somewhere about someone else having problems with the pinning rules and tweaking them, so I was hoping I could get some advice and profit from other people's experiences (people who know the game better than me) rather than have to unnecessarily reinvent the wheel. I'm a lazy sod when it comes down to it and will always let someone else do the work if I can.  :)



Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on December 07, 2017, 12:38:20 PM

I think all the Lion Rampant based rules have some great basics but I have some problems with them myself. The rules are great for adding own stuff or change some parts of it to fit the setting or the historical background. By example: Give every leader an amount (1D6) of re rolls for activating at the beginning of the game etc.



I like that re-rolls idea. It is similar to an idea we thought of before we even played the game. One thing I feel the rules lack is an overall command unit. Purely from a tabletop aesthetic point of view, I like to have a commander or a chief with a little gaggle of bodyguards or other entourage, perhaps with a flag, too. It just looks nice on the tabletop and gives a use to all those personality figures you accumulate over time. We were thinking of adding these to the game, but giving them some command abilities too, such as the ability to grant failed activation or 'unpinning' re-rolls to nearby units. So we will probably incorporate the re-roll idea into that change. But we wanted to try the rules as they came before we started messing with them so left that idea on the shelf. I think we may well use it in our next game.

Title: Re: Unyamwezi - The Land of the Moon
Post by: Happy Wanderer on December 11, 2017, 10:08:38 PM
Hi Plynkes,

We had a TMWWBK game yesterday. Encountering similar ‘issues’ you discussed we decided on what we think swings the balance and uncertainty back away from firepower based forces.

We settled on the idea of ‘Rally with Elan’. This simple rule allows for pinned units to be able to be activated IF they roll 3 or higher than their required leadership score eg if a unit needs a 7+ Leadership score to pass its rally test then on a 10, 11 or 12 it would remove all pin markers and then be able to be activated. If it rolled a 7, 8 or 9 it simply rallies of the pin marker and it’s turn is finished.

This very simple rules tweak allows for all units to be have the possibility to keep going in a turn instead of being pinned rallied and then pinned again. The better quality the unit the more likely it is to rally with Elan.  It also removes some of the certainty for the firepower based army which can sometimes seem to be able to just shoot and pin enemy units a little too easily.

This one is a very simple addition to the game and really doesn’t change a whole lot in our view, excepting this extra ability/uncertainty. It’s worth a try and mixes things up a little bit and makes the game a little less predictable perhaps.

In our opinion it restores a little bit of balance back towards non-firepower based armies  compelling the firepower based army player to consider whether to continue to shoot at an already pinned,but perhaps more dangerous unit, or move onto the next target...

...give it a go😉

Cheers

Happy Wanderer
Title: Re: Unyamwezi - The Land of the Moon
Post by: Plynkes on December 12, 2017, 10:24:19 AM
Thanks, HW. That's another good idea to try. Thanks for all your suggestions, I'll have to have a chat with my oppo and we'll try and figure out which ones to use in the next game.

Title: Re: Unyamwezi - The Land of the Moon
Post by: Hupp n at em on December 12, 2017, 06:48:58 PM
The ___Rampant series seems to do better with similar opposing forces, vs the often wildly different forces seen in colonial warfare.  Interested to try out some of these rules tweaks myself.