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Miniatures Adventure => Colonial Adventures => Topic started by: pbjunky1 on December 26, 2016, 10:03:48 PM

Title: Kweeziland Campaign
Post by: pbjunky1 on December 26, 2016, 10:03:48 PM
Several of us at Wigan Wargames, using  the highly enjoyable TMWWBK  rules,  have dipped our toes into colonial gaming. Rather than having a series of one-off, unconnected,  games we   decided to have a campaign in which we could set our games. Its just for context you understand, nothing to do with several members being fiercely competitive at the slightest hint of a league type approach to games. We used basic campaign mechanisms from Chris Peers El Dorado  for the campaign.
We’ve also enjoyed Pulp games so we thought the colonial period lent itself to bigger battles  using TMWWBK rules alongside actions featuring individuals from the  respective forces operating in the same setting but as Pulp leagues.
Hopefully it won’t be as complicated as it may sound.
As we have plenty of forces for colonial Africa we are setting our campaign in that well known  central African  province of Kweeziland. The colonial powers of France, Britain, Germany and Arab empire/state of Zanzibar are about to collide for control of  the areas  resources.
The campaign revolves around fighting TMWWBK battles or Pulp actions with  winning  sides gathering Resource Points (RPs).
Kweeziland Campaign (late 1800’s)
Indigenous forces  :  
Tribals  3 main tribes  the Mungo Jerri tribe, Baka Daqu tribe, Kaka Enlacama tribe.  Farmers and hunters. Won’t co-operate but do have a truce so don’t attack each other.  Resent the encroachment of colonials at the edges of their lands and presence of Zanzibaris .  These essentially provide the opposition for the active  forces. If a tribe loses three games in succession (to anyone) it is subdued and won’t fight again.
Zanzibari:  Now a strong presence headed by the self styled Amir Quecumba  Salad. Trade and raid for gold, rubber, ivory & slaves. Established trading outposts and a few thriving towns.  There is now a challenge from the Europeans for the lucrative trade routes.  If it loses  three successive games to one colonial power it is destroyed, note it can lose any number to different attackers and not be destroyed.
Ruga Ruga: Innocent Jambutti, a charismatic leader has gathered a bunch of bandits, deserter askari and wannabe bad boy young thugs together and formed  gangster cultured  settlements. Will fight anyone but also hire out muscle to anyone . Again these are essentially opposition  for the colonials. If the Ruga  loose 3 games in succession (to anyone) its power is broken and  it won’t fight again.
Colonials:
British, French, German. This is pre the Berlin Accord, there is a possibility that a European conflict could break out in Africa. Initially each come from different directions so can’t fight each other until they’ve overcome one of the tribes or  the Zanzibari or Ruga. Once they’ve done this they can choose to  start attacking each other. After this point there is time for 6 more battles between Europeans before their masters in Europe call a halt to negotiate a settlement  - and more importantly our league winners are determined at this point.
A word about the points system,  army points (& reserve points) are the points from TMWWBK rules. Resource Points (RPs) are what players win in their games.
One Army/ reserve point = one RP.
RPs can be changed into  Army/ reserve points to increase size of army fielded  in TMWWBK games from the initial 22pts up to 32pts.
Army/ reserve points can’t be changed back into RPs.
RPs are needed to be spent  to keep larger sized armies in the field.
The winner at the end of the campaign is the side with the most RPs.
In this way the game involves a resource management element keeping RPs unconverted to win the league (particularly towards the end of the campaign)or converting them into  Army points to (hopefully) beat the opposition in games.
Initial RPs  represent supplies from Europe to start the game. Initial Army and reserve points are what forces start with in the first game.  Then after they juggle RPs with army/reserve points as they see fit .
Reserve points allows forces to have a ‘subs bench’ of units so that they can  change their army composition from game to game .
The maximum  points are the greatest value that forces can be built up to which can be fielded or act as reserves in a game.

Tribals aren’t interested in RPs
   
 Zanzibaris are a good source of RPs but have a larger initial army- representing them being longer established in the area. Tribals may be a good source of RPs, each  tribe is a different composition of forces. Ruga  aren’t a good source of RPs but may make useful  (aggressive) auxiliaries.

I would have posted fuller details of the campaign but the few tables we are using wouldn't post intact.

We'll post details of results as we go along.
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on December 27, 2016, 02:18:22 AM
First round games:
In gaming this campaign we made a few adjustments to the rules which I’ll post up later but briefly we are just using a CinC & 2iC rather than a leader for every unit and  more pinning markers are suffered if  a unit takes a disproportionately larger number of casualties.
We allowed points to be spent on a few  extras  as well as actual units:
Bugles and Flags- helps rallying, Scouts- helps colonials in close terrain, Barricades -helps colonials against larger irregular forces and Extra Ammo  - avoids colonials running short of ammo.
The first round of games saw the British take on the Ruga, the French attack the Zanzibaris and the Germans launch a strike into the Baka Duqu tribal areas.
We fought all these games as encounter battles, we may have a go at some scenarios later.
Firstly the British at 22pts  against the Ruga at 24pts. Reports from this action are fleeting (I didn’t witness much of the game as I was fighting as the Zanzibaris against the French) whilst it was on. The British had a force of Indian troops of varying quality (Sikhs - good quality regulars, Punjabis- average quality regulars and Bombay- poor quality regulars) and an HMG. The Ruga had a poor quality mountain gun and a mixture of poor and good quality irregular units.
Action was fought over possession of a village in the centre of the table.  From what I gathered the Ruga moved forward in a rather incautious manner and were significantly outgunned by the Indian Army units. By the end of the game most of the Ruga units had fled or been destroyed. For this gallant action the  British earned 1 RP.
Sikh troops taking advantage of cover in a very professional manner.
(https://c7.staticflickr.com/1/767/31525721550_b3eb6155fd_z.jpg)
Members of Her Majesties finest demonstrating to their opponents  the benefits of parade ground training, target practice and not smoking mind altering substances before battle.
(https://c3.staticflickr.com/1/545/31058580074_b34b3278ae_z.jpg)
In a text book conclusion to the action the Punjabis occupy the village unopposed. Colonel Fanshawe will no doubt regale his fellow officers with tales of his exploits  and +5 leadership over a G&T in the officers mess.
(https://c4.staticflickr.com/1/354/31782239211_656babb9ab_z.jpg)
Meanwhile the nefarious French (22pts)were taking on the Zanzibaris (26pts) for possession of a trading post situated on strategic high ground again in the centre of the table. The French had one unit of good quality regulars, some tiralieurs (irregulars) and a couple of poorer quality tribal levy irregular units. The Zanzibari had a unit of Baluchi jezzails, a mix of average and poor quality zanzibari irregulars and a poor quality mountain gun.

The battlefield:
(https://c2.staticflickr.com/1/366/31089496273_c54c5b70c8_z.jpg)
Quecumba Salad’s motley forces:
(https://c3.staticflickr.com/1/303/31751096922_3cab3a19c1_z.jpg)
(https://c1.staticflickr.com/6/5500/31751092232_b79191872c_z.jpg)
The Republic’s finest:
(https://c8.staticflickr.com/1/492/31089484183_d48f810e65_z.jpg)
(https://c5.staticflickr.com/1/312/31751084972_dc7bfafe05_z.jpg)
And their not so finest:
(https://c8.staticflickr.com/1/642/31782254311_e84e9d680c_z.jpg)
Action started with a race for the dominating high ground, the French regulars took up the part of bullet magnates and trading volleys with a couple of Zanzibari units definitely saw them come off the worst.
Meanwhile the Baluchis reached the compound on the hill first, several of their companion units failed activation rolls meaning they were rather isolated and facing La Republique’s finest (and not so finest) with little support.
(https://c7.staticflickr.com/1/290/31525743310_6a176969cd_z.jpg)
The French regulars lined up ready for the assault but accurate sniping pinned them at the base of the hill. Next it was the turn of the Tirallieurs.
They managed their assault but were  repulsed.  
(https://c5.staticflickr.com/1/466/31861339996_c849cf3a1b_z.jpg)
So having thrown their finest and next to finest into action to no avail the French lined up one of their  not so finest tribal irregulars.
(https://c3.staticflickr.com/1/299/31525710930_0fcb3dbdd2_z.jpg)
And lo and behold they succeeded where their comrades had failed. The tribal irregulars threw the Baluchi off the hill and withstood  several rounds of shooting from the ineffective cannon and more effective musketry to hold the objective for La France.
(https://c3.staticflickr.com/1/651/31525701730_ab2ce0a49a_z.jpg)
Meanwhile the French tiralleurs  and other tribal irregulars got the better of the Zanzibari units forcing them back off the table, the game ending in a clear French victory earning them 2 RPs from rolling on the victory results table.
(https://c7.staticflickr.com/1/459/31751050742_673b2e1d1e_z.jpg)
No doubt the  French commander  was conveying details of his forces superior élan ( and his +5 leadership) to French colonial authorities but these pictures clearly show the truth of the matter, that it was the unfancied tribal irregulars who carried the day.

Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on December 27, 2016, 07:36:33 AM
It was French superiority in planning and tactics that won the day!!!

Commandant Rene Renault expects champagne and medals from France.
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on December 27, 2016, 11:00:43 AM
Round 1 continued Germans v Tribals.
The table was again set in a random manner with one side heavily forested  and a scrub covered hill in the centre  but the other side open apart from a hill on the flank. The Germans went with two good quality regulars, an HMG and a scout. The scout is able to move varying amounts of  terrain around the table  (of particular help against tribals) representing the colonials using local knowledge to choose a better battle ground. This particular scout however had obviously oversold his local knowledge and could only move the flanking  hill which was moved away from the flank towards the centre of the colonial position.
The Baka Duqu tribe had two good units, two average units and one poor unit.
Action or rather activity started with the tribals moving forward under cover and the Germans forming a smart looking firing line – but not on the hill.
(https://c5.staticflickr.com/1/766/31058559524_617709f9b1_z.jpg)
Tribals in cover behind the central hill feature
(https://c5.staticflickr.com/1/461/31751034052_1084db06af_z.jpg)

Other tribals moved forward working their way towards flanking positions, the Germans shuffled their lines a bit.
Fast forwarding to the tribals reaching the edge of the cover they were reluctant to move into the open until it was explained that if they didn’t they’d lose the game as the Germans had invaded their territory. Not really blood thirsty types the Baka Duqu.
The hill the Germans had moved  nearer to them and then failed to occupy did provide some further cover for a couple of tribal units however.
(https://c4.staticflickr.com/6/5500/31782163331_8341d49c48_z.jpg)
As the tribals broke cover for a final attack the expected hail of bullets  gunning them down didn’t materialise. German shooting was desultory with a couple of the tribals being pinned but easily unpinning. The HMG jammed a couple of times.
Things came to a crunch on the German right where the Seebatallion  formed  close order and delivered a volley. One tribal unit was pinned the second threw itself on the line  and even though it’d taken some casualties earlier and had less men it outfought the ineffectual colonials in hand to hand.
The greater number of tribal units was beginning to tell as the HMG jammed again and the Reichsmarine were overrun.

(https://c4.staticflickr.com/1/294/31782154531_0eaac818dd_z.jpg)
The not so well ordered colonial firing line at the end of the game.
(https://c6.staticflickr.com/1/360/31898779645_c249cd2b13_z.jpg)
The HMG  inflicted as many casualties fighting as it had shooting! It did however succumb  to the tribal assault.
No doubt there will be a thorough investigation into the string of errors that resulted in the debacle with Colonel Haidenfahrt having to answer some tough questions.
The Germans lost 1 RP from this debacle.
Title: Re: Kweeziland Campaign
Post by: Traveler Man on December 27, 2016, 10:21:47 PM
Great stuff!  :-* I look forward to more reports.  :)
Title: Re: Kweeziland Campaign
Post by: guitarheroandy on December 27, 2016, 10:33:28 PM
Absolutely splendid!! Stirring stuff indeed!
Looking forward to round 2...
Title: Re: Kweeziland Campaign
Post by: skirmisher on December 28, 2016, 10:18:37 AM
Spiffing reading. Hilarious about the French tribal irregulars. My monocle nearly fell into my breakfast champagne glass chortling at that  :)
Title: Re: Kweeziland Campaign
Post by: MaleGriffin on December 28, 2016, 07:31:28 PM
Excellent after action reports! I'm curious to see if the Baka duqu are emboldened by their victory!

Nicely done!

Cheers!
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on January 03, 2017, 07:44:31 PM
Link to our Pulp games in Kweeziland


http://leadadventureforum.com/index.php?topic=96667.0
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on January 10, 2017, 07:35:38 PM
Round 2 game 1
Safeguarding Le Pew's mission

For the second round games we set up with the colonial force in the central one foot square of the board around some feature, in some instances there was a relief column joining the  colonials after a number of turns. The colonials were attacked by one of the ‘native forces’ who were deployed according to Mr Babbage rules surrounding them. Once deployment had taken place a player ran the natives as a normal force (ie Babbage was only used for set up).
In the first game the French took on the Ruga who lost their last game against the British. The Ruga don’t yield many Resource Points if defeated but the French chose them as opponents anyway.
The French took 4 units on table including Senegalese Tirallieurs and native irregulars with Spahi irregular cav & a unit of tribal inf coming on as a relief column.
Innocent Jambutti fielded has best Ruga irregular infantry units along with a unit of tribal inf.
The French were detailed with protecting the small church established by  the missionary  Gaston Le Pew deep in the jungle and vulnerable to the hostile intentions of the Ruga. They had to  successfully protect the missionaries for 6 turns.
(https://c7.staticflickr.com/1/470/31855791550_d0bcb911c3_z.jpg)
The French posted one unit on each side of the mission.
(https://c5.staticflickr.com/1/398/31855787020_095c895f85_z.jpg)
The Ruga were positioned all around the building, all at long range apart from one unit at charge distance from the tribal irregulars. We have the Ruga as fierce with some being veteran  but all being armed with antiquated musket and some being poor shots. They are a force which needs to get into melee as soon as possible  unfortunately the French won the initiative. And thus began a very painful game for Jambutti’s forces.
(https://c6.staticflickr.com/1/780/31421285453_65220a3800_z.jpg)[
The unit poised to charge home received a volley from the irregular tribals and were pinned, although the French didn’t roll great shooting dice they did manage to pin all but two of the Ruga units not all of which rallied.
A unit of Ruga arrived late but again was pinned before it could get into contact.
After receiving three of rounds of painful shooting the Ruga tried to consolidate on two side of the church and the French irregular troops felt confident enough to advance sandwiching one Ruga unit between itself and the relief column and destroying it.
The French tribals making sure a Ruga unit gets the point.
(https://c3.staticflickr.com/1/312/32082620162_42214a5937_k.jpg)
The French tribal levy flushed with confidence having destroyed the Ruga unit linked up with Tirallieurs who pinned another  Ruga unit just in time for the tribals to charge home and destroy them in two rounds of combat.
(https://c6.staticflickr.com/1/343/31421294613_1de4b05697_z.jpg)

On the other side of the mission Rene Renault ordered the tirallieurs to soften up a Ruga unit and the Spahi cavalry into a glorious charge to drive them from the field. His dreams of a dashing victory somewhat stalled however as the Ruga held their own in combat throwing the Spahis back.
(https://c8.staticflickr.com/1/526/32112946711_df0647ce99_h.jpg)
This proved to be only a temporary respite; Renault  reassured Le Pew and his charming daughter  that everything was really under control despite appearances. He  ordered the Tirallieurs to open fire again. After two more rounds of shooting the depleted and pinned Ruga were hit by the Spahis and destroyed. Jambutti fled ignominiously to the remaining Ruga unit.
Meanwhile the  Ruga second in command witchdoctor, Luv N’more was performing somewhat better (it wasn’t difficult) than his inglorious leader . He took charge of the Ruga tribals and charged the rampant French tribals in the hope of evening up the casualties but it wasn’t to be as the combat was a draw and the Ruga  slunk from the field defeated.
(https://c7.staticflickr.com/1/626/32082650982_ab5bec590e_z.jpg)
So the game came to a close with Renault reassuring Father Le Pew that he and his charming daughter Genevieve could carry on with their work safe in the newly controlled French area.
Commandant  Renault  tries to look impressed as Genevieve rewards his efforts with a stirring biblical quote or two.
(https://c5.staticflickr.com/1/674/32193173116_af7d45d97a_z.jpg)
However despite his outstanding success in the field rolling a 1 on the victory chart gained the French  zero RPs in the campaign.
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on January 10, 2017, 08:04:29 PM
Another good write up Pete, I do feel I was robbed of victory points though!!!  Rene will take solace from the stirring despatches that are sure to be printed in the Paris press!!
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on January 11, 2017, 01:33:33 AM
Leaves on the line
For their game the British decided to also attack  the Ruga. Clearly they were looking the knock them out of the campaign and at the same time demonstrate  their  tactical superiority  over the French, who had defeated the Ruga in their  game, by trouncing them even more fully.
For their part the Ruga were now clearly very jittery after their previous colonial encounter, Innocent Jambutti rolling a 8+ for his leadership and Bag of Nerves for his trait. At least 2iC witchdoctor Luv n’More maintained his 7+ leadership and had the  Lucky trait.
Colonel  Chips Fanshawe  was escorting the 6.30 mail train  to Haka Jumba.
Below a gratuitous picture of a train.
(https://c8.staticflickr.com/1/406/31424889183_8424df90b5_z.jpg)
He was charged with clearing the tracks of the blockage and holding off any enemy for 6 turns. He took  good, ave & poor quality Indian units (Sikhs, Punjabis & Bombay inf) and an HMG. The British units set up along the length of the train. The Ruga deployed  spread fairly evenly all round according to Babbage’s rules but then after were run by a player. They had  a couple of poorer quality units compared to last time and took an irregular mountain gun.
Another gratuitous picture of a train (well having bought it from a bargin store and repainted it it was going in as many shots as possible).
(https://c6.staticflickr.com/1/525/32116425621_1699a66718_k.jpg)
All the Ruga set up at long rifle range and the British levelled their rifles, set their sights and took aim relishing some target practice opportunities however the Ruga won initiative. All their units passed to move at the double and had certainly got their running shoes on as they  all rolled high to move rapidly towards the train.
Those leaves on the line, ok so maybe the fact they are still attached to their trees is sufficient reason to cause delay.
(https://c2.staticflickr.com/1/337/32116431921_ca632b1ba7_h.jpg)
In their turn the British let fire and caused casualties with all their shooting but only one Ruga unit pinned.
The Ruga who could move  doubled again and were now within charge range, more to the point they outnumbered the British by 6 units to 4 so they couldn’t all be targeted. The field gun managed to shoot each turn despite Jambutti’s poor leadership and caused a casualty each turn –but no pinning results though the one pinned unit  which was under his  command remained so until the last turn of the game, his shaken  leadership was clearly communicating itself to them.
Those expert Ruga gunners you’ll hear about in Colonel Fanshawe’s report:
(https://c8.staticflickr.com/1/427/31424883503_acc5ffbdf4_b.jpg)
Another round of British shooting saw  casualties caused but  only one more unit was pinned. Things were looking decidedly different from the previous game.
The Ruga tribals commanded by Luv N’More charged home scattering the  workers who’d been clearing the track and hit the Sikhs.  Carnage ensued  as the Sikhs took almost half their unit as casualties in one turn of combat and recoiled pinned.
(https://c6.staticflickr.com/1/579/32116412101_1746e63e96_h.jpg)
This left the Ruga tribals exposed to the HMG at short range. An ominous ‘click’ was heard as the gun jammed.
Those Ruga  near enough decided (ill advisedly) to try to shoot at the British the next turn  as their units at greater distance  caught up but  no pinning  occurred.
This gave the British another chance with the HMG, another ominous clicking occurred! The rest of their shooting was ineffectual.
There was no third chance, those Ruga units that could charged and the HMG and Punjabi s were overrun.
(https://c3.staticflickr.com/1/533/31859342730_e2109b1cbc_k.jpg)
In subsequent turns only the Sikhs,  now much reduced, managed to  reverse the trend of Ruga combat victories in one round of fighting  before they were subsequently wiped out.
At the end of the last turn a depleted  double pinned Bombay unit managed to survive with the workers and passengers cowering behind them  and Ruga units poised to strike.
(https://c3.staticflickr.com/1/407/32086307242_d2721ea239_b.jpg)
With that the game  was over and the British claimed victory! From the foregoing  readers may be forgiven for mixing this up with that other result that sometimes occurs – defeat however as the last officer standing Colonel Chips Fanshawe wrote in his report of how the enemy outnumbered his forces significantly, of how they have somehow obtained and could use accurate artillery and of how in the face of overwhelming odds he took command of a much reduced poor quality rearguard and holding off attacks escorted the civilians from the field of battle as darkness fell.  There, even I think it was a British victory reading  that.
As they had in fact survived and guarded the civilians , though not cleared the track I thought it was at least a draw and allowed the British to roll for RPs. They gained one, it was worth it for the upset it caused to the French who gained  no RPs despite trouncing the Ruga.
Title: Re: Kweeziland Campaign
Post by: Sunjester on January 11, 2017, 07:56:16 AM
Excellent reports, thanks for sharing! I really want to get a TMWWBK campaign of some sort going now! Unfortunately I'm still waiting for the other guys at the club to get their armies painted.
Title: Re: Kweeziland Campaign
Post by: Ste long 1971 on January 11, 2017, 12:08:58 PM
The write up was obviously written by a dastardly Frenchmen. Trying to do an injustice, to a hard fought and stubborn defensive actions of the gallant Indian service troops! Who's bravery enarned a valuable point ;) ;)
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on January 15, 2017, 02:21:56 PM
Round 2 Game 3 A Camping Disaster
For the final second round game the  German Empire forces took on the Zanzibaris. After their rough handling by the tribals in round one the Germans sought to make up ground by  going for the resource rich Zanzibaris - all they had to do was win the game.
Colonel Haidenfahrt took good, ave & poor quality regulars (Seebatalion, Reichsmarine & Askari) with an HMG. They were charged with guarding the campsite for 6 turns. So long as they survived and kept the Zanzibaris out of the camp they won the game.
(https://c1.staticflickr.com/1/308/32170752702_b4d2c23448_z.jpg)
The Zanzibaris took 3 units of poor quality irregular infantry, a unit of Baluchi Jezzails ( counted as modern rifle  for range, expert shots but only half shoot each turn)a poor quality mountain gun and a unit of irregular cav.
Things started to go wrong for Colonel Haidenfahrt as he rolled for leadership, he was 8+ and ‘Bag of Nerves’ trait, clearly  the debacle which befell him last game left him feeling fragile.
Fortunately his 2iC Captain Shottemup’s  leadership 7+  but his trait was the less than helpful ‘bald as a coot’.
Quecumba Salad’s  leadership was 7+ but he had ‘retreat full move’ which actually  helped him in the game. His 2iC Abdul Mustafa Fag was clearly  on his game though with leadership 5+ and ‘keen shot’.
Zanzibari  Baluchis & irregulars who deployed as per Babbage rules.
(https://c1.staticflickr.com/1/575/32281696006_7397ed7685_z.jpg)
(https://c1.staticflickr.com/1/762/32320436955_dc48c0f2e3_z.jpg)
The Zanzibaris  won initiative and the jezzails immediately caused casualties and pinning on the HMG which had to fall back. The rest of their forces moved forward to get in range for shooting next turn.
The Germans managed to pin a unit of  irregulars but that was all, they couldn’t rally the HMG.
Worse was to follow as the Reichsmarine took casualties and Haidenfahrt  tested on ‘Bag of Nerves’ deserted his men and hid in a tent.  This saw them pinned and un-rallied allowing the Zanzibaris to advance without fear of shooting from this unit.
Haidenfahrt realising he’s left something important in his tent.
(https://c1.staticflickr.com/1/315/32200938631_bb30481208_z.jpg)
Schottemup took command and things looked marginally better with his 7+ leadership but in round 4 disaster struck. A cannon ball from the Zanzibari gun ploughed through the Askaris  and a double 1 was rolled mangling the gallant 2ic. This was the first snake eyes anyone has rolled in any TMWWBK game so far and the German player knew his luck was out.
Quecumba Salad sensed the moment was right and charged home with the cavalry. As usual he was over optimistic  and the Seebatalion fought a tough draw causing him to retreat, however his retreat full move served Salad well as he went back into cover so couldn’t be shot at by the Seebatalion in their move.
A couple more shooting casualties on the Seebatalion   from the Jezzails stiffened Salad’s resolve and he charged home again with the cavalry. This time they won the combat drove the Germans back into the camp and  with pinned markers being thicker on the ground than troops  and with Haidenfahrt peeping out of his tent the Germans had lost the game.
As the gallant Captain Schottemup lies motionless on the ground the Zanzibari cavalry finish off the game.
(https://c1.staticflickr.com/1/518/31943564900_5e3254c9a5_z.jpg)

Title: Re: Kweeziland Campaign
Post by: Harry Faversham on January 15, 2017, 02:34:55 PM
:-* Quecumba Salad... that's priceless!!!  :-*
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on January 16, 2017, 07:42:48 PM
French reinforcements in Kweeziland
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on January 16, 2017, 11:31:10 PM
Ok so now I'm really intrigued, how are the French going to use a candle, hairbrush and tube of 'dab me don't squeeze' in the campaign? lol

Oh you mean the  boat! It's ace, the picture doesn't do it justice. We'll have to work it into a game somehow.
Title: Re: Kweeziland Campaign
Post by: MaleGriffin on January 17, 2017, 03:51:45 PM
I've always preferred campaigns to one off games; bravo sir bravo! :D
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on February 09, 2017, 07:13:04 PM
Round 3  France v Ruga Ruga
We  are playing  the To the last Bullet scenario  for Round 3 and France after the emphatic victory over the Ruga in the last round were going for the perceived weaker  native  force. In the end it was a really close game , probably the closest we’ve had so far.
In this scenario the defender -The French have 18pts  versus the Ruga’s 24 points. The French took 2x irregular tribal units with an irregular gun and 2 x irregular Tirralieur units.
True to form commandant Rene Renault rolled drunkard on his leadership traits again  but unlike his previous ‘episode’  his leadership  now went from 7+ to 8+, clearly he was not  going to be an inspirational drunk in this game and the weight of leadership was going to fall on 2iC capitain  Jean Paul Gaultier.
The table:
(https://c1.staticflickr.com/3/2353/32411896640_ea8870ff6f_z.jpg)
The Ruga  fared little better with their leader   Innocent Jambutti ‘s value as 7+ but yet again 2iC and witchdoctor Luv N’more  performed better gaining  5+  leadership and  ‘the major generals favourite nephew’ trait  thereby equipping one unit with modern rifles. The Ruga forces were 5x units of inexperienced  irregular units (poor shots – hitting on 6+) and a tribal unit and irregular mountain gun.
Luv N’More impressing  his men by supplying a unit with firearms that actually shoot:
(https://c1.staticflickr.com/3/2265/32751674666_9de1515f87_z.jpg)
Innocent Jambutti impressing his men by rockin the ganj, clearly supplying rifles was more effective:
(https://c1.staticflickr.com/3/2191/31948939694_2ec28ecfd6_z.jpg)

After a lot of moaning about the  distance the Ruga had to cover to get to the French the game commenced.  The Ruga gun actually managed to shoot – but it  caused no casualties, in counter battery  fire the French irregular gun hit the Ruga gun causing them to be pinned, a state that lasted for several turns thanks to Jambutti’s  dubious leadership.

The scenario  states  one of the game ending criteria is that the Ruga don’t cause  French casualties for 5 turns. The French  chipped away at the Ruga  causing  a few casualties and the odd pinning result  but  after 4 turns no French (or allied) blood stained the ground and they occupied the farmhouse with a Tirallieur  unit.
French irregulars sniping away at the Ruga
(https://c1.staticflickr.com/1/601/32792112705_da50847e4b_z.jpg)
The Tirallieurs stalwart in defence (more so for being in hard cover):
(https://c1.staticflickr.com/4/3679/32751665276_2d3a043de6_z.jpg)

 Victory danced on the horizon yet again for the French however  they’d left the irregular units  forward to snipe at the Ruga.  One unit failed its activation in the 5th turn and couldn’t fall back so that although in soft cover the rifle armed Ruga   caused a casualty.
The game would continue.

In the 6th round the Ruga tribals charged the  immobile  French and demonstrated their combat skills by killing them all- that was 11 casualties in one turn of fighting. It seemed that French casualties were like buses none for ages then they all came at once.
(https://c1.staticflickr.com/4/3746/32751692536_cc6f8b32e6_z.jpg)

The French gun tried to withdraw but got stuck in trees and was overrun and the  remaining French tribal irregular unit took a couple of casualties for  2 turns rolled abysmally on  rally checks and fled the field.
One turn ago there were French allies in this wood- not any more:
(https://c1.staticflickr.com/3/2604/32792108335_b2986310fb_z.jpg)

Now it was the Ruga  who sensed victory however the Tirallieurs  kept  a steady fire on their units and  were taking few casualties in return . The Ruga  units arrived to assault the Tirallieurs  in the farm house (hard cover) severely depleted.

The other Tirallieur unit under the dreadful command of Renault  held off a Ruga unit under the almost as bad command of Jambutti. Everything was riding on the multiple Ruga assaults on the farmhouse.  Three assaults went in,  all were repulsed even though two were drawn.  The units were too depleted to try again. The Tirallieurs under Gaultier had also taken casualties but still had 7 men left and were hanging on.
(https://c1.staticflickr.com/1/766/32751688536_f31a5fa415_z.jpg)

The final  almost intact Ruga unit  threw itself forward in the last viable Ruga assault and won by one casualty pushing into the farm. Gaultier  fled as his valiant Tirallieurs were destroyed.

This left Renault and his now few remaining Tirallieurs to be mopped up leaving the Ruga victors of a hard fought  engagement.

(https://c1.staticflickr.com/3/2782/32751684486_cde27d2533_z.jpg)

Title: Re: Kweeziland Campaign
Post by: Sunjester on February 09, 2017, 08:50:52 PM
A great write up for a fun-sounding game. This campaign is really inspiring.
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on February 10, 2017, 12:20:15 AM
It was a very enjoyable game, Rene Renault is going to have some explaining to do in his dispatches!!!
Title: Re: Kweeziland Campaign
Post by: chicklewis on February 10, 2017, 07:18:17 AM
Great games, great photos, fine-looking minis, and dandy write-ups !!
Title: Re: Kweeziland Campaign
Post by: ushistoryprof on February 10, 2017, 05:56:35 PM
What a fun campaign, hope more battle reports are coming in the near future.
Title: Re: Kweeziland Campaign
Post by: Traveler Man on February 11, 2017, 05:07:05 PM
Great stuff! :) Nice to see The Forces of Empire don't always have it their own way. That's what I like about ongoing campaigns.
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on February 14, 2017, 11:26:20 PM
Round 3  British v Zanzibari. Last Bullet scenario.
The British were the defenders in this scenario falling back on an adobe compound in the face of attacking Zanzibari.
The  British took a regular unit of Sikhs & Punjabis with a mountain gun,  the  Zanzibari force was 2x train guard (better quality militia), a mountain gun, Baluchi matchlocks and  Zanzibari irregular cav.
It was on leadership that  things started to fall apart for the Zanzibaris, Quecumba Salad managed a 6+ and his 2iC Mustafa Fag a 7+ with neither one having any benefit from traits (I think one had Bald as a Coot).
The British on the other hand had 5+ leadership all round with 2iC Captain Pickles   being a ‘Sporting Umpire’ and Colonel  Chips Fanshawe, obviously  cowed by being outnumbered,  was ‘Yellow Bellied. Whilst neither of these traits were particularly positive they weren’t a hindrance in this scenario where the British would be falling back and on the defensive.

The board at the start of the game, this was the only time the Zanzibari  started with their units lined up.
(https://c1.staticflickr.com/1/779/32862020486_f6d65541b4_z.jpg)

On their first move the Zanzibari cavalry set off at a gallop down the right flank  trying to cut off the retreating British however Salad who led this unit seemed unable to urge them forward with any haste, three moves the at the double roll being +1.

(https://c1.staticflickr.com/3/2181/32902508665_e474ec761d_z.jpg)

Things weren’t going much better in the centre with  Mustafa Fag’s two units  moving once and not at all in three rounds. The Baluchi did get forward however and in the second and third rounds effectively sniped  the British gunners who were  stalled moving their mountain gun.

The Zanzibari advance, they’d be ok attacking left to right unfortunately they were attacking bottom to top.
(https://c1.staticflickr.com/1/557/32902505255_70be725207_z.jpg)

The largest slice of misfortune was however reserved for the Zanzibari gunners. Quecumba Salad had taken a mountain gun to batter the  British when they were in their compound (hard cover)  chipping away at them at long range and helping accumulate casualties.  This was a sound plan which reckoned without the random appearance of a lion. As we now have a lion model we’ve got some stats for one appearing randomly  once per game if troops are in soft cover. With the mountain gun setting up in soft cover ranging in on the British  the lion appeared  and attacked the crew killing three in the first attack and  finishing of the remaining crew man in the next round.
The British claimed it was Clarence the  mascot doing his bit for the regiment!

Clarence or Leo or whoever snacking on Zanzibari gunners.
(https://c1.staticflickr.com/3/2804/32091266133_f0b63e30a9_z.jpg)


With the Baluchis being the only effective attacking force for the first few turns  they took quite a lot of return fire and were considerably whittled down.
The militia units eventually got going but suffered the odd casualty and failing  pinning and rallying tests  repeatedly eventually fled the board  even though they were almost full strength.

Whilst this debacle unfolded the Sikhs fell back in  trees to the left of the compound and the Punjabis occupied the adobies. The mountain gun was lost as its crew were finished off by the Baluchi sniping.
(https://c1.staticflickr.com/3/2245/32059798034_a0d8661190_z.jpg)

Lining up with the tattered remains of what was left of a once proud force the Zanzibari cavalry attacked the Sikhs and over three rounds of combat killed all but one man and Captain Pickles. Pickles rallied his man however and as the Punjabis provide covering fire pinning the cavalry they fell back out of range of further charges.

Quecumba Salad  leads his cavalry in a victorious charge, its a shame he forgot about the rest of his force.
(https://c1.staticflickr.com/3/2586/32087815603_1d86062c05_z.jpg)

The Baluchis were having no luck shooting with reduced numbers against the hard cover so made a death or glory charge to cover a cavalry attack against the Punjabis in the compound. Neither attack went well and Salad’s  cavalry were all but wiped out whilst a round of shooting  saw off the Baluchis and gave  the British a solid win.
Colonel Fanshawe will doubtless regale anyone he comes across with tales of his exploits though the most telling intervention was probably from Clarence.
Baluchis  making the wrong choice out of the death or glory options
(https://c1.staticflickr.com/3/2097/32862023696_4316387f47_z.jpg)


Title: Re: Kweeziland Campaign
Post by: marianas_gamer on February 15, 2017, 07:20:19 AM
Very Fun :-* Go Clarence!! lol
LB
Title: Re: Kweeziland Campaign
Post by: Ignatieff on February 15, 2017, 08:29:25 AM
What a cracking campaign, great battles and a rollicking write up. Well done chaps!
Title: Re: Kweeziland Campaign
Post by: Sunjester on February 15, 2017, 09:03:58 AM
Another great game! I really must get my last two units of Belgian askari painted up to give me the fifth force so I can get on with more multi-player games.
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on February 15, 2017, 11:58:40 PM
Thanks for the kind comments we are enjoying playing the campagn.
Without further ado here's the final round 3 results:

Round 3 German v Tribals Last Bullet scenario.

In the final round 3 game the Germans took on a tribal force. This seemed a bold option  bearing in mind the hiding they suffered in round 1 against a tribal force but they not only took that option but decided to spend their points  on two elite regular units with fierce and sharpshooter. The tribals took 4 regular tribal units and 2 x elite tribal  units. A massive outnumbering of the colonials  by the tribals.
In past games (not just TMWWBK) the player who commands the German’s  is one of those who  is frequently on the losing side- ok pretty much always. Well laid plans  cruelly  fall apart at the last, sometimes there aren’t  even well laid plans. However it sets out the result is the same as witnessed in rounds 1 & 2 of our campaign – resounding defeats by the tribals and Zanzibaris.
This time it was going to be different, this time the dice gods would smile on the benighted  Germans, their tiny force wouldn’t be swamped by the massed tribal hordes- like we all believed that would happen. However  lo and behold on this occasion  the constellations aligned the dice gods smiled and the Germans bathed in a golden glow of invincibility.
Things started with the command rolls, Oberst Haidenfahrt – that famous hider in his tent in round 2 rolled  5+ leadership and ‘Hero of the Empire’ trait moving to 4+ leadership. This was followed by his newly appointed  2iC (the last one was killed by a Zanzibari cannon ball) Kapitain Schotemup  who rolled 5+ leadership and ‘destined for greatness’. You could almost see the German troops little metal chests swelling with pride to be led by such heroes.
Then came the tribals leaders, Abel T’lickit rolled a woeful 7+  but worse still his trait was ‘Idiot’. The 2 iC, Hunka Burninluv rolled 8+ and  very helpfully for a force containing no shooting ability ‘musketry buff’.  All of a sudden the numeric advantage enjoyed by the tribals didn’t seem so overwhelming.
To ensure the tribals could reach the farmstead we allowed them to set up 5 x standard moves  away. This gave them some chance of inflicting a casualty in 5 turns which if they didn’t do they would lose the game.

The tribals line up in good order, the only time this happened in the game.
(https://c1.staticflickr.com/1/487/32776785281_e6685b2263_z.jpg)

For the first few rounds the  Germans fell back from the centre of the board to the farmstead  and adjacent woods whilst the tribals  moved forward.  Some attempted to move at the double- it didn’t work and both flanks ended up stranded behind the advancing centre instead of ahead of it.
Worse still  in two rounds  Abel T’lickit’s  idiot trait came into play (for the same unit) and they were moved to the rear twice.
A complete debacle was ensuing with half the tribals stuck near the back of the table and half racing forward.

Tribals mass in the trees , they wouldn’t be so confident if they knew their comrades on the flanks were lagging far behind.
(https://c1.staticflickr.com/3/2941/32776781711_58a59ab53e_z.jpg)

As turn 5 loomed with no German casualties caused the tribals threw all the forces  in the vicinity forward. It wasn’t enough, the poor leadership caused delays across the board and in the final round they were met with deadly fire from the elite Germans.
German  units  stand tall (well at least 28mm) awaiting the tribal onslaught in quiet confidence.
(https://c1.staticflickr.com/1/311/32085883693_0f4275d148_z.jpg)

The incompetent  tribal leadership ensures only 3 tribal units manage to carry out that difficult action - moving across the board  (and two of those are pinned).
(https://c1.staticflickr.com/3/2646/32900583745_c3aec8161a_z.jpg)
The game ended on turn 5 with no German casualties taken  and the tribals pinned and scattered all over the board.  The scenario is a difficult one for tribals with no long range shooting ability  but made next to impossible  in this game by the dice gods bestowing  their leaders with unfortunate traits/ leadership.
Despite their stunning victory however normal dice service was resumed as the Germans rolled on the  post game results table and ended up taking no victory points off the tribals!


Title: Re: Kweeziland Campaign
Post by: bulldogger2000 on February 16, 2017, 03:24:31 AM
Looks like great fun.  Who makes the Zanzibari cavalry?
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on February 17, 2017, 12:21:17 AM
The cav are scratched from Fireforge mongol cav  with GB Arab heads and some sword arms from GB some from FF.  Bandoliers and slung rifles are Warlord Games. There are plasticard strip  straps as required and some have green stuff surcoats.  Quecumba Salad (red turban) is a Perry metal that I got 2nd hand with a GB sword arm and BT shield on FF horse.
(https://c1.staticflickr.com/3/2451/32127900663_f56d404701_z.jpg)
(https://c1.staticflickr.com/1/626/32127892543_28219750ca_z.jpg)
(https://c1.staticflickr.com/4/3727/32788896712_8ce4ec08dd_z.jpg)
(https://c1.staticflickr.com/3/2848/32788894192_128228cc0f_z.jpg)
(https://c1.staticflickr.com/3/2570/32901936996_85cf98b6ce_z.jpg)


Title: Re: Kweeziland Campaign
Post by: bulldogger2000 on February 17, 2017, 04:10:08 AM
They look great!
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on March 15, 2017, 04:18:57 PM
Fort Soixante-neuf, bringing French civilization to the people of Kweeziland
Title: Re: Kweeziland Campaign
Post by: Sunjester on March 15, 2017, 06:31:42 PM
Nice!
Title: Re: Kweeziland Campaign
Post by: Sir Rodney Ffing on March 16, 2017, 11:06:16 AM
Quote
Fort Soixante-neuf, bringing French civilization to the people of Kweeziland

But will it be manned by regular troops?  Better check the storehouse to find out!  lol
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on March 16, 2017, 06:29:07 PM
bringing French civilization to the people of Kweeziland
Whether they want it or not!
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on April 08, 2017, 05:45:42 PM
Round 4 :Action  at  U’booti

Round 4  games started with the French launching an attack column into a tribal area following the ‘Take the High Road’ scenario. We changed things a little in that the French had to establish a bridge head across the river to succeed, the tribal forces didn’t have soft cover around the bridge but could hold any number of units in reserve for a flank attack.
Following Commandant Rene Renault’s  recent alcohol driven  questionable performances a new commander was  appointed, the freshly arrived in the colonies  Duq D’arling.  Renault was  the 2iC but under the watchful eye  of  D’arling.  Renault rolled for 7+ leadership  but managed to avoid  the ‘Drunkard’ trait this time around instead being ‘Cad’. For his part D’arling was a  6+ leader with ‘ Jolly Sporty’ allowing his unit to move at +2” at the double.
The French  had two units of irregular infantry (Tirallieurs), a unit of irregular  Spahi colonial cavalry, some unenthusiastic  tribal levy and a unit of  Elite French Foreign Legion.
The tribals were led by the aging Unkl Rumpo and aesthetically challenged Desmond Tetsi . Their    leadership  was  7+ all round with  ‘Bald as a Coot’ and ‘Ugly’ Clearly inspiring leadership  was going to be in short supply  for the tribals. They had two veteran, fierce units, two standard units and two unenthusiastic units.
The objective was the small bridge crossing the  U’booti river.

The idyllic looking U’booti  river valley, don’t be fooled by that small looking river, being impassable except by bridge  its clearly wider and deeper than it looks on the photos, it  would probably  be crocodile  infested as well if the hippos hadn’t killed them all.
(https://c1.staticflickr.com/4/3939/33870302556_186c5cff89_z.jpg)

The French  started off with initiative as the attackers and in a hitherto unseen display of co-ordination managed to move all their infantry units except the tribal levy up to the river bank  all doubling up at around the  same move distance. Clearly D’arling was having a sobering influence on Renaults previously haphazard approach to command.

French units moving across the battlefield in a  co-ordinated manner – almost as if they were listening to their orders.
(https://c1.staticflickr.com/3/2827/33911166345_8df1b9aae4_z.jpg)


For their part the Tribals kept two units for a flank attack  and four units on the far side of the river, two in cover and two ready to contest the  bridge.

The tribals  first order to the units near the bridge was ‘Go to Ground’ . One of the units was clearly not listening  to Rumpo’s  indistinct  croakings as it failed repeatedly and took several casualties failing pinning  and  rallying tests and falling back from the river in disorder. The second unit although gone to ground was targeted by close range shooting and again pinned.

Neither commands nor bullets convinced this unenthusiastic tribal unit to go to ground
(https://c1.staticflickr.com/3/2947/33911164735_119bb323ef_z.jpg)

Tribal attempts to bring on the flank attackers failed dismally ( they needed 6 on turn 2, 5,6 on turn 3 etc) until the  5th and 6th rounds by which time their comrades at the bridge had  taken several casualties each.

A late arrival of veteran tribals, clearly they got distracted on their flank march.
(https://c1.staticflickr.com/3/2862/33526113660_0d953d69f0_z.jpg)


The French tribal levy, by now moving in support of their column screened their comrades for a round  manfully taking shooting casualties from one of the flank attackers and eager to impress passed their pinning test.

That gave D’arling the time he needed to get his Spahis into action and  leading them  with elan  he dealt the tribal unit a severe beating in two rounds of combat.

The dazzling display of gaudily clad French cavalry  was clearly too much for the tribal forces who fell back overawed .
(https://c1.staticflickr.com/3/2826/33098390583_dc89a6b382_z.jpg)

With one flank secured D’arling raced his cavalry across the field of battle  to prevent the second flanking tribal  unit  from launching a charge at the bridge. He may have had some help from the tribal levy but I’m sure that won’t be mentioned in dispatches.

Dash, elan and 19th century bling what more could you want from a commander
(https://c1.staticflickr.com/4/3930/33870292946_af784f26fb_z.jpg)

Meanwhile at the bridge the natives launched two attacks at the Tirallieurs both should have won  but both ended up in draws with the tribal units severely depleted after shooting and now melee casualties,

Two attacks with advantage to the Tribals, both repulsed (drawn) by the stout defence of the Tirallieurs
(https://c1.staticflickr.com/3/2949/33911162295_55c756a094_z.jpg)

(https://c1.staticflickr.com/3/2852/33098370723_5c0f1a1f9d_z.jpg)

The sorry state of things  for the tribals as the game draws to a close
(https://c1.staticflickr.com/3/2842/33911160565_21f7279a2d_z.jpg)


In the final turn the Tirallieurs, unopposed by any enemy units planted the tricolore on the far  bank of the U’booti  gaining a full victory for the forces of La Republique.
(https://c1.staticflickr.com/3/2903/33098365923_21f18cb30b_z.jpg)


As dusk falls on the victorious days actions D’arling explains to Renault the awe inspiring qualities that a bright, shiny uniform has on the natives.
(https://c1.staticflickr.com/3/2870/33067878214_6d838c3e48_z.jpg)


Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on April 08, 2017, 08:43:08 PM
Another excellent write up Pete.....you can never over state the effect of shiny uniforms have on the natives!
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on April 21, 2017, 02:03:31 AM
Fight for the M’Pooping pass

The scenario was again based on ‘Take The High Road’ from the rule book. This time the point to be seized was a pass into the M’Pooping foot hills which controlled access to the tribal heartlands. The colonial force was a German Imperial strike column marching to seize the pass, the defenders a tribal force.
The Germans rolled  +5 leadership for the commander & 2iC however Haidenfhart was back to his usual shaky self with ‘bag of nerves’ trait.  Von Krumpwinkle the 2 iC was  ‘a dammed fine fellow’ so at least neutral in trait. The Germans looked at the French tactics in their game and decided that tribal levy were the way to go but  ‘out- frenching’  the French took two units instead of one to guard the flanks of their   two standard  regular units and one elite unit 

In what was to prove an evening of poor rolling at crucial times the tribals rolled  +6 leadership for their commander  Nasti  N’vishus but he was ‘brutal’.  His 2iC  Haile Suspishus was a better prospect at +5 leadership and ‘destined for greatness’ though again dice rolls at crucial times were to let him down. The tribals took 3 x standard units with fierce and one elite unit with fierce.

A view from the forested plains to the pass through the M’Pooping  foothills.
(https://c1.staticflickr.com/3/2821/34037068411_e8b879ab96_z.jpg)

The Germans set off in columns all marching more or less together and dispatching the tribal levy as a flank guard.

All that time on the drill square clearly paid off- not like that random French meandering in the previous game.
(https://c1.staticflickr.com/3/2911/33356623083_95df2d1cd7_z.jpg)

The tribals kept one unit out of sight in the foothills  on each flank and sent out one unit on each flank to infiltrate behind the German columns. Nasti’s units tried to avoid rolling at all costs and carried out free actions where possible.
Nasti  N’Vishus surveys the scene of his planned for glory unfortunately the dice had other plans for him.
(https://c1.staticflickr.com/3/2839/33356621803_97f50312ef_z.jpg)

Nasti N’Vishus’s  flanking unit deciding to try to move at the double, a risky option applying a -2 to their leaderhip.
(https://c1.staticflickr.com/3/2925/34037066361_8d81f8ddde_z.jpg)

What followed next proved a debacle for the tribal forces. They decided to charge the German tribal levy to chase it off but  movements on both flanks fell short and they received some spears from the levy and  rifle rounds from the German regulars which caused casualties before combat could start.

Despite his -2 to leadership Nasti’s  flank force charged  home and defeated their  levy opposition however in subsequent rounds the levy rallied and stood firm. The  tribals now were in light cover and received some accurate regular shooting.

As the levy fall back and rally (all 4 of them) the tribal assault on the regulars falls painfully short
(https://c1.staticflickr.com/3/2877/33325474274_51aa89efe0_z.jpg)

Things panned out similarly on the other flank though here the levy eventually won their combat.

Maybe those levy weren’t really so unenthusiastic
(https://c1.staticflickr.com/3/2821/33356619613_eeb43e112e_z.jpg)

As noted earlier in an effort to relieve their colleagues the two tribal units  had passed charge actions and threw themselves down the hill at the regulars. Both could have reached with doubling both just failed leaving them as short range targets for the regulars.

Rolling a 1 and a 2 for extra movement wasn’t enough to double into combat but was enough to leave the tribals as a tempting target.
(https://c1.staticflickr.com/3/2880/34167863585_18f9c073ce_z.jpg)

(https://c1.staticflickr.com/3/2890/33356616963_6f099e3e7b_z.jpg)


Nasti’s units were soon fleeing given the effect of his brutal trait.  Haile’s units fought on for longer but poor dice in the melee and rallying phases meant they were whittled down  leaving the Germans to seize the pass unopposed.

With only two enemies left in the unit Haidenfhart  felt brave enough to advance on to the objective.
(https://c1.staticflickr.com/3/2920/34037069421_11967df03a_z.jpg)

The German suffered no regular casualties so not testing the nervy Haidenfhart urge to leave his men in the lurch in this game




Title: Re: Kweeziland Campaign
Post by: Traveler Man on April 21, 2017, 09:40:44 PM
Great stuff!  :)
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on May 01, 2017, 04:25:16 PM
French reinforcements can now arrive much faster, and bring the light of civilization into the darkest corners if Kweeziland
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on May 11, 2017, 10:30:46 PM
Round 3 a
Rumpo’s  bit of bother
As an interlude we decided to have some native force on native force action with the colonials adding support but not fielding actual units.
Following defeats in recent games one of the tribal factions has suffered a  rebellion against its aging chieftain  Unkl Rumpo. His ambitious but ugly nephew Desmond Tetsi has broken away  from the main tribal grouping with a few followers and seeking colonial backing declared himself rightful chief. The Germans were the colonial lending him support. The French taking advantage of the situation backed Rumpo.
Rumpo’s forces were  7 x fierce tribal units and 1x average tribal unit with the French lending 1 x irregular mountain gun as support for the loyalists.
Tetsi had less tribal units , 1 each of elite, good, ave, poor so the Germans lent him an advisor, Kapitain  Stroker and a regular quality mountain gun  along with 2x Ruga units and some irregular sharpshooters.
We had allowed Tetsi to spend points on terrain rather than troops but no, flash a few gaudily clad Ruga and some ordnance in front of him & Tetsi forgot all about the benefits of hills & rivers.

As it was 36pts each we had three leaders per side the main man and two sidekicks. The rebels had Tetsi who was a weakling but 5+ leadership, Von Stroker  had ‘Jolly Good Chap’ but was +5 leadership anyway and Jiba Jaba Zalot who was +6 leadership but ‘Destined for Greatness’

Unkl Rumpo  was 5+ leadership but ‘Pleasant Manner’ so no positive trait, his portly 2ic Undu M’bra was +7 leadership but again ‘Dammed Fine Fellow’ meant no trait. The French had supplied their tribal levy leader  Mungo Jerri as the other 2iC to nefarious ends as it later turned out and he had  5+ leadership and ‘Favourite Nephew’ trait.

We played the game as an encounter battle with the loyalists as the attacker and rebels as defender.

The heavily forested plain of Kerrang,  scene of the action
(https://c1.staticflickr.com/5/4158/34438128552_8b7e6554f0_z.jpg)

Throughout the action Rumpo displayed a mixture  of cunning through  advanced years  and what appeared to be dementia also due to  advancing years.

Rumpo set up a  seven unit left flank strike through heavy woods onto the lightly defended hill where Tetsi had located his gun.

He claimed it was like the famed Horns of the Buffalo but with one horn- so presumably Horn of the Rhinoceros, or is that something to do with an aphrodisiac, Rumpo wasn’t quite sure but he knew it looked good.

Rumpo’s impressive Horn
(https://c1.staticflickr.com/5/4190/34600201345_c994696bf7_z.jpg)


Von Stroker aligning the sites of his gun, little knowing the Horn of the Rhinoceros was soon to be upon him!
(https://c1.staticflickr.com/5/4171/34438105212_d640204d74_z.jpg)


Rumpo’s forces had initiative and started by bombarding Tetsi’s gun which was perched conveniently on the side of a hill so it could see but be seen over the battlefield. A casualty was caused but no pinning. Under  von Stroker’s command the gun counter batteried  and caused a casualty  which pinned Rumpo’s gun.

Never a keen student of tactics Tetsi had spread his units along his base line so most of his forces faced terrain bereft of enemy.
To keep these occupied Rumpo set his average unit to advance and display against them keeping them occupied  whist his Horn of the Rhinoceros crushed the weak units supporting Tetsi’s gun.  This display of cunning was marred somewhat by his forgetting where he was and not joining  the seven fierce tribal units in the Horn  but instead  wandering across to  join  the one average unit that was most of risk of attack and totally unsupported.


Within three turns the Horn of the Rhinoceros had wiped out Tetsi’s two poorer quality units and overrun the gun killing Von Stroker  in the process. Almost one third of the rebels lost for little impact on the loyalists.

The devastation caused by the Horn
(https://c1.staticflickr.com/5/4190/34438113082_9013179548_z.jpg)

Tetsi’s other  units were slow to respond and couldn’t get across to support the gun and its accompanying units. Also Tetsi’s two best tribal units  were distracted by Rumpo’s  average unit dancing around in front of them.

Tetsi’s lack of that ‘book larning’ is coming back to haunt him.
(https://c1.staticflickr.com/5/4166/34214243310_8c31295b5b_z.jpg)



As the  elite and  good rebel tribal units advanced Tetsi’s unsupported average unit fell back using some forest as cover its job done.

“Isn’t that that old b.....d Rumpo ”? you can almost hear the rebel units asking each other as they spy the poorer quality loyalists through the trees.
(https://c1.staticflickr.com/5/4183/34438122832_c883248ace_z.jpg)


Then calamity occurred, the average unit  failed an at the double move and was javelined and then charged  by the elite  rebel unit.

Inspired by Rump his loyal tribesman stood their ground but over a couple of turns were whittled down until Rumpo looked around and found no one  but himself  left standing in his unit.

Some  of the Horn of the Rhinoceros units were now engaging the rebels who’d advanced to meet them and hot fights were developing with the loyalists now  enjoying  numerical advantage.

“Unkl Come to safety, come to safety” the nearest loyalist units cried to their leader.  Rumpo fled his now massacred unit  but in his confused state  joined the next weakest unit  which was taking a lot of casualties from the irregular sharpshooters.
Clearly Rumpo can’t identify out of 5, 10 and 14 which is the highest number
(https://c1.staticflickr.com/5/4163/34600183845_5b042e0ac8_z.jpg)


Despite being in the thick of it again Rumpo was ok and his forces gaining the upper hand were poised for a final victorious charge across their whole front.

At this point on the verge of a crushing victory Rumpo  for reasons best known to himself  handed  control to his French appointed 2iC Mungo Jerri allowing him to  roll for the to be glorious charges, only  5ups were    needed. The results  two 1’s twice and two 2’s.
Rumpo’s whole line stood motionless handing initiative to the Rebels all chances of a crushing victory now gone.

Fortunately Tetsi  returned the complement by having his sharpshooters miss all 10 of their shots. Other  rebel units however engaged in combat and in the next two rounds both Rumpo and his aesthetically challenged  nephew were laid low.

Tetsi with his sole remaining unit member, clearly he should have studied those  famous traditional fighting formations like the Horns of the Buffalo or Horn of the Rhinoceros.
(https://c1.staticflickr.com/5/4173/34214233130_b8a41a4d47_z.jpg)


Rumpo was carried from the field with several  vicious wounds from a Ruga machete to his person. The loyalists claimed he would survive but this looked very unlikely.

Mungo Jerri and  Undu M’Bra led the counter attacks and after several more rounds of combat  the remaining rebels fled the field.
Loyalist forces unimpressed by the  gaudily clad Ruga  drive off the remaining rebels.
(https://c1.staticflickr.com/5/4177/34558684536_57d7bb7a3d_z.jpg)


The planned  for easy victory had in the end  only  been won  by the  devastation of the tribal forces. Rumpo was stricken  and his units  virtually wiped out thanks to the questionable dice rolling of the French appointed side kick. There are rumours afoot that it was all part of a French plan to weaken the tribe and have their puppet Mungo Jerri take over. We’ll have to see how this develops in the future.

Meanwhile having backed the winning side  the French will now gain porters so their guns will be mobile as if limbered, they also get points off some of their tribal units. All in all I’m sure the Duq D’arling  considers this a good day for the French cause.
Title: Re: Kweeziland Campaign
Post by: Plampers on May 15, 2017, 02:45:21 PM
Hi Pbjunky,

One of your players Bryan has been sharing this via the Facebook MWWBK's group page, and it looks great fun and to be honest the exact idea I have in my head for a campaign. You mention using the El dorado Campaign system basics with Tweeks? Do you have any info you could possibly share on the structure other than the intro post? I know its lazy to ask you and not devise my own but it sounds spot on to the sort of game I want to run/play :)

Cheers

Plampers
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on May 15, 2017, 08:17:05 PM
Hi Pbjunky,

 Do you have any info you could possibly share on the structure other than the intro post? I know its lazy to ask you and not devise my own but it sounds spot on to the sort of game I want to run/play :)



No problem I'll send you the backing notes for the campaign if you pm me with your email. I tried to post them on the forums but the table content wouldn't post.
Title: Re: Kweeziland Campaign
Post by: Plampers on May 15, 2017, 10:23:57 PM
Pm sent guv!
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on May 19, 2017, 02:23:53 AM
Round 3a
Dust up at the Tembe at Haka Jumba


In the second of our 3a round games (native v native action) we had a tribal force  versus Zanzibaris. Each side received colonial backing (but no colonial troops). We also wanted to include elements other than troops, namely boats  and forts. We adapted the rules we used in ourWW1 in Africa campaign  for gunnery against buildings and boats http://leadadventureforum.com/index.php?topic=70406.0 (http://leadadventureforum.com/index.php?topic=70406.0)

We had the self styled Zanzibari Amir F’ymuni who has set up a Tembe  on Lake  Kweezi  and  flushed with confidence from  his tacit backing by the Germans was carrying out his depredations  in the surrounding tribal areas with renewed vigour.

The tribal forces  of Chief  Ayvgut N’hope were cowed by the firepower donated by the Germans (1 unit with modern rifles  trained to veteran status, a regular trained Maxim and two mountain guns) so sought out a colonial force to offer them support. The British deemed this a fight worth taking up so supported the tribals with 2 regular mountain guns, a unit of veteran sharpshooter askari and HMS Bertie mounted with a 9 pounder.

I set a nominal points value for the  village of Haka Jumba and the Tembe   (4points and 12 points respectively) and allowed 32 points of Zanzibaris on top of this. They had 1 unit each of militia, standard and guard (the latter the vets with rifles) Zanzibari. They had 2x irregular mountain guns, the HMG and 1 unit of Baluchi matchlocks.

The tribals had , from the Brits the 2 x 9 pounders, one  9 pounder on HMS Bertie and the askari. They had  3x  veteran  and 3 x  fierce  tribal units, 48 points in total.

Scene of the action; the tembe at Haka Jumba
(https://c1.staticflickr.com/5/4204/34359690110_021f970f2c_z.jpg)

(https://c1.staticflickr.com/5/4167/34704126536_7f2f51a800_z.jpg)


With so  many forces to command we had the CiC and two 2iCs on each side. So the tribals had Chief Ayvgut N’hope with his rather dopey son Prince  Ludacris. The British forces were under the command of Lieutenant  Horace ‘spanker’ Crabtree.
It was when rolling for leadership and traits that things started to unravel. Avgut N’hope , had started as a 5+ leader but got the trait ‘Bulletproof Bumbler’ so went to 9+. The Prince rolled 7+ leadership but was ‘Idiot’. Spanker Crabtree was a 6+ leader but had  ‘ Coward’. Fortunately as he was  on board HMS Bertie this didn’t  impede his activity.

Amir F’ymuni had a  6+ leadership and somewhat uncharacteristically for such a despicable  character ‘Sporting Umpire’. His 2ic  Mustafa Fag was 7+ and ‘Terrible Planner’ . The third Zanzibari commander the Baluchi mercenary  Jafaar Khazi was again 7+ with’Bald as a Coot’

All in all not an inspirational set of leaders.

The Tribals elected to lauch an attack from the right flank whilst HMS Bertie supported  with a bombardment from the lake. The two British mountain guns would support as best they could from the jungle on the right and then move forward to keep up with the attack.


It looks impressive but the tribals all want to be somewhere else and the gun keeps bogging down or not firing.
(https://c1.staticflickr.com/5/4185/34704120566_86a5cda197_z.jpg)

The Zanzibaris  had first turn and started randomly amongst the various buildings so those on the left started moving to support their right flank and those on the right opened fire on the massed tribals.


The HMG caused a casualty on a tribal unit who with The Chief’s  dubious 9+ leadership became pinned and eventually after three turns of failed rallies left the board. The other two units under Ayvgut N’hope did stay on the board but  in an approach more resembling the Hokey Kokey than the Horns of the Buffalo struggled to make headway, failing pinning tests and rallies and so retreating  before rallying and moving forward again.

Prince Ludacris  threw his three units forward and despite a couple of ‘Idiot’ rolls and a repulsed (drawn) combat with a militia Zanzibari  unit supported by  one of the 9 pounders his units eventually force their way  into the village.

Ludacris units moved forward despite his idiocy and eventually take the village.
(https://c1.staticflickr.com/5/4171/34704119386_b71f0de7c5_z.jpg)

(https://c1.staticflickr.com/5/4180/34612939691_257b2b40ce_z.jpg)


Spanker Crabtree’s expert gunnery pinned and then destroyed the HMG and he set about shelling the Tembe from HMS Bertie with supporting fire coming from the second British 9 pounder. After several hits the corner of the Tembe started to collapse. Tribal units surged forward  to charge the breech- well it would have been like that but  the  9+ leadership of Ayvgut N’hope meant they crept forward and hopefully threw a few spears into the hole that now appeared in the side of the Tembe  before taking a casualty and falling back.

Don’t be fooled by that native horde at the breech, they’re just peeping in and ready to run away.
(https://c1.staticflickr.com/5/4168/34612926661_2a11df0b45_z.jpg)

The Baluchis and one of the Zanzibari  guns was causing  mounting casualties amongst  Prince Ludacris  units,  Chief Ayvgut N’hope’s units only actually moved forward  because their retreat pace was half their move forward pace but it was slow going with little hope of a successful attack at the end of it. The British 9 pounders were  frequently bogging down. Things were looking bleak for the chances of a successful tribal attack. Then up stepped the heroes of the hour, the  askari unit. Skirmishing forward keeping up a steady fire, causing and taking  the odd casualty, never failing a pinning test they ended up leading the tribal attack inexorably towards the Tembe.

Stalwart Baluchis  holding fast
(https://c1.staticflickr.com/5/4174/34612929651_948754005e_z.jpg)

Meanwhile  Spanker became a little overexcited. He’d initially held HMS Bertie out of range of the Baluchi shore gun  but  emboldened  by his gunnery success he ordered The Bertie forward to engage the mountain gun situated on the lake side.
Though he caused a couple of Zanzibari casualties they proved they were made of stern stuff not pinning and returning fire.

Steady as she goes Spanker, aren’t you getting a bit close to that shore gun?
(https://c1.staticflickr.com/5/4200/34612925571_bda36c1c43_z.jpg)


One shot skimmed across the deck killing a British gunner  and pinning the gun for one turn. Unperturbed  Spanker  held his station. It was a mistake as the next Zanzibari shell  was a direct hit on the Bertie’s engine shaking the crew and disabling the craft.

‘Cripes that’s torn it ‘ or words to that effect, Spanker is going to have a lot of paperwork to complete to explain that.
(https://c1.staticflickr.com/5/4274/34704134226_f460e02394_z.jpg)

By now Prince Ludacris units were getting the better of the  Baluchis which left  the Zanzibari  guard unit isolated but clinging on to the Tembe.

In a dashing show of courage the askaris  forced their way in and overcame the weakened guard unit  to  capture the notorious Amir F’yamuni.

One of the tribal units managed to join the askari in the tembe courtyard at the death but it was definitely a case of  for propaganda purposes.

Amir F’yamuni is captured. A Tribal unit has joined the askari for propaganda purposes, unfortunately for them the British only believe in showing  British  propaganda hence only the askari appear in this  shot of the successful conclusion to the action
(https://c1.staticflickr.com/5/4174/34704130796_ffc813f901_z.jpg)


With that  the tribal/ British force  had conducted a winning days activity , there was just the unfortunate disabling of the Bertie that Spanker had to  somehow explain to his superiors.
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on May 19, 2017, 10:37:45 AM
Looks like an excellent game, I can just imagine the comments being made about dice rolls!!

Shame about the Royal Navy receiving such a pounding........The French fleet will just have to step up!
Title: Re: Kweeziland Campaign
Post by: Plynkes on May 19, 2017, 10:48:19 AM
A supremely impressive spread. But then, it always is. :)

Title: Re: Kweeziland Campaign
Post by: Sunjester on May 19, 2017, 12:07:00 PM
Another excellent report. I like your gunboat, is it scratchbuilt?
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on May 19, 2017, 06:24:39 PM
Another excellent report. I like your gunboat, is it scratchbuilt?

HMS Bertie is the work of Steve, British player in our campaign. It was  originally made for the WW1 campaign in Africa we ran in 2014. His description of the conversion from the write up of the campaign is as below.  I think it  is based on a Beetle Xlighter.

'The model utilises the hull from the Revell 1/32 scale UDT which was modified with plasticard and milliputt to create the waterline hull. The superstructure was scratch built using plasticard. The decking was made from embossed plastic sheet. The ladders were scratch built from thin flexible plastic rod bent and cut to shape, then installed into pre drilled holes to secure to the hull. The funnel was made from plastic tubing and detailed with plastic strip. The gun position  made of thin postcard rolled to impart curved shape, then fitted to a plastic rod frame to add stability. The gun position has been designed to allow 360 degree rotation of the weapon, this also allows inter changeability of armament.   The ships wheel & air vents were  details purchased  from a local model store'.
Title: Re: Kweeziland Campaign
Post by: Ste long 1971 on May 19, 2017, 06:35:28 PM
That's correct Pete, it's loosely  based on the beetle lighters used at Gallipoli.
Title: Re: Kweeziland Campaign
Post by: Ste long 1971 on May 19, 2017, 06:40:42 PM
 lol lol A mere scratch Bryan! It's all good experience for Spanker. He has great mentors in Comadore Spicer Simpson RM and Col W.E Love- Belvoir RA]lol
Looks like an excellent game, I can just imagine the comments being made about dice rolls!!

Shame about the Royal Navy receiving such a pounding........The French fleet will just have to step up!
 
Title: Re: Kweeziland Campaign
Post by: Traveler Man on May 20, 2017, 10:57:14 PM
Great stuff! A shame old Spanker got the barky dented in the process.  lol
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on June 11, 2017, 12:10:15 PM
Kweeziland campaign results to date ( 5 TMWWBK & 3 Pulp games)
After our final Pulp game of the campaign the results are as below
http://leadadventureforum.com/index.php?topic=96667.15 (http://leadadventureforum.com/index.php?topic=96667.15)

The whole campaign is about resource management so colonials choose to:
•Spend  RPs on getting bigger armies,
• Have the same number of army points but a better choice of units due to a bigger reserve points tally
•Save up the RPs to win the campaign.

       
                 Army Pts                  Reserve
               (max 32)                 (max 10)   Resource Pts
British   24                               7              12
French    24                               8              9
German   24                               6               6

The Tribals  (three different tribes) don’t gather  points but in winning them   deny them to the other forces. They do loose points  on loosing games.

    Army pts             Reserve
Tribals   24/22/21       0


The Ruga and Zanzibari haven’t been ‘active’ forces in the campaign but we kept a tally of their points as well.
     
                                     Reserve
                 Army Pts            (max 10)   Resource Pts
Zanzibari     26                       6             2
Ruga             24                       3             6

The French and Brits in backing the winning factions in Round 3a gained 1 RP and  in three future games will have porters to move  arty as per limbers rules and  also have 2  free points of tribal levy units.

From this point the colonials will be recruiting ‘native’ forces to help them as they attack each other in the scramble for supremacy  in Kweeziland.



Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on June 19, 2017, 12:26:19 PM
Another French gunboat
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on July 01, 2017, 08:37:24 AM
Rumour is that a German gunboat has been launched
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on July 06, 2017, 03:10:03 PM
Rumours of royal navy intervention have spurred the emergency outfitting of a French mortar boat
Title: Re: Kweeziland Campaign
Post by: Marine0846 on July 08, 2017, 12:45:43 AM
Don't how I missed all the colonial goodness for all these months.
What a great campaign, love it.
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on July 17, 2017, 08:41:02 PM
Pushing the boat out

I’m not quite sure how it happened but the campaign seems to have spawned  an arms race  in  boats between the colonials. There are some rather splendid craft  now appearing on the horizon so we thought it a good opportunity between games to capture some of the work so far.
I’m not sure what class/ type  all of them are  or their names so I’ll let the players themselves  give that information.

Firstly the French, apparently they are all named after the commander’s mistresses (the fictional commander that is not the player).   If ships could wear red trousers (French code for élan) these would be clad in said garments.

The comments  refer to the ships not the mistresses  but  then again....

Commandant Gaultier always enjoys reclining on this one
(https://farm5.staticflickr.com/4312/35177327723_a4c4b4e23c_z.jpg)

A rather elderly model
(https://farm5.staticflickr.com/4313/35177330603_6107c90703_z.jpg)

My personal favourite, small misshapen and dirty
(https://farm5.staticflickr.com/4302/35147822504_174bccaf4f_z.jpg)

Even, smaller, more misshapen & dirty
(https://farm5.staticflickr.com/4307/35816961212_ee1de22af4_z.jpg)

Tall, sleek and elegant. scrubs up well.
(https://farm5.staticflickr.com/4296/35177347493_c10d611de5_z.jpg)

Broad in the beam & packs a punch
(https://farm5.staticflickr.com/4328/35177349913_1cfecb84c9_z.jpg)

The British

Criticised by the French  as being drab, grey affairs and definitely lacking in the Red Trouser effect  The British fleet  prides itself on being  utilitarian and functional (depending which Brit is commanding them of course).

That famous Beetle Xlighter HMS Bertie ( now back in service after Spanker Crabtree’s mishandling) .
(https://farm5.staticflickr.com/4312/35177337103_4dcd02e5b9_z.jpg)

A splendid new addition to the flotilla
(https://farm5.staticflickr.com/4308/35147825494_92808afac5_z.jpg)

A trio of steam powered ,armed launches
(https://farm5.staticflickr.com/4294/35177342623_478e0299ca_z.jpg)[/url]
(https://farm5.staticflickr.com/4317/35177340673_2ef158bbd0_z.jpg)
(https://farm5.staticflickr.com/4328/35177343843_e7d305529f_z.jpg)

A smaller landing craft HMS Humphrey
(https://farm5.staticflickr.com/4315/35177334493_0ea00dcf47_z.jpg)

The Germans

No I’ve not accidentally deleted some of their photos, they so far only have one small steam launch to their flotilla; definitely some catching up to do.
(https://farm5.staticflickr.com/4315/35177345323_92a36b54fb_z.jpg)

There'll definately have to be some naval actions in the campaign.

Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on July 17, 2017, 09:46:04 PM
The French Fleet - "Le Royale" - painted appropriately to show the grandeur of France!!

Title: Re: Kweeziland Campaign
Post by: Hupp n at em on July 19, 2017, 04:46:34 AM
Awesome looking games! Love your creative use of the plastic kits as well. How did you do the French cavalry?
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on July 19, 2017, 01:53:10 PM
Perry plastic cavalry (basically in french uniforms) with head swaps with woodbine miniatures Senegalese tirrallieurs!

Quite easy
Title: Re: Kweeziland Campaign
Post by: Hupp n at em on July 19, 2017, 09:37:33 PM
Perry plastic cavalry (basically in french uniforms) with head swaps with woodbine miniatures Senegalese tirrallieurs!

Quite easy

True, but the result is great! :D Thanks!
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on July 19, 2017, 10:03:53 PM
Cheers
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on August 06, 2017, 12:24:46 AM
Teaching those native chappies a lesson

Our  British player  in the campaign reminded me that he’d missed his colonials against natives game (round 3) so we had a Mr Babage game  with auto controlled natives facing  the British.

The setting was a raid on the village of Hup N’atam whose inhabitants had  doubtless been supporting a rival colonial force or worse still the Zanzibaris or even worse actually wanting to be independent.
The natives were run by Mr Babage, they had a CinC who was  6+ with  Short sighted which didn’t really affect things for them. The sub-commander was 7+ and  unhelpfully Keen Shot 

For their part the British were led by  that  hero of the empire  and veteran of many actions Colonel Chips Fanshawe with his 5+  leadership and  Destined for Greatness. His 2ic  on land was  Captain Dickie Cholmondley Warner 6+ and Ugly. Somehow Lieutenant Horace ‘Spanker’ Crabtree had wangled  a command of another of the Royal Navy’s finest,  the gunboat HMS Percy. His leadership was 6+ and he was Yellowbellied which given his gunboat command wasn’t a hindrance.

The  British had 3 units of regulars;  Sikhs,  Punjabis and  Highlanders with a poorly armed askari unit and a 9lber aboard the Percy .

The game started with the British searching the village  for the tribal leaders  so they could educate them in  the British sense of fair play by clapping them in irons and burning their huts.  Hup N’attam was however found to be deserted.

Hup N’attam before the British arrival sweltering in the early morning sun.
(https://farm5.staticflickr.com/4351/35556936044_2e473ea33e_z.jpg)

Sensing a trap Fanshawe  arranged a defensive perimeter and awaited the tribal onslaught.

Colonel Fanshawe  using his extra action to  sip a pims whilst elucidating the finer points of military command to Captain Cholmondley Warner.
(https://farm5.staticflickr.com/4388/36392474115_61dfc6bccf_z.jpg)

The 51st Foot and Mouth were  the first to be put under pressure and during the first four rounds  a couple of tribal units appeared in front of them at short range. Fortunately Chips Fanshawe’s veteran command  organized  close order  formation just in time for the Highlanders to receive a  charge from the first native unit. A vicious melee ensued  in which the Highlanders only just repulsed the tribals in a drawn combat. Once driven off the tribal unit was  hit by fire and pinned and then routed in successive turns.
Fanshawe uses his extra action to reorder The Foot and Mouth into close order , he petted Bunty his Labrador  with his first action.
(https://farm5.staticflickr.com/4339/35584441403_91c881ce3e_z.jpg)
The  second  tribal force to appear in front of the  Foot and Mouth  was driven off by successive volleys along with  Spanker Crabtree’s  supporting fire from the Percy.
Spanker Crabtree directs fire from the Percy safe in the knowledge that the only return is going to be a spear.
(https://farm5.staticflickr.com/4357/35995784450_ec4e5ec25c_z.jpg)

The 53rd Charwalah Punjabi foot  were able to pin and rout the tribals who faced them at long range so were never really under threat  and free to offer support to other British units as needed.

Charwalah accurate fire pinning the natives
(https://farm5.staticflickr.com/4354/35584437733_4c3f0a49ef_z.jpg)
(https://farm5.staticflickr.com/4369/35995760620_5514a03676_z.jpg)

Things were different for the 152nd Ghorblimey Sikh foot  under the inexperienced Cholmondley Warner who ended up being charged by a tribal unit and only just holding off the attack losing five minis in a drawn fight.
Dash it all Cholmondley Warner get those men in close order
(https://farm5.staticflickr.com/4396/35995768530_cc87ea57b4_z.jpg)

The next round saw their depleted shooting still accurate enough to  pin and rout their attackers however a further tribal unit appeared immediately to their front  but ‘gone to ground’ so avoiding being able to be targeted.
With Cholmondley Warner dithering Colonel Fanshawe spotted the danger and arranged the depleted Ghorblimeys into close order with his free extra move. This proved timely as the natives charged home on their next turn. Again a close combat ensued but the Sikhs won it by one casualty and survived. The British line had held, just.

The 3rd Kweezi Irregulars (Askari) initially did a bit of long range shooting, pinning  tribals however in what turned out to be the closing rounds of the  game they  were faced at charge range by a tribal unit. Fanshawe ever aware of imminent danger ordered them to skirmish back into the village to be replaced in line by the stalwart Foot and Mouth. This proved timely and both units skirmishing  pinned the tribals who fell back and were eventually routed.

The Foot and Mouth and 3rd Kweezi Irregulars demonstrate the benefits of British Army  drill by managing to move and shoot at the same time.
(https://farm5.staticflickr.com/4427/35995788980_f6f8b193df_z.jpg)

By now  four of the tribals had failed to re-appear so rolling to retrieve  routed units was proving very difficult and with that the game was deemed to have ended in a British victory. As dusk fell  Fanshawe  had time to enjoy a final pims whilst warming himself by the fire coming from the burning native huts.
Title: Re: Kweeziland Campaign
Post by: GamesPoet on August 06, 2017, 03:07:52 AM
I like the boats!
Title: Re: Kweeziland Campaign
Post by: swordman on August 06, 2017, 07:34:08 AM
Thanks for sharing!
Title: Re: Kweeziland Campaign
Post by: Ste long 1971 on August 06, 2017, 09:30:50 AM
Another great write up Pete. It was another really enjoyable game. After all these years, I think you've finally corrupted me to becoming a "Wargamer" with this MHWBK campaign. I just need to finish HMS Percy off, the start on the armoured sloop/frigate
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on August 14, 2017, 11:43:36 PM
   Resistance at  Dip yahwallet


A traditional Kweeziland song  (badly translated) about the U’booti  River goes:
Oh  river of my fathers, you carry our people out on the tide. Flow unimpeded to the  great sea, home to a rich harvest.

Well after the French attack on the Zanzibari fleet at Dip yahwallet  on the U’booti River the  river  no longer flowed unimpeded  and was home to more than fish, littered as it was by the sunken  Zanzibari fleet  consigned to the depths by the French action.

As our campaign has spawned a ship building spree we decided to have a  naval or at least riverine set of games. Each will pit the colonials against a Zanzibari force. First up it was the French.

The notorious Zanzibari warlord Amir Fyamuni had escaped  captivity re-gathered his band of ner’do wells and pirates and set up a new base of operations at the  village of Dip  Yahwallet on the tidal reaches of  the U’booti  River.

Dip Yahwallett  sitting peacefully  on the banks of the U’booti. As peaceful as anywhere can be when home to a vipers nest of cutthroats, slavers and mercenaries
(https://farm5.staticflickr.com/4372/36175097110_57fc4be047_z.jpg)


The French (with some US allies) had determined to finish his depredations and gathering a small fleet set off to launch an attack. We  adapted some naval actions rules  that one of our group had found https://daftrica.blogspot.co.uk/2017/02/rules-amendments-part-v-vessels-upon-sea.html (https://daftrica.blogspot.co.uk/2017/02/rules-amendments-part-v-vessels-upon-sea.html)

The French had to overcome the Zanzibari fleet and drive the Zanzibaris from the tembe and village.

The French were under the control of  Contre Amiral Gualtier with 2iCs  Capitaine de Frigate Maurice Carte-blanche and US ally Colonel Saunders.  Their leaderships were  6+ with Unlucky (dies  on a 2 or 3 rather than just  a pair of 1s)- Gaultier had of course no intention of actually fighting. Carte-blanche was  a drunk but retained 6+ leadership. Saunders  was 7+ but had ‘Favourite nephew’ trait.

Amir F’yahmuni was a 5+ leader with Brave, Jaffar Khazi was a 4+  but with Ugly and the Zanzibari fleet was led by  Mah’d  Azahatta on 6+ leadership and Bald as a coot.


We pointed up the guns as per TMWWBK rules and boats as per  the naval rules.  We did adapt the rules to allow for different sizes of guns which could cause differing amounts of damage and  used the differing sizes of boats with  greater or lesser damage points that they could take before sinking. We didn’t restrict the number of guns per points  but allowed the players to pick their forces as they wanted.
The French had  5 boats  each carrying some of their troops, the Zanzibaris 3 dhows and a canoe.
Each boat had a gun/guns  the French brought a  gun to  disembark and the Zanzibaris had three shore based guns. The French  had  1 x unit of regular Foreign Legion, 2x units of irregular Tirallieurs, 2x units of tribal levy  and 1 x unit of regular US marines.
The Zanzibaris had 1x unit of Baluchi matchlocks, 1x unit of Baluchi swordsmen, 1x unit of Zanzibari  guard and 1x unit of Zanzibari militia. As in previous games we pointed up the tembe and village.
A close up of the dark hearted Zanzibari  craft
(https://farm5.staticflickr.com/4344/36175095420_75396abdb5_z.jpg)

And their French opponents  allegedly all named after Gaultiers mistresses.  From bottom to top (that’s order of boats not Gaultiers proclivities). The Lola, The Lissette , The Lulu, The Leona and the Lulabelle.
(https://farm5.staticflickr.com/4354/36175093350_fa0d14bd3b_z.jpg)

As the morning mist cleared the French flotilla hove into sight. Taken by surprise after a heavy  night of rapine and looting their neighbours only the Baluchi swordsmen were  in a fit state to embark on one of the dhows, the remaining vessels set off  to confront the French with just gun crews on board.

Mah’d Azahatta  was true to his name and set about a very random target selection on the larger French flotilla causing some damage on the Lola  but  only a little on the  Lulabelle and none elsewhere. The hits to  Lulabelle did cause casualties amongst her contingent of marines.

Return fire from the French  caused some hits on the dhows and the canoe exploded  in spectacular fashion.

Mah’d Azahatta aimed his dhow for the nearest French  boat, the Lissette oblivious to the fact she was the biggest vessel and probably carrying the most troops. A boarding action ensued as the Baluchi swordsmen  stormed the Lisette. They fought with a unit of native levy  and routed them over two rounds of melee. Gaultier who was onboard the Lissette  was becoming worried enough to take up a new position at the rear of the vessel almost spilling his cognac in the process and loosing the article he was reading in his copy of ‘The Gay Parisian’.

Gaultier considers his options as some angry  men with very large swords board the Lissette.
(https://farm5.staticflickr.com/4332/36433639761_2c2b79a6f1_z.jpg)
Zut alors  or some similar phrase Gaultier orders his crew to re-arrange his chaise lounge at the rear of the boat.
(https://farm5.staticflickr.com/4377/36433637281_9499e8aea5_z.jpg)

With the Baluchi onslaught in full  flow Gaultier  threw the second native levy unit into action and  they overcame the by now depleted Baluchis  after another two rounds of combat taking the fight on to the Zanzibari flagship and after a further  fight with the crew capturing the vessel and scuppering it, sending the dhow to join the  canoe in the muddy depths.
The Foreign Legion on board the Lola managed to board the medium dhow and with only the crew to fight soon captured the vessel and scuppered it.

Order is restored and more importantly Gaultier can retake his position up on the foredeck. It only cost two native levy units to achieve.
(https://farm5.staticflickr.com/4342/35762280583_ffbb4168bb_z.jpg)


The final small dhow was targeted by combined  French gunnery and sunk giving the French a clear naval victory without loss.

Well almost without loss. Colonel Saunders managed to run the Lulabelle onto the rocks and badly holed had to make for the nearest shore.  The US marines stormed up the bank only to be met by  sustained and accurate  musketry from the Zanzibaris pinning them and causing them to fall back to the cover of the riverbank from a failed rally attempt.

Colonel Saunders managing not to avoid the  rocks
(https://farm5.staticflickr.com/4436/36433647951_35e4e92539_z.jpg)


Also the French had lost two units of native levy fighting the Baluchi unit and with the losses to the US marines troop casualties were starting to mount before they’d even begun the land assault.

Over the next three rounds the French guns cleared the land based Zanzibari  guns and started to cause significant damage to the tembe.
As the French disembarked their troops  the Zanzibaris fell back from their river based positions  and rallying around Amir Fyahmuni fell back on the village still managing to cause casualties as they skirmished back.
The Tirallieurs storm ashore
(https://farm5.staticflickr.com/4386/35736862374_170ba2b2ea_z.jpg)
The Foreign Legion  assault the tembe
(https://farm5.staticflickr.com/4341/36175072860_617af63f74_z.jpg)
Colonel Saunders finds it easier to charge a gun crew rather than units of Zanzibaris
(https://farm5.staticflickr.com/4393/36403382682_cbb20c6eea_z.jpg)
Amir Fyahmuni  decides the native huts look somehow more inviting than the tembe full of the French
(https://farm5.staticflickr.com/4336/36175070370_00c34a0a08_z.jpg)

Though the US marines had taken the gun emplacement they then sustained more casualties to shooting and  failing numerous rally attempts fell back to the River bank. This left the Tirallieurs and Foreign Legion to force the assault but they’d also been taking casualties. In particular  Jafar Khazi’s Baluchi matchlocks had been a constant source of hits.

Khazi’s boys  giving the French a brown trouser moment as they lay down a heavy covering fire.
(https://farm5.staticflickr.com/4431/36403330482_5ee1d46b62_z.jpg)

The French landed their  mountain gun but the crew were hit and failed to rally leaving the only French guns to support the assault now the boat based ones  which could target the village, ie not all of them.

The Tirallieurs launched two assaults in successive turns only to be beaten back from the walls of the village by the Zanzibaris. Finally the depleted Foreign Legion    assaulted a breach in the village walls caused by gunfire from the Lola. In a close fight they could only draw the melee being forced back into the Baluchi field of fire where the French units were sustaining yet more casualties.

The French realising that shock and awe doesn’t equal boots on the ground.
(https://farm5.staticflickr.com/4362/36433658441_711f792692_z.jpg)


And that was it, the French had sunk the Zanzibari fleet  and partly collapsed the tembe but their losses in troops meant they couldn’t  continue the assault so ending a very close run game  with the French on the balance enjoying a minor victory but  with Amir Fyahmuni and Jafar Khazi blowing raspberries at them from the  village.

Title: Re: Kweeziland Campaign
Post by: Ste long 1971 on August 15, 2017, 11:16:38 AM
Another great write up Pete. But a minor French victory?? That's not how the Kweeziland Evening Standard reported the battle.  The gallant natives defended their village and fought the mighty French US forces to a stalemate  lol lol
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on August 15, 2017, 11:41:47 AM
A major French Naval victory, sweeping their enemies from the river!!  They only withdrew when it was realised that foot slogging was not as glorious.

The streets of Paris will resound with the shouts of victory.

Another excellent game Pete
Title: Re: Kweeziland Campaign
Post by: Ste long 1971 on August 15, 2017, 12:41:51 PM
Lol hmm typical Frenchies celebrating almost defeats!!! lol lol lol lol
The mighty Amir Fyamuni stood steadfast in defence and gloriously held off the combined might of the French and US tyrants saving his village lol lol lol
Title: Re: Kweeziland Campaign
Post by: Traveler Man on August 15, 2017, 11:43:18 PM
Cracking game report! I don't somehow think the US Marines will mention this episode alongside the Halls of Montezuma.  lol
Title: Re: Kweeziland Campaign
Post by: Bryanbowdell on August 16, 2017, 11:14:33 AM
Colonel Saunders maybe facing a board of enquiry.

Obviously Amiral Gaultier may have another medal to pin to his chest....sure to entice another mistress or two!
Title: Re: Kweeziland Campaign
Post by: DintheDin on August 16, 2017, 06:10:11 PM
I'm so sorry I missed this thread from the start...
Great write ups, especially the last one was extremely exciting!
Fantastic games and a meticulously designed campaign system!
Gongrats for all! I'll be following from now on!
My colleagues and I are going to be acquainted with Mr Babbage soon!
Title: Re: Kweeziland Campaign
Post by: pbjunky1 on September 03, 2018, 03:26:59 PM
After a long hiatus for ship building the Wigan Tabletop Games Kweeziland campaign lurched back into life. This time it was the British turn to fight a naval battle and amphibious assault against the evil Zanzibari pirates. It turned out to be a close run game.
To read details of the Pyms fuelled antics  check out the link below.
https://wigangames.club/index.php?topic=317.0 (https://wigangames.club/index.php?topic=317.0)

Here are some pix to whet the appetite.
(https://farm2.staticflickr.com/1856/30564148568_2d011cc89c_z.jpg)
(https://farm2.staticflickr.com/1891/44376197112_4fb8e455a2_k.jpg)
(https://farm2.staticflickr.com/1844/43517328585_a4f66d2cda_k.jpg)

Title: Re: Kweeziland Campaign
Post by: Hu Rhu on September 03, 2018, 03:55:08 PM
Great table, fantastic figures and ships and a wonderful AAR. What more could a man want?  Eh! Eh!   :-* :-* :-*

Love the HMS Gay Gordon.  :o
Title: Re: Kweeziland Campaign
Post by: Helen on September 03, 2018, 08:31:45 PM
Love your table layout and game report. Thank you for sharing.

All the best,

Helen