David Bickley's Wargames Blog

The occassional ramblings of an average gamer, journeyman painter, indifferent modeller, games designer, sometime writer for Wargames Illustrated and host of games in GHQ.

Thursday, 30 August 2012

Mutiny at Byklabad

Earlier this week, Jon and I got together for an Indian Mutiny game here in GHQ. Jon elected to take on the command of the Mutineers, leaving yours truly the command of the HEIC and Regular forces. The action centred around a native village to the north of Byklabad in the foothills of the northern mountain ranges.

The buildings are from the splendid Mutineer Miniatures range.
In the distance you can just make out Ranjit Whyt Singh's Native forces.







In the centre the Rajah's Personal Troops threatened the village, while the mutinous infantry, supported by a battery of artillery, secured his left flank.
The figures are mostly from the old Foundry Miniatures range.









The British right was held by Company foot and irregular Sikh horse, whilst Gurkhas and the Gordan Highlanders scaled the hills to the east of the village ~ a mistake as it turned out!





The British left, comprising two Regular regiments, a siege gun and the baggage secured the high ground to the west of the village. Again, all Foundry figures.




Meanwhile, wild Hill Tribes in the Rajah's pay seized the deserted village, supported by the Rajah's personal household troops.



With the Mutineers threatening the British position on the hill, the Gurkhas and Gordans began to withdraw.











The climax of the game: while British cavalry get the upper hand in the background disaster looms for the British Regular regiments in hand to hand combat with the native irregulars!











Although successful in beating off the cavalry's frontal attack, the second regiment was routed by the native infantry ~ the effect of appalling dice on my part for two turns. This lead to the loss of the baggage and artillery in the next turn! A convincing win for the Mutineers. The rules used were my own "The Devil's Wind" and allowed the game to go to eleven turns in about two and a half hours.

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