While we are on the theme of forgotten armies/collections I've recently been thinking over the fate of the remnants of my Darkest Africa collection. As the jungle effect terrain was out recently for the Burma '43 game I thought, why not a Darkest Africa session? Change the buildings and rearrange the rest of the terrain and here we are, somewhere on the Dark Continent in the 1890's, will it prove to be the white man's grave ~
The collection is not large, as I've previously sold off various elements, but enough remains for a small action where terrain and superior numbers will play against British organisation and pluck. Can Watson of the River bring Mustapha Sihx and his ally King Bykalaizii m'Tubi to heel? Or will they jungle silently cover his remains?Watson of the River leads his expedition forward bringing the benefits of civilization to the locals. Whether they want that benefit, or not...
Mustapha Sihx's rather swish residence and base of operations. He's an honest trader...well, sometimes he is!
King Bykalaizii m'Tubi, surrounded by his favourite wives, his fortune in ivory and his trusted advisors, plans how to keep hold of it all......whilst keeping his more questionable activities profiting from slavery hidden from the prying eyes of B'wana Watson, the all seeing bringer of the Queen-Empress' swift justice, dancing at the end of a rope!
The question of rules is important in a game of this scope and limited figures: too big for a skirmish, more a small battle. In younger days I might have tried Astounding Tales or even tried The Men Who Would Be Kings. But nowadays I prefer the familiar, so I settled on an experimental mash up ~
The Order and Nature of movement using Bolt Action dice, options and distances.
Firing using Black Powder. All units being Small with 2 dice, Tribal muskets having to reload between volleys, hence firing every other turn. Casualties Saved or not in the Usual way, similarly Disorder, Shaken and Rallying lifted wholesale from BP. Officers/NCOs & War Leaders are able to Rally elements they are with, not just a CinC.
Hand-to-hand fighting lifted from Hail Caesar, with Sikhs & European units firing before charging as well as having Closing Fire. European, Sikh and Maiden Guards having a Clash of 9 and Sustained of 7, while Warriors had a Clash of 9 but Sustained of 5, representing weaker discipline if not winning the initial combat. Tribal Musketmen had a Clash of 5 and Sustained of 3!
As an aside I have a couple of units of Pygmies with bows. We gave them separate dice, with their actions chosen by whoever had the previous dice drawn. It provided much hillarity, except perhaps when they shot at Paul's Askari from the rear!
The Slave party, whose liberation was Watson's second objective similarly had a distinct dice that when drawn saw their action determined as for the Pygmies. I would try to move them from the native village to Mustapha's residence and embarkation, Paul to halt, deviate or retire then even. Now though an annotated photomontage to show how it all played out on the tabletop battlefield ~
Groups of warriors armed only with stout spears and shields move out from the village intent on destroying the incursion threatening their King.Watson orders his stalwart Sikhs to advance on his left, directly threatening Mustapha's palatial residence!
The Sikhs' mountain gun makes rapid progress and deploys to open fire on the residence!
More groups of warriors are making for the fray, supported by the King's Maiden Guards. (They have the Ferocious Charge special rule from BP while the Warriors are Tough Fighters).
Mustapha Sihx has organised two groups of natives armed with obsolete muskets, strengthened by a small cadre of loyal Arabs from his Household. (They must spend a Turn Down after Firing to represent Reloading).
Both groups take up defensive positions taking advantage of the abundant natural cover. They hope to blunt the advancing enemy, allowing the native warriors time to hit the enemy's flank.
The first group of warriors burst from cover but fail to reach the Sikhs advancing down the jungle path! The Sikhs give them a close range volley and charge with fixed Bayonets!
The Maiden Guard are held in reserve, hoping to deliver the decisive blow when the Warriors have bloodied their spears!
The martial skills of the Sikhs proves too much for the Warriors who break and flee in the second round of fighting! (Don't even think of asking about my dice throwsπ²π²π²π²π²π²)
The Sikhs don't pause to regroup but smash straight in to the first group of native Musketmen. They are caught Unloaded by the Sikhs' charge and soundly beaten!
Wisely Mustapha Sihx has taken refuge in a solid house from where he can direct his defenders more readily. More Native warriors are seen rushing forward on the advancing Sikhs.
It proved all in vain though as the victorious Sikhs, supported by the Askaris, swept all opposition before them!
Leaving Mustapha Sihx to await his inevitable dance with death at the end of a rope. Whilst King Bykalaizii looses both his slaves and his ivory, but not yet his life.





















A splendid looking and sounding set to. Nice to see the old collection back in action, perhaps I should dust my collection off at some point for bash?
ReplyDeleteIt was indeed an excellent and enjoyable days entertainment, with plenty of banter and good fun from the word go! The combination of rule applications seemed to work very well indeed... despite the extreme results on this occasion. My dice rolling was embarrassingly lucky for some unknown reason, in total contrast to Dave's! One almost felt sorry (almost) ππ€£
ReplyDeleteAll in all, a great game with yet another wonderful collection... all credit Dave for working out a cleaver rules format, which worked very well indeed, and certainly deserves further investigation.
(Thanks for the ivory) !
It's looking awesome sir!
ReplyDelete