Sunday, 23 October 2022

This Ain't Zululand: Part The Last

Part Five: Playing the Home Team

Delayed by two re-enactment events (along with associated broken finger and bruised ribs), being in a play, dealing with a family crisis and a long weekend in Spain....

Basically a re-run of the previous games from a different perspective, as described in the last post.  

The Plan:

OK. My units are initially deployed in "Dintisni" ("brigades"; each of three regiments and a veteran command unit) as shown on the map. All units are initially concealed in dongas and on the plateaux of the kopjes and their scrubby slopes. 

I have covered both drifts with (concealed) brigades.

I have units off-table awaiting instructions by smoke signal.

If the enemy are strung out in column we will wait until they are half across the drift, then launch a mass attack. 

If the enemy are already in defensive formation our plan remains the same but we could attempt to slow the enemy advance more by having troops make themselves visible on the eastern kopjes; hopefully forcing the British keep more men on the eastern bank than they otherwise would. This threat may also slow them down, thus making wagon issues more likely and eating-up the time they have to complete their task. In the event that we launch a mass attack the enemy being concentrated will also allow my men to more easily surround them.

If discovered/once revealed my men in the open on the eastern kopjes COULD of course prompt the enemy into an actual attack on them, hence my men have orders to withdraw in the face of such an attack. Hopefully by then I will be "on scene" to coordinate things.

Basically I seem to have unconsciously planned plan a rerun of the last battle; catch the enemy at the drift to blunt their advance and divide their force, then sweep onto them from all sides. What could possibly go wrong.....?

The Game: 

The British begin (again), with scouting on the east bank of the river (they again ignore the west bank) and my men on Black Calf and Black Bull kopjes are soon discovered - but not before the lead elements of the enemy column appear on the table. 

At this stage I "know" none of this (so do not test to discover enemy deployment). However, an "Attitude test" reveals the enemy as being aggressive; the battle may be starting without me....

Here I need to decide how to handle things. I plump for "Battle Within A battle" mode - a self-contained action over which I have no control until my General is both informed and able to take action. As before, I test to see how the British column commander has decided to enter the field. 


Oh dear (?). The advance elements of the enemy turn out to be some four companies of Red Coated Ones, deployed for battle. These move towards the eastern Kopjes. My commanders here test, and withdraw from the actual kopje edges as per my instructions (Phew..).

The enemy scouts push on to check the patches of woodland near the two drifts. 

The Commander of the Wasps dispatches a messenger at double speed to tell me of developments (good - especially as the commander of The Bees appears too occupied to do so..)


Next move the enemy seem unsure what to do. One company advances towards Black Bull Kopje. The others remain still. Their scouts are still checking the woodland near the drifts.

On my side the commander of The Wasps seems to have misunderstood his instructions, and pulls his men right off the Black Bull Kopje, falling back towards the (off table) Minnows. Maybe he thinks we are supposed to be luring the enemy onto the kopjes? Who knows?


[Technical Note: All British local decisions are based on dice-controlled ad hoc tables, unit by unit at company level (except for scouting detachments) until a senior field/staff central officer appears within Command radius. Actions by those units of my army outside my immediate control are likewise controlled by tests. Friendly units with Standing Orders will generally abide with these unless local circumstances prompt a local decision. However, those with orders are less likely to react contrary to those orders  - or more likely to obey them beyond "the letter of the Law" than those without. Where ad hoc decision tests - single or a flurry - have been involved I will hereafter mark them thus {#}]

The redcoats advance. The scouts continue checking along the river {#}. Strangely the enemy main column does not appear. Not MY problem, they are the ones on a schedule....

However, I come across an unforeseen issue; my messenger from The Wasps cannot cross at either of the Drifts - the enemy scouts are too close. He will have to re-route off table. I hadn't thought of that. Extra friction to be introduced, especially as I have not specified where the nearest off-table drift might be. Let's say he crosses the river off table on a throw of a 6, testing each off table move and adding one to the dice per one full expended turn while off table.

Then, to add to my problems, the Wasps pull off table {#} - they ARE joining the Minnows - and so will not come back until I summon them. My local commander really has got things wrong. The commander of The Bees remains in the dead ground atop the Black Bull Kopje {#}, but I have no idea how he will react to the changing situation.

The enemy scouts carry out their various checks on suspicious ground near the river (on both banks) as an enemy company rushes to the top of Black Calf Kopje (maybe my commander here was right to pull back?), then pushes (next move) towards Black Bull as the enemy line advances and the column makes its appearance on the track {#}.  My men on Black Bull remain in situ {#}, but are meant to pull back if the enemy press too hard.

Luckily my off-table messenger has managed to wade (swim?) across the river and in theory will be with me next move, hopefully allowing me some input into the battle.

However, before this happens a body of enemy scouts cross Little Drift {#} and discover The Elephants hidden in the north donga. My men here (steady veterans) hold position {#}, and the enemy scouts run away, but the sight of another group of scouts, on the west bank, also poking about, prompts The Hornets  into a wild charge {#}. This is NOT in the plan at all, but my bad; I didn't specify "which enemy" in my orders.

[Revealed friendly units now marked in blue on the plans. Note; to make pics/plans/tables bigger right click and open link in new tab.]

The enemy column presses on - now accompanied by a small force of cavalry.

Their forward unit commander is informed by the retreating scouts of the presence of my forces the other side of the river. The enemy advance companies establish a firing line in the vicinity of Black Bull Kopje and at the southern military crest {#}.

My commander on the kopje sees all this, but does not obey standing orders and withdraw {#}. (Because he hasn't been fired on ?).

My other units, on my side of the river, halt - the Hornets because the enemy now seem to be pulling back across the drift, and the Hornet commander is confused {#}... 

I test to see if a messenger has arrived to update me. No messenger has arrived from ANY of my units - and there is no sound of firing. With there being no cause for alarm I carry on with my breakfast (or whatever..).

Next go the enemy press on again. Then, after some confusion/readjustment on the slopes (their commanders seem spooked or wary), one of their companies opens fire on my men on Black Bull Kopje {#}. My men take casualties, and fall back, down the northern slopes of the kopje.

Messengers arrive (Yay..!! Three from three different units). I am now "Activated" and can start to take command. I now know of the enemy pressing on Black Bull and the general progress of the column (the most recent update coming from The Elephants' commander). Next move I have a decision to make - where do I head to to get the best view.....?

I decide I will head up to Cloud Kopje - which gives a good view of Black Bull, some of the plain and both of the drifts.

Meanwhile the enemy now seem to sort out an east-west Battle Line; anchoring their right on Black Bull (with a reserve to support) and their left on Trail Drift, and creating an enfilading skirmish line of Scouts to cover Little Drift. Other enemy companies push towards the Trail Drift. {#}

As my General gets to the top of Cloud Kopje he can see the enemy on Black Bull (he cannot see The Bees), enemy companies in the plain and covering Little Drift, and the strung-out column.

He can see The Hornets and The Elephants, stationary in position. What he CANNOT see are the cavalry or the enemy reserve (hidden behind Black Bull) or the skirmish line of Scouts. This actually looks like a good time to attack from the east - with the Minnows and Wasps swinging onto the flank of the vulnerable column.

BUT......

My order to the Minnows was to await orders - they are therefore not going to move until I send for them. I reckon it will take eight moves for a messenger to reach them.. Dammit... 

IF I order the smoke signal from Cloud Kopje the Wasps MAY obey it (they may, however, decide to wait with the Minnows) and attack, but the Bees certainly will attack, and, without support, are  likely to be destroyed.

If I summon the Great Bulls (to the west) they can do nothing useful presently without crossing the Trail Drift (like the Hornets). I have no intention of launching my men across a defended drift.

If I order The Elephants in now they will likely be shot to pieces struggling across the Little Drift or  the space between the drift and the enemy line. 

But I MUST make a decision (it is stopwatch time - the longer I take the more "free moves" the enemy get).

However, all this becomes somewhat academic as the commander of The Bees decides, on his own initiative {#} and against standing orders, to attack the enemy moving on his flank and cutting him off from the Little Drift. NOT good. I order the Signal on Cloud Kopje lit - in case this DOES prompt the Wasps into action...

The enemy company being charged by The Bees is in a rough "L" formation, with one platoon on the slopes of Black Bull enfilading The Bees and one in reserve. They have done nothing this move, and so can pour volley fire into my regiments. My men fall in droves and the two leading regiments are pinned. Next move the commander of the Bees rallies some of his men, and sends a regiment though the leading units and crashing into the nearest enemy platoon. There is an inconclusive hand to hand struggle, despite casualties on both sides, and my men pull back - only to be volleyed at again next move by the two uncommitted platoons. Altogether bad news.

Meanwhile the enemy have deployed a company by the Trail Drift, shifted a reserve company to cover the valley between Black Bull and Black Calf Kopjes and brought more troops onto the field {#}.

While The Bees attempt to rally, another enemy company arrives on the field and some of the column escort move further towards the centre of the table. However, the enemy commander is still being cautious - as appears to be the case with the company commander on Black Bull. Were the latter to move his platoons to the kopje edge and shoot down into the Bees' flank I fear that that would scatter them; but either the officer in charge doesn't see this opportunity, or is too cautious. It is too soon to see if The Wasps or Minnows have heeded the smoke signal. 

[Technical Note: It has probably been noted that British Line Companies deployed independently for battle usually separate into three platoons, deploying two forward and one in reserve as if ready for skirmishing. 

British Platoons can fire independently if circumstances dictate, but do not not move as separate entities (other than minor facing adjustments)  unless specifically detached from their companies or as a result of enforced actions (morale, combat etc.).

It is taken as read that once a company so deployed sees a mass enemy target in potential charging range it automatically closes ranks (for volley fire/to receive a charge), but the platoons themselves remain deployed as if in skirmish mode unless the forward platoons are commanded to close on the reserves/the reserve advances to form line with the advance units. While the former has the disadvantage of leaving two platoons potentially exposed to close combat while separated, it has the advantage of leaving the reserve still capable of volley fire into overlapping attackers between or either side of the forward elements. Once a platoon/concentrated company is involved in close combat it loses the volley fire option that move.]

The Bees are fired upon again by a single company, but to little effect and their commander pulls them back between Black Bull and the river {#}. This is still a potential deathtrap as next move the enemy on Black Bull shifts to the military crest commanding this patch, but The Bees' options are limited - and the commander is, at the end of the day, obeying MY orders; just not in the way I had hoped.

Surprisingly the enemy companies flanking the column push forwards towards the eastern kopjes and the company that has been shooting at The Bees decides to concentrate by the small kraal at the north west edge of Black Bull, rather than shoot again {#}.

Again, the enemy commander seems unsure what to do. Although he has secured against attack over the drifts and from the east, the column and it's escorts have halted on the trail and are sitting there exposed.

Perhaps unexpectedly The Wasps (off table) HAVE been activated by the smoke signal, but {#} move up behind The Bees - i.e. the "valley of death" between Black Bull Kopje and the river. There is no sign of The Minnows - and I am still sitting on Cloud Kopje trying to decide what to do next. I WANT to ride over on my pony to take command of my east wing - but the river is in the way and the enemy commands the Little Drift. I would have to go off table to reach them, which adds another element of uncertainty to the equation, PLUS I lose control of the smoke signal on Fat Pie Kopje, The Hornets and The Elephants. 

Dammit... I bite the bullet and ride east.....

Meanwhile, the enemy commander still hesitates, the enemy on Black Bull fire on The Bees (to little effect) and an enemy company advances and takes Black Calf Kopje {#}. An enemy Native Auxiliary company arrives on table. The Bees pull off table. My figure leaves the table. 


Next move the Law of Sod comes into play; the enemy general decides to do something while I'm travelling. He tests on the table below.

He elects to hold the Drifts & East Kopjes. Form Laager. Then force one of the Drifts with 1xAve.D Companies. His men move to effect this and the Laager begins to form. His men on Black Bull dig in {#}. The tail end of the column (the Naval Company) enters the field

While my general is still struggling to get to his off-table troops the British form their laager and begin mustering for an assault across a drift. They will deploy three companies for this. The enemy general pulls back the company at the foot of Black Bull to carry this out. That is possibly good for us IF I can get my guys moving. He also orders the Gatling Gun to Black Cow Kopje and pulls back a company to support.

Next go my general crosses the river, but it will be at least two moves before he can do anything useful.

In my general's absence the British sort out their laager and it's supporting troops/Gatling on Black Cow, then rush three companies across the Trail Drift. Two of these manage to form up before The Hornets, provoked by their arrival, charge {#}.

As the warriors rush into close range the redcoats unleash rapid volleys into their packed ranks. Two regiments of The Hornets are stopped in their tracks, but the third crashes into the line of bayonets. There is a sharp and bloody tussle - and the Hornets are forced to fall back. Not good.... 

Then worse; the following move enemy non-volley fire breaks the two shaken regiments and the third regiment is pulled back by its commander to allow it to rally, after it comes under volley fire from the (previously uncommitted) enemy company {#}.

Meanwhile, my general has arrived at the force off table to the east.

He scouts forward, where he can see enemy soldiers on Black Bull and Black Calf Kopjes. He will leave The Minnows in sight of these, while moving the The Wasps and Bees as swiftly as possible round the south of Black Calf (off table) and entering the table close to the track. This could take up to nine moves - long enough to lose the battle - if his movement dice are bad, so it's a risk, but the troops on the eastern kopjes are interdicting practically all the east table edge save the two "death valleys" (by the river and between the kopjes) and I'm not throwing my men away down those (I do not know about the company the enemy has withdrawn from north of Black Bull. Mind you, I don't know about the bloody Gatling on Black Cow either...). 

My general also sends a messenger to light the beacon on Fat Pie Kopje to Summon The Great Bulls, off table to the west..

While my general is faffing about off-table the British west of the river drive off The Hornets, then follow them up as they retreat towards their original position in the westernmost donga {#}. They also place one company to control part of the western table edge, opposite Trail Drift. This occupies about three moves. 


The west bank seemingly secure, the enemy general orders the column to reform and make towards the drift {#}. The troops who had been in the laager stay in square for the moment. All this takes another couple of moves to sort out. Meanwhile my general and his off-table force is making good time (due to lucky dice).

The enemy column reaches the drift and begins to cross, but is then halted as a company of redcoats and one of native auxiliaries jump the queue, followed by the cavalry {#}. The British general now heads for the west bank, and crosses to take command here {#}.



While all this is going on the two companies facing The Hornets have kept up a harassing fire at long range on them - enough to keep my men's' heads down and cause casualties among the regiments on the slopes of Fat Pie Kopje {#}.

So, the situation, as my general approaches the south side of the table, is that the enemy have seemingly neutralised The Hornets and established a force on the west bank, which is being reinforced. 

However, the Hornets will likely have to be winkled out of their donga with the bayonet. This could cause a headache for the British, whose real strength lies in their firepower (and who will have the uncommitted Elephants on their flank if they assault the area south of Fat Pie). Also, their column is strung out and potentially vulnerable to a thrust from the south, where my general and two brigades are lurking.

  
However, I only really have a chance of catching the column if the British begin to withdraw more forces from the east bank. I expect the Great Bulls to be activated by smoke signal soon (WHEN it gets lit). They too will run interference on the enemy on the west bank. 

I am feeling reasonably confident that I will be able to maul the column, IF the enemy are distracted by the action on the west bank. We shall see...... 

Next move the enemy still do not move their troops from the eastern kopjes {#} - not good for me. I wait, holding my men in check. The cavalry and the companies in front of them cross the drift.

However, on the plus side someone on the east bank seems to have blundered - the two companies who had earlier been acting as column escorts and the rearguard (prior to the forming of the laager/square) move off alongside the column {#}. There is now no rear guard. Also, the Gatling moves off Black Cow and heads for the drift {#}. There are still companies on all three kopjes my side of the river (are THESE meant to form the rear guard? That sort of makes sense), but it looks like some confusion has set in as the enemy force moves off.

Not so good for me is the action of The Hornets - who pull back to the top of Fat Pie Kopje {#}. Or will this draw the leading enemy infantry further away from the column? We shall see.

It does...!  The enemy on the west bank move towards Fat Pie {#}. They now have four companies, the auxiliaries and the cavalry - plus ALL the Staff on that side of the river. On the east side one company has deployed as rearguard to the column, but two are marching towards the Trail Drift and another towards Little Drift. In addition the companies of Black Calf and Black Bull have pulled off the kopjes and are marching to rejoin the column . I think this is probably my moment.... 

Or do I wait a move...? Decisions, decisions....

I hold off - but the Great Bulls don't, and rush onto the field south west of Trail Drift {#}. Likewise The Elephants, presumably prompted by the arrival of the enemy below Fat Pie Kopje, shift position - luckily with most of them ending the move in dead ground {#}. None of my other guys move.

On the west back the British react {#}. The two companies below Fat Pie open fire on those of The Elephants they can see, causing casualties and pinning them and the company nearest the Great Bulls deploys to meet this new threat. The cavalry close on the units below Fat Pie and the Gatling crosses the drift {#}. 


On the east bank all bar the Scouts (who remain dismounted in skirmish line) and one foot company crossing Little Drift, move towards Trail Drift {#}.


I let loose my men in the south. Luckily, at the same time, The Minnows enter the field between Black Bull and Black Calf. By sheer chance (lucky dice) all of my men, bar The Hornets (on Fat Pie) are moving or attacking.... Not only do I have this stroke of luck, but also good movement dice. The Elephants crash into one of the enemy companies below Fat Pie, while The Great Bulls strike the British company facing them. Meanwhile the Minnows rush along the valley between the eastern kopjes and my personal command (The Bees and The Wasps) race across the plain from the south. In theory I am doing well.....




And then even better.

In close combat the Great Bulls cause the company they have charged to run for the Drift - but not before bringing down all but a scatter of men.

Even worse for the British; The Elephants, by sheer weight of numbers, overwhelms the company facing them - taking them down to a man.

The Hornets do nothing{#} .

But now the British strike back... On the west bank volley fire from the units below Fat Pie pin and cause casualties to The Elephants. The Gatling unlimbers, the enemy supply units start to scatter. The company which has crossed Little Drift, unaware of the problems beyond the woods at the elbow of the river, cross the drift and approach the donga on the river's north side {#}. 

 

On the east bank a rough laager begins to form around the two companies (redcoats and naval) near the drift {#}. They are joined by the rearguard {#}. The company which had been on Black Bull rushes to join them {#}. However, the company from black calf - isolated in the plain and facing The Minnows and my command, halts and fires {#}.  The enemy scouts seem confused, and do not move {#}.

In my move the Great Bulls get among the enemy wagons at the drift. The Gatling crew, the remains of the enemy company and several wagon/column elements are destroyed. The Elephants scatter another enemy company, and kill the enemy general. All is looking good here.

The enemy company caught on the plain below Black Calf in a pincer by The Bees and The Minnows are overwhelmed. They die hard, but die they do.


The Hornets STILL do nothing {#} .

On the east bank the enemy form a laager and a SE-NE skirmish line with the company from Black Bull and the scouts {#}. They are clearly in no mood to go down lightly. The enemy rearguard company pours volley fire into The Wasps and Bees {#}, causing casualties and shock.

On the west bank a scratch laager is formed; manned by the cavalry and stragglers from one of the broken redcoat companies. The native auxiliaries and other redcoat stragglers bolt for the nearby woods.

Then an act of sheer heroism (or desperation) {#}. Two platoons of the remaining enemy company on the west bank, below Fat Pie, charges the flank of The Elephant's Loins (command unit), forcing it back, while the other pours fire into one of the other Elephant regiments. The Elephants' Loins are driven back in confusion and fails to rally next move. It pulls back, and the rest of the Dintisna withdraws to match. The Hornets remain on Fat Pie. The Great Bulls wipe up the column units still on the west bank, then halt, facing the western laager {#}.

The one isolated enemy company makes for the kraal - seemingly unaware of happenings elsewhere {#}. 

The west bank is entirely out of my control. We have badly mauled the enemy here and killed their general - but I don't "know" this. I also don't know about the enemy company blithely heading for the kraal. 

On the east bank I have a choice; launch my regiments against the laager here, or stand off. But I  hesitate. Then, while I am rallying my men on Black Cow, the Minnows charge the enemy skirmish line without orders. The enemy at the laager and the skirmish line open up - and I see myself how deadly their volleys can be. The Minnows withdraw at speed up Black Bull Kopje.

The remaining enemy company on the west bank runs to man the laager there {#}. The enemy company on the north bank - seeing the The Elephants and The Hornets unmolested to their left flank, turns and heads back across Little Drift {#}.

My men are weary. Losses have been heavy - and will only get heavier if I force the issue. The enemy have been badly hurt, and are now huddled down in their laagers like a warthog in a hole.

Almost half the British column of wagons and pack animals has been destroyed.

Four Redcoat companies have been massacred and two others mauled. Their auxiliaries have fled.

We have the head of their general and their Gun-That-Goes-Ha-Ha-Ha.

I fully expect that, left to themselves, they will pull back tomorrow.

I think we can safely say we have given them a bloody nose and seen them off and, while setting a watch, tend to our dead and wounded in the knowledge of a job done....

Summary:

Another great game - if frustrating (in a good way) - and again (unsurprisingly) a defeat on points for the British - but another sharp lesson for the home team.

Most of the battle "fought itself", as my general figure was absent or too far away to affect matters. There were a LOT of ad hoc dice decisions made by local commanders (on both sides - the British having their own C&C problems), which I feel reflects the reality of a lot of actions (no matter what the generals' memoirs say).

The "Butcher's Bill" was high for both sides.

I lost about 150 dead and about 270 seriously wounded out of a total of just over 460 casualties). A lighter loss when compared with the previous action, but still steep. 

How many of my seriously wounded would survive, with little or no medical provision, is moot at this stage.

For the British the overall number of casualties (higher than in the previous action) was lower than mine, but what with my men overrunning or breaking four companies - and taking no prisoners - their loss in dead exceeded mine considerably: somewhere in the region of 300 British troops dead (including around fifteen officers, the general and his staff) plus the Gatling crew and forty so wagoneers etc. lost, with around forty walking wounded getting away.

I haven't worked out the fate of the redcoats or Native Auxiliaries who fled into the woods - how THEY fared is anyone's guess... Let's be generous and say they sneaked back to the laagers during the night.

Oh, and the commander of The Hornets...? Let's just say he was "Retired; with extreme prejudice"....

Probably this was an "unwinnable" scenario for the British, but no bad thing for that. However, like the previous "local generals" I learned a valuable lesson - don't charge the redcoated Soldiers from the front... 

That probably ends the current "This Ain't Zululand" project. Watch this space for more fun.... 

As always, any queries, comments or snipes welcome....


Monday, 29 August 2022

This Ain't Zululand: Part Four

A Delayed Post:

I'm a bit behind with posts & write-ups thanks to the Reenactment Season (Evesham, Bosworth etc. and associated injuries), heat-induced lethargy, a bout of Covid which I'm still shaking off (dagnabbit) and family-issue wrangling, but here we go. Thoughts on a replay of the previous TAZ fights, but from the Other Side of The Hill.... 

Playing At Home.

Same set up and scenario as the first battle, this time playing as the Great King's general. My job is to stop the British achieving their objective while not losing too many men.

The reason for this (apart from the fun) is to play around with a situation where it is MY guys who are hidden, to see how I can manage a "secret plan" of my own with limited data AND how to manage the enemy's reaction to what they find. There may be some seat-of-the-pants flying but should be fun.

Decisions, decisions:

My first decision will be how to deploy my forces.

It doesn't take a military genius to see that the British will be most vulnerable if their convoy straggles (test throws will be as before, and as we have seen before, so this cannot be guaranteed) or when they are crossing the Drift (or drifts). Having men to hand to take advantage in these situations would be good, but placing them so makes their discovery by enemy scouts more likely.

Scattering my regiments will allow wider coverage. However, this leaves them open to defeat in detail and increases the chances of independent action on the part of my sub-commanders. Placing troops off-table keeps them safe, but makes them difficult to summon - and again risks independent action on their part. Also, do I expose certain troops to view (and thus fire) in the hope this affects enemy decisions ? Hmmm....

Once the British enter the field (via the track) they will be making their own decisions as to what to do. This will be hidden from me since while my general can guess at their route, how they actually approach and how (i.e. in column of march, deployed for battle or in mobile square) will only be "known to me" if I chose to place the general in Line of Sight of the column (i.e. close to the action) or when a report (Messenger) mentions this (see below: "Incoming Data").

The enemy "decision" will certainly affect the success of any moves on my part. Their decision may also affect how any of my sub-commanders react.

One thing I will need to decide is where to place my general. Ideally he should be able to see both the enemy and his own army. He should also be in a position to signal to his men so as to exert some kind of control over the action. However......

Given that on the two previous occasions the "Home Side" achieved their objective with just the AI as player (albeit at a cost) I feel that I should handicap myself. My general will therefore start the game in the kraal (let's say he is having "second breakfast"; one of the privileges of rank) and will not move from there until there is the sound of heavy gunfire (say at least a whole British company) within 36 inches of the kraal or a message arrives (see below) indicating that the enemy are here in force.

Incoming Data: 

Unless the enemy is in clear sight I won't know what they are doing unless informed by messenger. Unlike the enemy horse in the previous games I do not have separate Scout Units. Instead my units must spot the enemy, then send messengers to my general. These messengers are not professional soldiers (these are the junior ranks of the units - perhaps rookies or even herd boys). The process will work like this.

On an enemy force approaching within sight and within twenty four inches of a friendly unit or scout a test is made per friendly move on the table below to see if a messenger is despatched:

We then assess how long, in theory, a messenger will take to reach the General and test once that time is expended to see if the message has been delayed.
 

Once the message has arrived we test again on the table below to ascertain how good the data sent actually is.


Summoning /Activating Troops:

On-table troops will be activated in the normal way  - i.e. their commanders will react to messages, pre-arranged signals, react to ad hoc decision tests with regards changing situations and standing orders etc. etc. However, off-table troops must either have specific instructions as when to enter (written before play) or must be summoned by signal or messenger. They will NOT enter the table without orders. 

Messengers sent by the general will be subject to the usual problems/factors of messengers, with a standard "Delay test". Messages must be written out and must be interpreted based on the actual words - not the intentions of the writer.

Signals, if used, must have a pre-set meaning (written down at the start of the game, "e.g. On signal march to location of smoke", "On signal; march to Black Calf Kopje",  "On signal; march to Black Calf Kopje, attacking any enemy seen en route"etc.). Their implementation may be subject to a "Delay Test". Once on the field they will be subject to normal sub-commander reaction tests.

Pre-set instructions must be specific (e.g. "If many guns are heard march to them", "March to Black Cow Kopje when the sun is highest", "March to any Kopje from which I signal with smoke", "March to the Drift" etc.)  with a supplemental instruction if desired (e.g. "If many guns are heard march to them. Attack any enemy seen."  etc.).


Summary:  

Yet another "How Can I Introduce FoW into my Games experiment. OK, a lot of tables there, but I want to see how I can manage (or mismanage) on limited data. Playthrough next....



Sunday, 24 July 2022

"This Ain't Zululand" Three.

The Empire Snaps Back....

Recap:

After their reverse the British rest up for a day, plan and count the cost of the battle.

The butcher's bill from the last encounter was bad from the British point of view. None of the men caught outside the wagon perimeter, overrun (or left when the companies on Black Cow Kopje were pushed back) survived.

Some eighty men, including six officers and four sergeants, were lost by the Regulars; the bulk from Shoreham and Fairbrother's companies. The British have about 18 wounded, six of whom are fit for basic duties.

The Auxiliary foot lost twelve men dead and about the same number wounded (but these only lightly; those more badly injured and unable to make off were "dealt with" by the enemy).

Casualties among the Great King's men were judged to be around the three hundred mark. With almost all wounds coming from the rifles most of these may regarded as hors de combat for the next day. These are SERIOUS losses for an army used to slapping their neighbours at little cost to themselves.

[My usual "post-battle accounting system" was used here; see my "A Word About Casualties" post]

However, it is known that the Great King's army has a tradition of Shigaba Tha Cickewa ("Constant Replenishment") of it's Immortal Regiments. Veteran soldiers ("Lions of the Loins") lost are replaced by warriors from experienced "sister regiments" ("The Bull's Head" Fahwini) of the same Hansi who have proved themselves in battle. Such "promoted" troops are then replaced by drafts from the youngest sister regiments ("The Horns and Wings"), who in turn have their numbers made up by the older and bolder herd boys, hunters, scouts and snuff boys who accompany the army.

The British will still have a fight on their hands if they come again.

British Plans:

It is decided that, after a day's rest, the Column will advance - this time in hollow square - to complete the mission. It is unclear if the Great King's regiments are still in the vicinity. If the enemy are present they can perhaps be drawn into fighting to their disadvantage. 


The Great King's Plans:

Who knows.....?

Technical:

I felt that the game perhaps developed too quickly last time (in game terms, rather than realistically), to the disadvantage of the Great King. I'm therefore using a 1x12D for the Scouting and Off-Table Tests with a 12 prompting a reaction this time to see how that works.

Like the last game there will likely be a LOT of ad hoc Decision Tests by detached British units and the local forces. When such a test is deemed necessary/appropriate/has taken place I will note this in the narrative (unless otherwise mentioned in the text itself) with the following [DT] annotation. 

Reaction Tests called for my morale rules will be mentioned in the text, but not highlighted since they are not "Solo Play" procedures.



The Game:

The British move off, in hollow square this time, with Dunsfold's horse screening and scouting..

Three moves into the game a detachment senses something suspicious in the woodland by the river, west of Black Cow Kopje and withdraw up the hill to observe [DT]. The scouts do not at this time alert the Column [DT] as they are uncertain.

Next move the noises and movement reveal themselves as.......

Some foraging goats...

The scouts move back down the hill [DT] and investigate the woods properly, before heading for the main drift.

By now detachments of Dunsfold's Scouts have checked and established pickets on Black Bull and Black Calf Kopjes (to observe for any off-table movement from the east). Another detachment has crossed the Trail Drift and starts checking the patches of woodland beyond. [All DT-led]

Dunsfold's detachment and another section begin to scout out the riverside woods near the small drift. [DT]



Next move proceeds without event. Then, as the lead elements of the actual wagon column reach and cross the Trail Drift one of the scout units sees something suspicious in one of the east bank river woodland patches. They stay in place to watch developments [DT].

At the same time a cloud of dust can be seen entering the field from the southern west side. There is nothing specific to be alarmed about yet, but the column will be at it's most vulnerable while crossing the Drift, so it is good to be cautious.

On the next turn the two leading infantry companies and the British Commander himself cross the Drift.

 

The picket on Black Calf can see dust clouds (off table) to the east but the other seen dust clouds do not move. The scouts on the west side of the river check the woodland patches.

As the slow-moving convoy begins to cross the Drift the British redeploy to screen against the possible dust cloud threats. Again there is no movement from the dust clouds.

Meanwhile I realise that not only is the convoy is getting spread out at the drift (and that there is a snarl-up of wagons, troops and scouts on the east side of the river) but that there are now too many companies stranded on that side if an attack comes from the west.

The cavalry (lancers) here seem to have got bored - or maybe they want to move to support the scouts at the woodland (who knows?) and have moved further north than I would have liked. [Lancer commander DT]



I deploy the two companies I have on the west bank to meet any threat, but am nervous - despite the nearby, western woodland patches having been scouted and declared safe (there are still the table edges - and no high ground nearby to see off-table). The scouts here push ahead. 

The scouts by the woodland dust cloud have a decision to make; enter and investigate the woods - and risk being attacked at close range or watch and wait.

They decide [DT] to enter the woods and discover.....

Catastrophe !! (??)

[A card draw; Red King -  thirteen regiments]

A huge mass of men rise from concealment in the woodland undergrowth and the riverside bushes and reeds and surge forward. Luckily they seem as surprised as the scouts (who scuttle back towards the rear of the convoy - clearing the Line of Fire of the redcoated escort companies) and simply deploy in the open and shuffle themselves into order. However, this is a shock!

Just to make matters worse; the scouts on the west side of the river have seen something suspicious in the donga fronting them and the dust cloud in the south east (still concealed from clear view by a rise in the ground) moves towards my troops at the west side of the Drift.

In the next British move the Lancers turn and gallop back to the main line of redcoats and dismount, pulling out their carbines . Dunsfold dismounts his group by the wood and does the same [All DTs].

 



Luckily the British convoy guards on the north flank are already deployed for action, and the hesitation by the suddenly visible enemy is a godsend. It's longish range, but the British open fire on the mass of enemy facing them. The various company commanders make sudden decisions [No central command here - so ad hoc reactions all round] but a reasonable, if ragged, perimeter forms.

In their next move the Great King's Fahwini rush towards the British lines in a mass - but their leading unit is slowed by having to get rid of the confusion sown by the initial British volley. Thus they do not reach the British line - leaving themselves open to volley fire at close range next move.

On the west bank a swarm of Great King's regiments emerge from the donga, panicking the scouts there, who flee to join their fellows near the drift woodland, and sweep towards the British column head[DT]. 


The Gatling Gun is unlimbered [DT] and the wagons that have crossed the river are hastily lined up to provide some basic cover.

On the east bank the British open fire, while still trying to secure their flanks by moving units around. The Great King's casualties are considerable and the enemy centre right and right wing are stalled. However, next move their left wing sweeps over the slopes of Black Bull Kopje to outflank the British line, while one of their left centre regiments crashes into the redcoats. The British company contacted takes serious casualties and is pushed back.

Meanwhile the eastern dust clouds move towards the kopjes.

But next British move the volleys crash out again. Dunsfold and a few of his scouts hold their position at the edge of the river elbow woods and fire into the enemy flank [DT]. The rightmost regiment of the Great King's army, taking casualties from front and side, breaks, a neighbouring unit pulls back in shock - and the regiment that had charged home on the British line is battered by close range fire and likely to reel back soon. The enemy bodies are taking punishment from the rifle fire. 

However, the scouts over on the eastern kopjes panic as the Fahwini there sweep across the slopes. The riders rush to the rear; in turn alarming the Lancers, who also withdraw. [All DTs] The British right is looking badly exposed, and I have a bad feeling about this.


Over on the west bank, with one company held back to cover the dust cloud hovering in the south east, the Gatling and the other companies fire from the cover of the wagons. The lead Fahwi is halted, taking casualties, but the remainder will likely soon push through and past it to crash into the little "bridgehead" on this side of the river. 

Just to make matters worse the scouts here panic too - and ride back (against the traffic) over the drift and eastwards.

The next move is vital. On the west side of the drift the Gatling Gun is overrun and the crew killed. While the Great King's men at the wagons cause casualties among the British they in turn are forced back by bayonet and rifle fire. The next British move causes more casualties and disruption among the Fahwini, some fall back, but it feels like it's only moments until the British here will be overwhelmed.


On the east side of the river the British line takes casualties from hand to hand fighting and recoils. The native auxiliaries, hit in the flank, break; but the close range rifle fire also breaks a couple of the Great King's regiments. The fighting here seems more even.

However....

Screened by the units fighting the redcoats, four fresh enemy regiments are now swinging past the right flank of the British. The scouts in front of them panic and the Lancers hesitate[DT] . It looks like these hostile units may well pivot round towards Black Cow Kopje - cutting off the British retreat.   

Meanwhile the dust clouds generally move forwards [DT]- with the one south west of the drift proving to be potentially another six regiments !!  This actually brings out only four - the remaining elements of the Great King's army. All of his regiments are now deployed.

This looks like endgame for the British on the west bank. Next move the British here have had enough, and they start pulling back across the drift - jostling with the panicking wagoneers [DT].

On the east side the British consolidate their line as the bulk of the enemy hesitate. Another volley further discomforts the Fahwini in the centre, then the Lancers finally act, and charge the faltering Snake Regiment on the enemy left centre, breaking them.

The next move the Kings' men hover threateningly on the west bank, but do not close - nursing their wounds and reorganising [DT]. This gives the British breathing space enough to form line so as to control the river crossing.

On the east bank the regiments also try to reorganise and rally. It is difficult to tell, but it looks as if the British volleys have taken the fight out of some of the regiments.

On the other hand the British are in a pickle. The wagon train is in confusion and about a quarter has been lost. Almost all of the native auxiliaries are now fleeing the field. The British line of retreat is threatened, with some companies having been nastily mauled.


It looks like a draw is on the cards; the British being unable to fulfil their mission, the Great King's army unable or unwilling to charge into the face of the volleys again and finish the job.

However, as the British try to move their remaining wagons back, off trail, one breaks a wheel (the remaining ammunition wagon) and an ox goes lame on one of the other wagons. Not good.

The cavalry charge has panicked the enemy centre on the east bank, giving a breathing space, but the volleys from the line companies cause minimal disruption.

Dunsfold's exposed troopers by the elbow woods pull back to the main column [DT].

On the west bank the Great King's men surge across the drift [DT], catching some wagons marooned there, but the warriors will still be wading across during the British turn, so are likely to be met with gunfire before they can close.

On the east bank the Great King's right wing holds, the centre breaks as the panic from the cavalry charge spreads, but the left wing of his force pushes south - still threatening to envelope the British line. 

Next move the British companies guarding the drift open rapid volley fire at close range at the enemy crossing the ford; tearing the leading Fahwi apart and breaking it. This unit rushes back though the supporting regiments, sowing disruption. The drift is holding.

Any enemy advance on the east bank has likewise been stalled by volleys. A British company races to occupy Black Cow Kopje to prevent the enemy left wing from taking it. Dunsfold is sent in support. The reminder of the wagon train pushes slowly south.

Meanwhile, on the east bank the Great King's centre, having taken enough from the British volleys, pulls back to Black Bull Kopje. The King's general has lost heart and he pulls back the right wing[DT] . Likewise the enemy left wing commander[DT] whose men have been unsettled by the breaking regiments and the presence of the cavalry. The fight seems to have gone out of the Great King's regiments on the east bank, with the volleys and cavalry having taken their toll.  

But suddenly disaster for the British; a mass attack across the drift by the Great King's men [DT] leads to a vicious melee, and the British companies there are pushed back with severe losses. This could be a game changer - or the last throw of the dice for the Great King's warriors.

It is the British turn - and this will be key.

They fall back and regroup successfully - leaving (sacrificing?) the companies at the drift to try to stem the flow of enemy here. These companies slow the enemy advance (next enemy move), but suffer badly and are broken by the action.

This is enough, perhaps, for the British main force. The sacrifice at the drift has bought time, so in the next British turn almost two full companies can pound the leading elements of the west bank Great King's force with close range rapid volleys. This they do, breaking the lead Fahwi, which in turn runs though its supports, breaking these in turn.



The British force now has a good front, with it's left protected by the river, and a right made up of the companies occupying the crest of Black Cow Kopje. Both front and side of the British position have clear lines of fire before them of between 400 and 800 yards; plenty of room to blunt a charge. 


This seems to be it. The Great King's general has ordered his troops of his right wing to hold, and not pursue as the British seem to be pulling back [DT]. Those regiments which have just crossed the drift halt, in accordance with his signals.

The remainder of his army (elements still on or those from the west bank broken after crossing the drift and his centre) are recovering their order or are still in flight. His left is wavering, but currently steady, having pulled back to long range. 

The Brits pull back unmolested. Endgame...

Result and Butcher's Bill:

So far as the Great King's men are concerned they have again driven back the supposedly invincible Red Soldiers. For them it is a victory.

But at a cost. Today's losses to the Great King are 192 dead on the field and 168 seriously wounded, plus about 160 other wounded. Coupled with losses from the previous battle this is serious; about five Fahwini of experienced troops.

The British lost about seventy Line Company men dead today (including eight officers), mainly on the west bank, at the drift and when the enemy's centre caught a company in the flank. They have about eighteen seriously wounded (as before, any wounded men overrun by the enemy were swiftly despatched) and about 30 other wounded. The column also lost twenty four native auxiliaries dead and about twelve walking wounded.

Fourteen wagoneers/drivers and the Gatling Gun crew were lost. ALL of the regimental ammunition wagons were lost.

On this expedition the British have lost the equivalent of two companies of Line Troops and about half their native foot. They have lost to the enemy most of their wagons, plus about two hundred rifles and masses of ammunition. Not good at ALL....


Summary:

Another exciting and unpredictable little game.

The reduction in the likelihood of a PAP activating was a good move, and certainly worked in the Great King's favour. The "ambush" nearly came off - again the Brits were only saved by the devastating power of their close-range rifle volleys. 

The chaos at the drift was nearly enough to tip the balance in the Great King's favour, but not quite.

Could a more forceful approach by the Great King's general once the British had been pushed back across the river have led to greater British losses? Perhaps. Had his left wing not already shown signs of wavering, and had they been pushed south of Black Cow Kopje to cut off the British retreat I would have said possibly "yes". 

But on balance, with much of his army already having broken once, a proportion showing clear unease (having taken severe, and in the Great King's army's terms, extraordinarily high, casualties) I don't think he was wrong to call it a day - especially as he had already seen the effect the volleys and the British cavalry had had on his men. He would also have been unaware that the British troops had been left with only the ammunition they carried with them.

Politically too, wiping the column out - complete with a "Famous Last Stand" to exercise the British breakfast table - would guarantee the British coming back mob-handed and bent on revenge.

Both sides have learned a lesson. Perhaps (via the good offices of Commissioner Sanders - and some firm telegrams from the neighbouring French and German Protectorates) some accommodation can be reached between The Great King and "The Old Woman Across The Water". We shall see......

As always, queries and comments welcome. 





  
 




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