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"Sharp Practice Colonial - Beau Teste" Topic


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1,289 hits since 19 Aug 2008
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vtsaogames19 Aug 2008 12:08 p.m. PST

Last night I used the Napoleonic skirmish rules Sharp Practice for something they weren't designed for – colonial period French Foreign legion vs. Arabs. I have a bunch of 28mm FFL, Senegalese Tirailleurs and Arabs who haven't seen action since they were painted a year or two ago. I didn't change any rules, just fiddled with unit designations. I was looking for some fun rather than a simulation. I used the musket tables for all units.

The French moved as line infantry but fired as light infantry to represent their better firearms and training. The two squads of Senegalese were rated as regulars and the Legion squad as aggressive good troops. The Arabs had three groups of riflemen and two of shock troops. All moved as light infantry and were rated as regulars. The riflemen fired using the line musket chart while the shock troops fired using carbines (very ineffective) and were treated as aggressive – they have to close. The French were tasked with inspecting an oasis behind the Arab center to see if it would support the main column.

I had intended to umpire but since only Tom showed up I commanded the French. Seven Arab blinds were deployed on or behind a row of hills. I set up three blinds from my left to my center. The first few turns went by quickly as both sides eyed each other. The Arab blinds on the hills were all dummies – scouts. The French were spotted by the second turn and shown to be Legion on my left with two squads of Senegalese next and a blind that was obviously a scout on my right. I spotted an Arab shock group and a rifle group in front of me. Both hugged the back of the hills in front of them to avoid French fire.

Sergeant Moises led his Senegalese squad around the flank of the shock group and opened fire on them. No hits were scored but the Arabs became mighty jumpy and they lit out for the rear. A blind advanced on my right flank and was soon revealed to be a shock group. Lieutenant ‘Beau' Teste wheeled his squad around and fired on them. Again, no one dropped but the Arabs got nervous and soon headed back to the hill they came from. I was scoring a lot of shock points but no hits with my shooting.

Now the rifle group behind the hill advanced up the hill and fired at Moises' squad, dropping a soldier. The Senegalese returned fire and nailed three Arabs. The Legion squad came up on their left flank while Teste's squad closed up on their right. A blind moved up behind the rifle group. Captain le Boeuf used his binoculars and saw two more rifle groups. All the Arabs had now been spotted. The Legionaries fired on one of the rifle groups, hitting a man and heaping shock points on them.

Moises' squad traded fire at close range with the Arab group. They were getting the better of it though becoming loaded down with shock. Then a fresh group erupted through the riflemen, led by the Arab leader Shipzid Bey and shouting ‘Allah hu Akbar'. They were using a Pas de Charge card and came on at a rapid pace. They slammed into Moises' squad. The Arabs rolled numerous sixes while the Senegalese didn't get any. Moises went down badly wounded and his squad headed to the rear at speed. The Legionary squad wheeled back to their left and pumped a close range volley into the victorious Arabs, courtesy of a Sharp Practice card.

The victorious Arabs now threatened the flank of Teste's group, while the rallied shock group from the Arab right advanced on them frontally. Teste ordered a volley but there were only clicks – something was wrong with the ammunition! The Arabs struck them and shoved them back, Teste being lightly wounded. He noticed the Sheik opposite him was also nursing a wound. Now began a frantic search for ammunition.

Le Beouf's Legionaries saw off the first battered rifle group with a stiff volley. Then the other rifle group swung and charged him. Three men dropped on each side and we rolled again. The Legionaries were driven back, le Boeuf with a light wound. He then played a stand fast card and put another volley into the Arabs.

A corporal stepped forward and replaced the wounded Moises. He also played a stand fast card. It was in vain – in two more turns the battered Senegalese squad left the table, looking for shelter with the main column. Teste's squad was still searching for ammo (they had lots of water) when the Arab shock group charged them again. It was a near run thing, but Teste's squad called it a day and went back to the main column.

Captain Le Boeuf fired one last volley at the Arabs and decided to follow the rest of his command. The French lost 13 rank and file along with Sergeant Moises. Beau Teste and Le Boeuf were both lightly wounded. The Arabs had lost 14 tribesmen and Sheik A'laig was lightly wounded.

Le Boeuf returned to the main column. He had not gotten near enough to the well but reported it must be something since it was so well defended,

Our game took 2 hours and 20 minutes. I have no idea how many turns we played but it was a lot of fun. The French and Arabs will go at it again. A few more games will see if it's balanced or not. If the French need help I may extend their range or downgrade Arab morale. I'll wait and see how a few more games go before doing any further tinkering.

Frederick Supporting Member of TMP19 Aug 2008 12:35 p.m. PST

Death to the infidel! Sounds like a great game

advocate20 Aug 2008 1:47 a.m. PST

Excellent report. I played a colonial game myself last night – British v Maori in the 1840's, so still using basic musketry. Maori were musket-armed Injuns with a few special cards that I deemed appropriate: 'Tupara' to account for their use of double-barreled shotguns, and 'Prepared positions' to enable them to give the Brits a nast shock. The British had a "Boys' Own Hero" card amongst others. I didn't keep notes so no report I'm afraid.

The only change I made was with regard to random/bonus cards. I found from a previous solo game that I wasn't happy with the random events/bonus cards, so have added in a 'bonus' card to the deck for each side, which allows them to (unsurprisingly) pick a bonus card without me having to worry about ones and sixes.

I'll submit a more detailed account to the TooFatLardies group when I get time.

nsolomon9920 Aug 2008 3:31 a.m. PST

Vincent,

SP seems to be turning into a really useful set of rules for a wide variety of periods – chalk up another win to the Lardies.

Nick

Whatisitgood4atwork20 Aug 2008 10:17 p.m. PST

Advocate, sounds like a great game.

I am interested and delighted that an inhabitant of Scotland would game and be well-informed about the NZ Wars (it's no longer PC to call them the Maori Wars). Nice use of Maori term with Tupara.

Who won btw? I am sure you don't need notes to remember the outcome.

advocate21 Aug 2008 2:03 a.m. PST

The NZ Wars are a favourite of mine. About ten or twelve years ago, a member of our club (Derek Moore) produced a display game based on Oheawai Pa, converitng the Maori from Foundry Woods Indians. Later I was able to buy the set, and have extended them with Old Glory Maori (not nearly so good, IMHO).

Who won? Well there is a whole thread about that above… I would say that the Brits won by three out of four criteria:
- in terms of the scenario I had set up, five out of the original nine militia in a group which had been 'under siege' managed to get away so, the British squeaked past that one
- the Maoris, somewhat outnumbered, inflicted more casualties, so they can count that in their favour
- the Maoris could not have afforded the level of casualties that they had suffered themselves in the long term, so the surviving chief's mana would have taken a tumble
- and the British get to write the history: they were a dab hand at 'explaining' defeats and turning a draw into a victory.

One other factor was a draw – both the Maori senior chief and the British CinC managed to get killed in melee!

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