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"A Colonial Adventures AAR" Topic


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1,661 hits since 11 Nov 2008
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Comments or corrections?

Hazdrubal11 Nov 2008 11:56 a.m. PST

Guys,

I recently played a colonial game using Two Hour Wargames "Colonial Adventures" rules and I must say they gave me a very tense, yet enjoyable game.

It did take more than two hours to play though, mainly due to picture taking and writing down what happened.

for those interested here's a pair of links:

try this one first: link
If it is down try this one: link

redragon411 Nov 2008 12:23 p.m. PST

Link does not work!

raylev311 Nov 2008 12:35 p.m. PST

Yep, still doesn't work…

Personal logo Saber6 Supporting Member of TMP Fezian11 Nov 2008 3:34 p.m. PST

worked for me. Nice AAR and explaination of the rules

advocate12 Nov 2008 2:48 a.m. PST

Worked for me too.

Certainly seemed a fun – and a tense – game. The opportunity to recover melee casualties makes an interesting mechanism.

One oddity was the small scouting group charging an identified enemy; I'd prefer to see troops outnumbered 2:1 given the option to retire, especially given the problems they have in melee resolution.

You might consider finding some Confederate cavalry to paint up as Colonial Cavalry units such as the Frontier Light Horse or Buffalo Border Guard, to allow a variation in units. Thinking of that, do the rules allow for mounted infantry?

Hazdrubal12 Nov 2008 8:34 a.m. PST

>One oddity was the small scouting group charging an
>identified enemy; I'd prefer to see troops outnumbered 2:1
>given the option to retire, especially given the problems
>they have in melee resolution.

It struck me as odd also so I have instituted a house rule which addresses the problem. I wanted to play the rules as written at least once to see how it went.

>You might consider finding some Confederate cavalry to
>paint up as Colonial Cavalry units such as the Frontier
>Light Horse or Buffalo Border Guard, to allow a variation
>in units. Thinking of that, do the rules allow for mounted >infantry?

HAT have some Mounted British Infantry that I can forsee many posibilities for and their Natal Native Horse look useful. They've also got 17th Lancers, NNC, Highlanders, Zulu Warriors (not that I need more), Gatling and Nordenfeldt guns, "colonial Artillery" and Sikhs in the pipeline.

It does deal with mounted infantry, for the most part treats them as cavalry, except sometimes they will dismount when fired upon.

Ed the Two Hour Wargames guy12 Nov 2008 1:24 p.m. PST

>It does deal with mounted infantry, for the most part treats them as cavalry,<
Not quite true. They don't receive the melee bounus as true cavalry.
They are also in the infantry portion of the list and behave as infantry, not cavalry when taking the Crisis test.

Ed the Two Hour Wargames guy12 Nov 2008 2:14 p.m. PST

Just so I'm reading this correctly.
The group scouts the terrain. Identifies the enemy.
Why are they charging?

What should happen is the group scouts the terrain.
Identifies the enemy.
Then the enemy takes the Test of Wills Crisis Test.
How does the group charge?

Hazdrubal12 Nov 2008 2:30 p.m. PST

Ed,
The scouts were checking an area during a patrol mission, when they reached within 12" of the center a check revealed a PEF which converted into 4 enemy bands one of which took a "test of wills".

The natives got a Charge result on the Test of Wills and the mounted scouts get counter charge on the being charged test.

RE: mounted infantry hadn't used any yet so missed those differences.

Ed the Two Hour Wargames guy12 Nov 2008 2:59 p.m. PST

Okay, that makes sense.
Once the enemy charges they pretty much need to charge.
But when they are active they can break off melee and retire 12" and end facing the enemy.
The enemy will then take another Test of Wills and may or may not come after them but now you've got them away from their friends and isolated.

Personal logo chicklewis Supporting Member of TMP14 Nov 2008 8:29 a.m. PST

Well, if I read the rules correctly, a single scout will ALWAYS be killed in melee with a group. Scou;ts just wouldn't charge to certain death, their orders would be to pull back to the unit when threatened.

Makes much more sense to me to either make scouts a special case, or allow charged units which are outnumbered by at least 3:1 which pass two dice on their 'being charged' check to withdraw in good order one full move, or if scouts, into their core unit instead of countercharging.

Am I misunderstanding something ?

Chick

Personal logo chicklewis Supporting Member of TMP15 Nov 2008 10:35 a.m. PST

Yep, I was missing a rule on page 26 saying that when down to a single figure, the autoloss of a figure every round no longer applies.

Chick

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