Tuesday 1 October 2024

A third Sikh Wars game using Card System

So the basics of my work in progress rules for Sikh Wars are working well, however we have used card based activation systems previously which create a level of unpredictability which probably fits quite well with the Sikh Wars.

Steve has previously used a set of cards designed by Olicana Lad, Wargamer from Ilkley and his Seven Years War rules. They will be used to drive initiative and activation, the base rules remain the same to decide everything else.

As an aside a reprint of a Helion book for the Sikh Wars arrived on the same day, enjoying it so far, very well written making the history of this conflict very accessable.

For this game Chris C would command the British and I would have the Sikhs.
The Sikhs had 3 tribal warbands of foot, 2 regiments of irregular matchlock men and 5 battalions of Sikh regulars, supported by Zambureks, artillery, 5 tribal horse units and 2 Sikh Regular horse units.

The Sikhs also had the advantage of an earthwork to defend.

I was commanding the Sikhs for tonight.
The make up of the card decks for each side is quite different, they each have similar numbers of standard movement and re-load cars (Fire any time you want you just cant re-load till the card comes out) the Sikhs have a few blank "dress the line" cards that allow the British to roll for an extra card and the British have extra cards for "Elite" units or particular generals allowing the British Queens troops to be more flexible.
One of the cards in the Sikh deck allows for a potential uncontrolled charge by the tribal elements. This came out 3 times, twice forcing infantry units to charge headlong at the nearest enemy and once a unit of tribal cavalry.

I do like this kind of uncontrolled element for the Tribal troops, there were plenty of times this sort of thing happened. 



The British have 2 brigades of foot, each has one British and two Indian Battalions, and two Brigades of horse, one has two regiments of Queens the other two of Indian horse, four guns completes this force commanded by Chris C today.



I push my irregulars forward on the left flank and they are quickly charged by the lancers, they inflict a casualty but are in turn driven off, the Lancers wisely do not pursue given the mass of tribal horse and foot on the flank.

My tribal horse are now in a position to charge into the lancers and do so  as the uncontrolled advance card comes out, the melee result is now postponed until the appropriate card is drawn, interestingly its the side that gets the appropriate card for melee resolution that gets the charge bonus. 
The lancers see off the armoured Tribal horse but losing a base are pushed back to reform themselves.
My irregular foot have also advanced but are pushed into retreat by a well aimed volley from the British regulars. Troops that are loaded can fire whenever they like, even interupting an opponents move, but must wait for a card to re-load so its best to be careful.
The British may have seen off my irregulars for now but a couple of hits with Camel guns cause some casualties.
My two units of Matchlock men start off table and now make their appearence marching on to support the tribal irregulars on my left.
The Light Dragoons now take up the gauntlet and charge the next unit of irregular horse.

The British and Indian troops continue their steady advance on the Sikh right and centre.
The company native horse charge the entrenched Sikh foot and guns with predictable results, not that many survive to runaway.
The Sikhs in their Redoubt remain pretty un-touched and see off the last of the Company horse.
The British follow up their sucessful volley with a bayonet charge into the next unit of Sikh Tribal irregulars.
Having destroyed a unit of irregular horse the Light Dragoons push on into a unit of irregular foot, however they already have 3 casualties and are becoming less effective the more they fight.
The Sikh foot retire but reform for another go as the right hand unit forms up to charge the Native troops.
I have my matchlock men in place now forming a line behind which the Sikh irregular horse retreat and the irregular foot start to follow.
The Light Dragoons see off the tribal irregulars but take too many casualties in the progress, now down to 2 bases of the original 5 they halt to reform and catch their breath.
Even with only 3 bases left the British are able to hold their own with the Sikhs which is historically accurate up to a point. The three bases of British are able to push back the Sikh regulars they are facing despite a lack of support from the native troops in their brigade.
The Sikhs last gasp has a tribal unit throw itself at a barely touched Sepoy battalion, they are quickly seen off as might be expected.
The British have pushed back the irregulars on the Sikh left but are still working hard to dislodge the Sikh regulars. A new line of Matchlock men has formed and the Sikh regulars have two units of regular horse in reserve but the British have had the best of the game.
All in all this was the best of the three games so far. 

The Cards create the majority of the imbalance in the two sides and allow for a degree of personalisation for nationalities and even for specific battles where troops behaved in a particular fashion.

A couple more games needed to smooth the rough edges but this is looking like its going to work now.

Thanks for bearing with my ramblings and as ever thanks for stopping by.