We decided to re-visit our work in progress Sikh Wars rules, a quick easy game to start with to remind us of the mechanics.
I have kept it small a brigade of 3 matchlock armed natives holds a breast work supported by a rather large gun, a brigade of 3 regular Sikh infantry are marching to support their left flank with a field gun and a brigade of 3 Tribal irregulars to support their right with a Camel gun whilst 2 regiments of regular cavalry remain in reserve.As a reminder the game is essentially card driven with two packs of cards, one per side. The packs hold slightly different cards and differing quantities of each to try and represent the strengths and weaknesses of the different forces.
Chris gets both infantry and cavalry movements cards, his foot get forward very quickly whilst the horse form a column to pass around the flank of the foot who in the end have already got out of their way.
Steve draws a "Dress the Ranks" card, this is a wasted card, the Sikhs have more than the British of these, it is also an opportunity for the British to steal the initiative back, the players roll off, if the British roll higher they get an extra card to play immediately. in this case Steve manages to roll higher.
Sikh fot movement cards come out and Steve is able to march forward occupying the flanks of the earth works and bringing him into musketry range.
All troops start the game loaded and can fire literally any time they like, however they cant re-load until they get a re-load card, the British have slightly more re-load cards so their rate of fire will be potentially higher. Here Chris has fired as the Sikhs close and we have marked him as unloaded, he is now hoping for a re-load card before the Sikhs charge in.
Chris halts at effective range and begins to volley the earthworks, needing sixes with one dice per base its hard, slow work but he manages a couple of hits on two of the units of matchlock men.
Movement card for the British and Chris charges home on the earthworks with two British and one sepoy battalion as Steve volleys him on the way in with musket and gun. They must now wait for a melee resolution card.
With the infantry locked in the centre the British cavalry pass around the left flank to try find an opportunity for mayhem.
The Sikh cavalry remain behin their own lines in need of a movement card to block the British.
The Tribal irregulars not in melee fire an ineffective long range volley at the British horse. One casualty, still it may well be the difference at a later date.
Melee resolution card drawn, along the line there are mixed results, the first unit of Sikhs is beaten but passes its morale, the next beats the British regulars, who fail their morale and rout from table, the last again are beaten but pass.
The melee carries on at either end of the redoubt, eventually the British are forced to check morale and fail, failing back one move from the Sikhs.
At the far end the last British battalion in contact has charged home against the Sikh regulars whilst the gun and sepoys engage the second battalion.
At the far end a unit of Tribal irregulars charges the Sepoys and is seen off pretty convincingly, more concerning for the Sikhs the retreating British halt and volley as they form up, the resulting casualties take the unit down to just one base and it is removed from play leaving a gap in the defences.
Chris now has his cavalry positioned on the flank of the Sikhs ready to charge either the horse or the tribal irregulars and his commander rides up the front of the Irregular horse giving them a rousing speech no doubt.
The company forces have forced two Sikh regular battalions to retreat in disarray, could this be the turning point?
Chris needs to get a 5 or a 6 for his Sepoys to stand, this triple 6 seems a bit overkill! Well done Chris.
Unfortunately the morale check for the British regulars sees them retreat from the canister of the Sikh guns.
The British now have one damaged and one untouched Sepoy battalion left to take the earthworks with, challenging as the Sikhs still have one badly mauled and one untouched unit supported by a siege gun.
The Sikh Currasier charge Bengal Irregulars, the Cavalry Melee resolution card comes out pretty quickly and the Sikhs are seen off, with the Irregulars reforming behind the Light Dragoons.
The Sikh Curassiers are forced to retreeat two moves right back to the edge of the table dis-ordered.
The light Dragoons charge the Sikh Dragoons and we must wait for a melee resolution card to see who takes the laurels.
Meanwhile the Bengal Irregulars declare a charge on the Tribal foot to their front, they pass their morale to charge forcing a morale on the Tribal irregulars who fail, they test for results and rout of table leaving the Bengal irregulars on the open flank of the Sikh entrenchment.