Having decided that Sikh Wars would be the theme for our T'other Partizan game we needed to decide on rules.
I have been working on my own set but these are much more focused on 2-4 players, both our test games and show game are more likely to include up to 8 players most of whom would not be familiar with my rules.
Initial thoughts were to use Valour and Fortitude with the stats from last years Boondock Sayntes Aliwal game. So Steve and I organised a quick game.
Our game had 4 brigades a side, with a small village occupied by one Sikh Brigade. The Sikhs having just one extra foot battalion and mounted regiment.As we had no real intention of playing a game through to conclusion, this was all about seeing if the rules worked. Whilst they did and the rules additions for Sikh Wars had some very interesting mechanics to reflect the reality of the conflict we were unsure if they would work for our group.
Elsewhere the ability of the British forces to lead with the Queens regiment but spread casualties over the whole brigade, along with forcing the Sikh guns to target counter battery where they could gave the numerically inferior British a fighting chance of closing with the Sikhs.
On balance an enjoyable game, however we are concerned about trying to get 8 grumpy blokes who dont know the rules to play them through with two of us who also dont know them very well taking the lead.
We decided an immediate follow up game with Black powder was in order. Below are the current stats we use for Sikh Wars.
So, a small meeting engagement to test rules.
The Sikhs went first and straight off both sides were attempting to get to grips as quickly as possible. Once the initiative handed over to the British I charged my Light dragoons at the Sikh horse supported by the Governer Generals Body Guard.
Unfortunately the Horse artillery failed to move at all (I forget they get a free move if limbered) and the Bengal Native Light Cavalry blundered making a move to their left.The Light Dragoons inflict a decent amount of casualties but the Sikhs stand with some great saving rolls, with a draw both sides pull back.
The rest of the British push forward.
The tribal troops finally get going, we moved these into Warband formation after this photo.
The artillery gets a good shot into the Sikh Cavalry with limited effect. Pretty much the only artillery to score casualties for the British.
Two unit of Tribal irregulars approach within 16" and trigger and uncontrolled charge test. The irregulars were quite volatile and hard to control so this is a rule that adds flavour to the pot. One unit of Sikhs fails and hurls itself at the British line.
On the right wing my Bengal Light Cavalry has got going and is immediatley charged by the left wing cavalry.
One of the best rolls I have seen for a long time I get 6 sixes from 8 dice, giving me 8 out of eight hits. A draw leaves both sides pulling back to reform.
On my extreme left two regiments of Tribal infantry charge my native infantry, they hang on for one round of melee and then are finally pushed back in dis-order starting to create a gap in the line.
At that point we stopped, all to play for but its 10.30 and we need to pack up having learned all we needed. Plenty of fight left in the game with neither side getting a significant advantage yet.





