I got the chance to play out my solo Magersfontein game
this week. It lasted for six action-packed turns and had another quite surprising
result.
The view greeting General Cronje as the sun comes up - a crowd of men in skirts moving towards him over the veldt. |
For Methuen the view is less clear - the Boers are there somewhere but where? |
Whilst from the relative safety of their trenches the Hoopstad Commando let rip. |
And the Black Watch in front of them take a tremendous hit. |
The Grenadier Guards have 3 pins which stops them from moving or firing but they have already gone to ground (blue marker) and with a full complement of officers they will soon rally off the pins. |
Amazingly General Wauchope didn't fall until turn 2 and the Black Watch retained all their field officers up to the point the unit was removed when reduced to 9 figures strength. |
The Guards and their supporting artillery were able to fight back against the Fauresmith Commando even managing to take out the Kommandant. |
But in the heat of the action their C-in-C Colville was hit. |
With the Black Watch gone the A&S Highlanders move forward supported by the Brigade Maxim Gun. |
On Magersfontein Hill a lucky artillery shot knocks down the Kroonstad Kommandant but the Commando survives its compulsory 'Flee' test. |
A general view of the action from Methuen's position at the end of turn 4. |
A devastating hit from 'Joe Chamberlain' finally breaks the morale of the Kroonstad Commando and they take to their ponies. The 4.7" naval gun only fires every other turn but it uses 8 dice! |
All the British units are lying down and the battle is purely a firefight now. |
But the Boers are gradually taking casualties from rifle fire and the Maxim and yet another Boer Kommandant has gone down. |
Another good strike from 'Joe Chamberlain' sends the Fauresmith Commando scurrying for their ponies and General De la Rey is powerless to stop them. |
Finally the Hoopstad Commando are off too - Break Point for the Boers! |
The Scots Guards are still hanging on (the Grenadier Guards had been reduced below 9 figures and removed from play). |
The A&S Highlanders are still there too but there will be a pipers lament played at the Black Watch barracks in Perth. |
"The Boers are fleeing it's a victory Sir!" "Another 'victory' like this will be the end of me!" |
At the end of turn 6 there were three fleeing Commandos which under the rules meant the Boers had reached their break point. However, the British casualties stood at 47 which was just one short of their break point so a very narrow victory of sorts although I think it would be fairer to call it a draw.
The fact the British achieved this result had me slightly
doubting the morale rules but on further reflection I think the scenario was
probably at fault rather than the rules. I don’t think I should have allowed
any movement for the British on turn 1 to reflect the confusion more accurately
in the ranks of the Highland Brigade after the Boers opened fire. Also, the
Guards were maybe placed too far forward because they managed to advance to
close-range before lying down which gave them better firepower.
The British did have some very jammy die rolls – out of eight fallen officer tests for the Regimental officers only one became a casualty when on average I would have expected three. This enabled the British units to easily rally off pin markers. The fact that the Kommandants of all three active Commandos were hit was also very unlikely as they only fall on a die roll of 1.
It’s a difficult balancing act having a set of rules that
allow a possibility of the British winning whilst still having a realistic feel
to the game. However, the main thing is that I had a lot of fun playing which
is after all the whole point. If time
allows I may have another go at the game but making the scenario amendments as
above.
You are so right Ian, it is all about fun and this battle was a joy to behold! Very exciting, close-fought, and an unpredictable ending! What more could you ask for? Thanks for sharing, it was excellent!
ReplyDeleteYes, the ending was a bit of a shocker but glad you liked it!
DeleteInteresting game , getting the balance right in historical games can be challenging.
ReplyDeleteYes, getting a scenario right without any play-testing is a difficult thing.
DeleteGreat game there Ian- well done on all accounts- great figures- great terrain and very well planned. Cheers. KEV.
ReplyDeleteThanks Kev, glad you liked it!
DeleteA lovely looking game Ian…
ReplyDeleteIt’s nice to see history rewritten occasionally… 😁
All the best. Aly
I was more than surprised by the final result!
DeleteI think, given the lucky nature of the dice rolls as described, that the rules work really nicely. As you said, you probably tweaked the scenario a bit in the Empire's favour but if you ran again you've got to expect he Boers to come out on top. These games look great fun.
ReplyDeleteI'm always surprised at how much fun can be had from these solo games and if things are a little weighted to the Empire there's nobody else to complain!
DeleteLooks great and good to see that the setup and rules do allow chance to both sides.
ReplyDeleteAfter all, if its a game rather than a demonstration, I rather prefer that the rules and scenario allow some chance that either side might win. After all, the little tin chaps might follow the original plan but do it better than the historical prototypes did,. or leaders be taken out or some subaltern use some initiative, or.....
I did play the game through again and it was quite different but just as much fun, the Boers won but only narrowly!
DeleteI think that you are being a little tough on yourself and your rules. It would have only taken a couple of bad dice rolls for the Brits and the boot would have been on the other foot. In reality battles are won or lost with luck on one side and uncertainty on the other. It seems to me that your rules provided just that.
ReplyDeleteThanks Bob. On reflection a couple of minor tweaks to the initial deployment of the British has made for a more closely balanced scenario.
Delete