Tuesday, 10 March 2009

DBA Boxer Reb.3 'General Nieh's Pursuit'

Back to the Boxer Rebellion & Part 3 of the Epic Saga that 'Bards will sing about.....' Ok I'm getting carried away again. Another scenario from the Colonial Campaigns Supplement, General Nieh's Pursuit. The remnants of Admiral Seymours Expedition are trying to make it back to Allied Lines along the Peiho River after their doomed train ride. Hordes of Boxers are in pursuit & to make matters worse, General Nieh's Imperial forces are now giving chase along a parrallel course.


This would be another one of our games with a difference. The Allied objective is to make it to the other side of the table & safety. The Chinese objective was to stop them. So simply legging across the table? No, of course not. The Allied 'withdrawl' must be an 'efficient & well thought out affair' with typical a Victorian attitude...


The Allied Army starts out holding the northern village, this they must hold for the first 6 turns then move onto the bridge, turns 7-12 & then onto the southern village, turns 13-16, finally exiting every unit off the map. The Allied player receives Victory points for holding these objectives. The Chinese player(s) would just have to prevent this, by taking an objective from the Allies OR destroy some Allied units. Obviously no points for an objective after the alloted Victory point time expires. We'll take it there's lots of Allied wounded & refugees making the way down the road, hence the orderley withdrawl. The visible Allied units being the combatants.


Jack would be the devious Chinese Imperial Armies, bloodthirsty Amy the Boxers & yours truly, the heroic Allies. The Chinese Imperials consisted of Cavalry, Mongol Light Horse, Kansu Braves Rifles, Tigermen Psiloi, Pike & an Artillery element - about 13 bases. The Boxers... Well Amy started with a few & EVERY turn was allowed an extra 1-6 reinforcements - no limit either! Talk about motivation to get moving across the board! The Major Powers had 11 elements including Artillery & an Machine Gun. German Light Horse & US Cavalry would hold the Road, they would be the boundary of the REST of the Allied Army. To qualify for the Victory points, one Allied element had to be at that location, this ruled out the US Cavalry for the majority of the game as they held the Exit point.



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The initial set-up & planned movement.
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The Northern Village
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The German Seebattalion would face the brunt of the Boxer attacks.

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The goal of the Major Powers Army.

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Dandy Chinese style Bridge.

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Oh Oh... Here comes the nasty Imperial Army.

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The German East Asia Brigade Light Horse, dashes ahead & relieves the French Marines.

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BOOM! Imperial Chinese Cannons take pot shots at the Royal Marines.

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Rat-atat-tat... The HMG takes out some Boxers.

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Chinamen everywhere!!

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Advance elements of the Imperial Army head for the wheatfields.

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Jacks Imperials stay out of range of the British Guns...

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The French Marines dash to hold the perimeter.

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Good PiPs & the Allies can get the Artillery across the River.

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Sneaky Amy puts the Boxer Jagers on the flank, they would take pot shots at the Germans.

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The Germans earn their pay.

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Jack threatens the flank with the Imperial Cavalry, but would he charge?

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The Chinese Imperials cross the river & head for the South Village.

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Boxers everywhere chanting away....... But PiPs eleude Amy.

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The Royal Marines are sent to reinforce the flank.

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With more units crossing the River, the German Light Horse are free to help ze French.

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First objective held, it's time to move on.....

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Those Germans better start moving... PiPs would be a nightmare for all Generals!!!!

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More Boxers fall to German firepower, now to withdraw.

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The British Artillery gets ready to cover the withdrawl.

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Nice overview of the Northern Village.

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Sacre Bleu! The French Marines get a shock from the Kansu Braves.....

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Admiral Seymour orders the Navy Lads, 'Give em a volley!'.....

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The German SeeBattalion is finally moving, now to get across the River.

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The HMG is across the River, a decent perimeter is set up.

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The Germans are scrapping all the way to the Bridge.

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The Kansu Braves are knocked back due to Allied firepower.

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Overview at his point, nearly halfway. Jack & Amy are screaming for decent PiP rolls!!!!!

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Some of the German are on the Bridge, the British would form the rearguard....Of Course!!!

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Nice view from the south looking north, action everywhere.

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Boxers charge into the British, Jack falters & just advances, he doesn't charge in.... A mistake?

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Rock Hard! The Royal Marines fight off the Boxer Hordes.

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It's going well for the Allies.......

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......but just when you least expect it. A lone Boxer element charges in & hacks the Germans to bits..... SHA! SHA! SHA! - The horrors are 'whooping' out loud.

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The British Naval Detachment manages to fight off the Boxers.

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Chinese Imperials race towards the Southern Village.

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'Come on guys!' The view from the US Cavalry on the Road Exit.

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'HA!' The French & Germans manage to gang up on the Kansu Braves....

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......but Brave by name Brave by nature & fight off the Foreign Devils.

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The Allies are moving through the village, the Chinese are so close......

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The Boxers advance through the Northern Village.

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The French Marines are in a mighty scrap, would Jack charge in the Tigermen?

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The Boxer Cannon gets into action.
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Now the Kansu Braves give the French a pounding!

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'GET THAT MACHINE GUN SET UP!!'

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Finally the Light Horse get back into position

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The Germans occupy a Village building & their firepower sends the Tigermen fleeing....

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The Enemy is at the Gates!!!

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The Boxer Jagers head for the River.

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The Germans turn their fire on the Kansu Braves.

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It's a tough scrap for the French, The Artillery takes an eternity moving.....

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Admiral Seymour takes charge of the French & Finally the Kansu Braves go down!

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Time for a Cavalry charge! Huzzah!!!!

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Typical!!!! Back they go.....

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Combined firepower sends the Kansu Braves back....

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Super PiPs!!!! Let's get moving....

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Part of the French Marines withdraw.

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RaHoooooo!!! Allied Units exit the board. The US Cavalry can now move.
Jack comments cynically 'Should the Colours be leaving the battle???'

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The Horrors can't believe it! Shocking PiPS.......

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The Royal Marines are the Rearguard!!!!!

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Hordes of Screaming Chinamen!!!!!!!

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Nearly there!!!!

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The East Asia Brigade bring up the rear.....

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HEROIC Allied Soldiers.... (I ignore the taunts of Jack & Amy to stand and fight)


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The Chinese Hordes finally cross the River.......

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The Allied force escapes.... But it was close, very close.

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Last view looking North.

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Superb! What a laugh, Jack & Amy are grumbling, but that was very close. I think both French Marine elements were on their last recoil. Shocking PiPs for the Boxers helped the Allied withdrawl. The Allied withdraw covered the necessary turns for Victory.
The game went better than we thought, we did agree that maybe a couple of extra Generals (PiP rolls!) would have made the game quicker - with a possible different result??? Who knows... Next Time - The last Boxer Game, a stand up fight between the Chinese & the Allies.

Thursday, 5 March 2009

DBH Japanese vs Russians 1905

Timeline 1905...the place somewhere in Manchuria. A beat up Japanese Division has been tasked with holding a vital Road/Rail crossing. Overlooking this position are two hills, the Japanese set up some earthworks on the hills. The Russians attack with a Division level force.


Game on, our 'try out' of the De Bellis Horribilis rules. I would be the Russians while General Amy took the Japanese. A straight forward enough game, one side defends, one side attacks.

To be fair, the battle was only half the size of picture below & concentrated on the Russians attacking the left hill.


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The Battlefield, the Russian attack would hammer the left hill.
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5 Japanese Infantry stands & one Machine Gun stand.
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Hordes of Russians ready to go.
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Russian Cavalry wait for the breakthrough

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On they go, the advance was a bit congested.
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The Russian Artillery advances, they would be in range next turn.
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Steady fire from the Japanese forces back some Russians.
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More Japanese fire destroys a Russian stand.


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Russian Artillery fire, forces back the Japanese.

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Russian attackers are repulsed

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I send the third Russian Battalion off to the flank
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Forward go the Russian Cavalry.
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A bad round for the Russians!

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At last one of the Japanese defenders is destroyed.
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Russian attackers gain a foothold on the hill.
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NO! They are forced back by Japanese heroics & Amy's dice throws.

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Another Russian bites the dust.
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Numbers start to count, some Japanese units withdraw.
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HooRah! Crack Russian troops beat back the Japanese.
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SLOWLY... the Russian Machine Guns are dragged up the hill.
The Cavalry reach a support position.
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The Russian Artillery woefully under performed.
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The Russian General looks on from his safe position in the rough terrain.
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HooRah! The Russian flag is hoisted on the hill, the Japanese safely retire.



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A victory for the Russians but with VERY heavy losses.
Mmmmm... What did we get from that. Well I must admit, the game didn't seem to flow. Whether it was the scenario or the rules, I don't know. The Russian attack seemed to be a little 'crammed', keeping the units in the radius of the Divisional Command. Ranges for the Artillery were quite short & the guns had to be moved very close to the enemy. Overall I reckon more questions than answers.

One big thing, Amy got bored, which hasn't happened in any of our other games before. Maybe that was me, trying to be a bit ambitious. Don't get me wrong, there's a lot of things that I like about DBH, we just probably need to tweak it to suit our DBA style. Never mind, we'll give them another try out using WW1 armies.


STOP PRESS....... I've also come across a WW1 variant of the HOTT rules called 'Hordes in the Trenches', which after a brief read look rather good. Another excuse to have a game!

Plus Ospreys 'The Arab Revolt 1916-18' has just dropped through the post. Looks good & a Lawrence of Arabia Campaign is on the cards.... Bizarre, I've gone World War One Mad at the moment, now to build some more armies!