Well, in for a penny, in for a pound as they say so I played the entire game using the HOF Fire Team rules. As the rules were meant for Sci Fi skirmishes with up to about 50 figures per side, this presented a few challenges.
Using the Tech Level rules I crafted stats for muskets, spears, and even the Mad Mullah Faqir's fire balls. I had to modify the rules a bit to reduce the effectiveness of firearms in the hands of mounted troops too. That done it was show time.
The Albion force weighed in at 8 six figure infantry fire teams, 2 four figure cavalry teams, and 2 two figure command teams.
The Isea N Eehigh numbered 24 four figure infantry "fire" teams (they only had spear and shield), 1 single figure magic user "weapons" team, and 1 two figure command team. of these though, half of the spear teams had not made it to initial deployment.
As Sir Kev, it fell to me to set way points for my forces. Normally these rules are played on a grid, so the noting of way points can be very precise. Not so here of course, so I substituted written orders.
Being that Sir Kev is rather aggressive, and that my main goal was to get stuck right in, the plan was pretty straightforward,
The plan remained viable for only the first turn for no sooner had the troops set to when the enemy right suddenly appeared.
|The missing enemy right arrives on turn one|
|As their center and left advance.|
The two companies of the 115th would hold the right and left of the wells. The Goblin Native Infantry would hold the large ruin in the settlement while the Otter Native Infantry would advance beyond the patch of brush to their front and form line to support the withdrawal of the Naal Carabiners. For their part the Carabiners would carry out their initial mission: skirmish with the enemy right and fall back slowly on the Otters.
|The senior company of the 115th enters the scrub by the wells.|
|The Thin Red Line advances.|
|The Isea N Eehigh emerge from the wadis.|
|The Naal Carabiners form line and ascend the hill.|
|Sir Kev and his ADC ride the line shouting encouragement.|
|A half troop launch a spoiling attack driving back the Halflings.|
|The enemy left threaten envelopment.|
|Withering fire deters the enemy left.|
|Three rounds a minute my Orcs!|
|Sir Kev leads the Goblins into a reserve position.|
|The sole Albion casualty,|
|The final defeat of the enemy left.|
|SWMBO stops in to check on the progress of events.|
|This photo gives a good idea of both the extent of Halfling losses and the piecemeal nature of their attacks.|
|The Naal Carabiners have fallen back to both flanks of the Otters.|
|A close up of the warriors of the right flank.|
|Steady Otter fire keeps the Halflings at bay.|
Eventually the Halfling attacks stalled and the Queen withdrew her forces rather than suffer additional casualties. The final tally was one orc lost to some 30 Halflings. In "real" terms that would be about 5 orcs and 150 Halflings.
The broken nature of the terrain hampered the Halflings more than the Albion forces. The combined results of Sir Kev's fortunate pre battle scouting roll, the variable distance movement mechanics, and broken terrain meant that the Isea N Eehigh warrors assaulted the Red Coats piecemeal rather than in the coordinated fashion the Queen had intended.
In retrospect it may have been better for the Halflings to hide in the hills and force the Red Coats to come to them but that was not the sort of scenario I had intended to play test.
The early removal of the Mad Mullah Faqir was both a shock and a boon. How will his wounding affect the religious tension within the tribe? Regardless had ne not fallen the Orcs would have been in for some scary fireworks.
A fun game and with the Isea N Eehigh forced back across the Two Gala River. Sir Kev holds the initiative but who can say what will happen next?
Hope you enjoyed the tale and thanks for stopping by!