Monday, February 24, 2020

Tonight, I played my first game of The Men Who Would be Kings (TMWWK) using their solo game rules, "Playing against Mr. Babbage" and the optional rule of Skirmish Kings a.k.a. half sized units. Sergeant Spurgeon Burress was ordered to take a squad of men and patrol the area to the south of the main camp. Sergeant Burress has the reputation of being somewhat aggressive in his tactics often throwing his men out of perfectly good defensive positions and assaulting the enemy in hand to hand (I rolled a result of up & at em for the good Sergeant's personality which means given the opportunity he will always charge the enemy.)

"My God it's a barren wasteland here private."
Imad Majid was not known for his tactical skills or leadership but had never been so much as scratched in the many battles in which he had fought.(I rolled a result of Bulletproof Bumbler) With a viscous cry the tribesmen rise from cover nearly upon the patrol. (Arrived within one (1) native move range)

"Steady fire boys!"

Sergeant Burress orders his men to fire inflicting two (2) casualties on the enemy, one by Burress himself, pinning the enemy. Imad tries to rally his men but his men begin to retreat. The patrol continues firing with little effect but it is enough to drive the enemy away. 

The Enemy retire from the field. 
 Having driven off the tribesmen, Sergeant Burress orders his men to begin the march back to camp. Little do they know that the enemy had worked its way around and cut off the way back to camp. A new group of tribesmen led by the marksman, Tut Obeid, arrive in the flank at short range.

"Enemy to the rear Sergeant."

The patrol pours fire into this new threat, killing Tut in the process. The men rally seeking revenge for their fallen leader. The patrol fires again inflicting two (2) more casualties, again Sergeant Burress hits his target. However, another group of tribesmen arrives to the front within charge range.

"More enemy close, Sergeant!"
 The patrol pours fire into this new threat, killing Tut in the process. The men rally seeking revenge for their fallen leader. The patrol fires again inflicting two (2) more casualties, again Sergeant Burress hits his target. However, another group of tribesmen arrives to the front within charge range. The patrol fires on the new threat to no effect and the tribesmen attempt to charge. 

This is his opportunity, This is his destiny. Sergeant Burress orders his men to charge the enemy not noticing that more tribesmen have arrived behind the patrol. The men obey his orders but their spirit is not in the fight. Burress underestimated the fighting ability of these tribesmen as half of his patrol is cut down. The remainder of the patrol is forced back but are now aware of the fresh unit of tribesmen barreling towards their rear. 

More tribesmen advance on the patrol. 
Burress and his men fight for their lives and drive off the depleted native unit each side receiving one more casualty. 
The patrol prepares for another assault.

As the enemy close the final meters, Burress turned to the only soldier left, he did not even know his name and uttered, "Hubris! my boy! Hubris!" The two soldiers brace for the impact but due to the heat and their exhaustion meet a quick end. 

"Hubris! my boy! Hubris!"

The end of Sergeant Burress.
 Miraculously, Private Elvin Ming survived crawling back to the camp and reporting the fate of his patrol and Sergeant Burress' final words. 

This was a fun game. Initially the British did quite well firing into the tribesmen and pinning them repeatedly, however one (1) turn of not pinning the enemy combined with Burress personal trait spelled doom for the patrol. 

Figures are Hat Industries from Michigan Toy Soldier Company. Looking forward to getting them painted up and trying the rules again. 

4 comments:

  1. I’ve been considering picking up a set of these rules. Do you have any thoughts on how they compare with The Sword and the Flame or Colonial Adventures?

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  2. They are pretty simple rules, they are a little less control than TSTF, but much more control than Colonial Adventures. Each troop type has a couple of free actions but you have to roll command for anything else. Is great fun.

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