1. Characters can be attached to units and act as their leader
2. Each unit has Unit Pluck (UP) which which equals that of the commander. If the unit suffers casualties during the shooting or fighting phase then it tests against the UP
Turn sequence
1. Test UP for all routing and halted units. If passed then routing units halt and halted units resume as normal.
2. Movement. A unit that runs must maintain its current formation. If it walks then it may expand its frontage by 50%
3. Shooting Phase - each figure in a unit fires before turn passes next player.
4. If a unit receives any casualties during shooting phase then it must test against UP. If fails then routs a full run move. If equaled then unit halts. -1 per casualty received this turn to roll
5 In fighting phase characters fight first following the initiative rules. Then rank and file fight (whole unit), again using the initiative rules.
6 The side that receives the most casualties during fighting phase then it must test against UP. If fails then routs a full run move. If equaled then unit disengages 3". -1 per casualty received this turn to roll. If it passes then the opposing side fights.
7 Medics attached to a unit allow 1 pluck roll to be re-rolled immediately, once per turn.
Now the Battle of Gnott's Landing
Konigprincesse Cecile, famed for her Unearthly Beauty, is leading an expedition up the Crocodile River into Zululand to find a direct route to the German allied Boers of the Orange Free State. If they can conquer the Zulus they can effectively trap the British in South Africa.
After a week of travelling they are camped at Gnott's Landing when a huge Zulu army of more than 5 impis appears (Zulus FV+1 Speed+1). Hastily taking position behind barricades the marines (bayonet drill, military rifle, FV+1, SV+1, padded coats), Askaris (military rifles) and a small field gun (explosive grenade launcher with range of 36") await the Zulus.
Battlefield
Germans
and again
Zulus
The Zulus advance at the run and the field gun makes a direct hit on the UmKhuse killing 3 with another being hit by rifle fire. They fail their UP and rout
The Zulus continue their advance as the UnKhuse rally. Minor casualties to the Zulus but they press on
The Ukhandempemvo charge into section 1 of the Askari and kill 2 causing them to rout
Some terrible shooting from the Germans enables the uDuDuDu and IziNoyzi to charge the barricades. Cecile's pistol jams and is broken leaving her armed with a swagger stick and her piercing blue eyes. The uDuDudu Induna fights Cpt. Schmidt and knocks her down. One of the marines kills the Induna of the IziNoyzi and they rout.
The battle at the barricades continues but the artillery crew and section 2 of the Askari have routed.
The Zulus send in the 2nd wave
Good shooting and the death of another Induna at the hands of the recovered Schmidt causes 2 impis to rout but the battle at the barricade is not going well
The Marines disengage and start their retreat to the boat
The Zulus scent victory and the few remaining survivors make it back to the boat, a crushing defeat with the the death of Cpt. Schmidt. The Germans have has their nose bloodied and the Zulus are rampant.
This was great. Although the set up was the stereotypical colonial battle (the sort that gives colonial battles a bad name) it worked really well. It was a close run thing considering the Zulus outnumbered the Germans by 3 points to 1 and 5 to 1 in figures. 1 impi fewer and I think the Germans could have won. The Zulus lost 2 routed Impis off the table and 30 dead to 13 dead Germans. The Unit Pluck works really well, think swirling hordes advancing and retreating until they can get close enough to fight. The artillery is devastating when it hits. It gets a little complicated when you have multiple units fighting in melee, but don't all rules.
I will definitely be using IHMN with these rule tweaks for my large battles. Hope you enjoyed it, I did. Will keep you posted on further tweaks.
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