The plan
Somewhere between 6 a side skirmish up to 40 a side is a sweet spot where I can start with narrative scraps and grow it into proper bush fights.
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| Probably narrative games following characters |
- Kilmarnock capped Regulars red tunics blue trousers. I've seen conversions of Perry ACW into British regulars, but i really wil have enough.
- Militia, blue tunics blue trousers, variety of headgear.
- Constabulary. As above I think. Mounted as scouts maybe.
- Civilians are a case of using cowboys on foot and a few Victorian types.
- Maori, I already have a dozen Empress Miniatures actually. For the rest those Frostgrave tribals are essentially Maori, although I use them as Carib Indians. I have a few sprues of these guys and they are cheap enough to add a few more, just adding muskets rather than bows and blowpipes.
1) Why I think the 1840s NZ Wars will work on the tabletop
This is not a game of “big battles” but:
- raids
- ambushes
- stockade / pā assaults
- night alarms
- bush movement
- split forces + confusion
- political/moral tension baked in
That makes them perfect for:
- skirmish rules
- linked scenarios
- small forces with big consequences
- personalities & named figures
I don’t need 200 models, just a few dozen per side.
2) The “look” — Kilmarnock caps are bang on
I'm thinking early period, but, this was a look until the 1870s. Tgese guys are good for half a century of wars. Quite apart from fictional wars in Europe they could fight in the America's, India, African Cape Wars, China. Useful.
3) Forces: what I actually want on the table
A) British regulars
These are:
- disciplined volley shooters
- bayonet morale threat
- slow in bush, better in open
- prone to overconfidence
Table role: “hard core, brittle if surprised”.
B) Militia / Volunteers.
- brave, nervous, vengeful, reckless
- local knowledge (or totally none)
- often badly coordinated
Table role: unpredictable, scenario-dependent.
C) Armed Constabulary
- semi-trained colonial paramilitary
- patrols, escorts, warrants, arrests
- protection of roads and supply
Table role: small professional patrol force with local authority.
D) Civilians
Civilians make this period special because they:
- create dilemmas
- trigger panic
- cause mission shifts
- are why the fight happens at all
And in Blood & Steel terms they’re fantastic as:
- objective markers that move
- morale hazards
- “burden” units (escorts)
- witnesses / hostages / rescued captives
E) Māori friendlies
Māori working in their own interest for the Crown.
4) Māori forces
Māori on the table become tactically fascinating.
I can represent them as:
- fighters with superior movement and concealment
- Blinds!
- ambush specialists
- pā defenders with engineered advantage
- sharpshooters
- small groups of 4 figures with initiative and aggression
Also: Māori aren’t one homogeneous group. I can do:
- allied iwi vs rival iwi
- Māori vs Māori with settlers/constabulary as third party
- mixed war parties with different motivations
Blood & Steel scaling: 6 → 40 per side
Skirmish scale (6–12 a side)
Perfect for:
- patrol encounters
- messenger missions
- prisoner rescues
- bush ambushes
- night alarms
“Proper fight” scale (20–40 a side)
Perfect for:
- pā assault / pā relief
- convoy defence
- village raid
- holding a ford / bridge / track junction
- two groups converging without full knowledge
But I want to keep command control limited. The New Zealand Wars should feel like:
“we think the enemy is over there… wait—where’s the firing coming from?!”
6) Constabulary vs Civilians
Lets me game the period without turning it into:
- “Colonials vs Māori” every time because frankly that's uncomfortable, and not historically correct.
I'll run scenarios like:
- settlers illegally raiding a village / property
- constabulary trying to stop reprisals
- civilians refusing orders
- militia officers with grudges
This gives:
- three-way tension
- “law vs vengeance”
- arrests, escorts, riots, hostage situations
- moral ambiguity without lectures
And Māori can be:
- third party
- informants
- victims
- opportunists
- allies of one side
7) Scenario ideas (short, sharp, playable)
Here are 10 scenario ideas I've trawled up for this project and Blood & Steel:
-
The Track Patrol
Constabulary patrol + guide. Ambushed. Must withdraw without losing the guide. -
Burn the Storehouse
Militia raid to destroy supplies. Māori defenders delay until civilians escape. -
Flagstaff Alarm
British detachment must reach a signal point. Māori attempt to cut them off. -
The Warrant
Constabulary attempt to arrest a settler agitator. Civilians resist. Māori scouts watch. -
Escort the Prisoner
One side must escort a captive through bush. Opponent tries to free him. -
Night Raid
Māori raid a camp for muskets/ammo. British must hold until dawn. -
Crossing at the Ford
A bottleneck scenario. Perfect for small forces scaling up. -
The Lost Child
Civilian objective that moves randomly. Both sides try to secure (or exploit) it. -
Pā Recon
British must map/locate weak point. Māori must prevent intel extraction. -
The Retaliation Party
Militia trying to burn huts. Constabulary tries to stop them. Māori arrive mid-game.
8) Terrain: don’t need much, just the right stuff
This period is won by:
- cover
- movement restriction
- sightlines
So the essentials are:
- bush/fern patches (LOS blockers)
- stream gullies
- rough tracks
- fences / small clearings
- A log cabin or blockhouse, call me crazy but I intend to make it from scratch using twigs from the sycamore tree behind my house!
- pā works (Simple palisade sections)
I can do a pretty good looking table with:
- a cloth mat
- scatter bush clumps
- 3-6 palisade sections
- a single “objective building”
9) Miniature shopping list (minimal but expandable)
Start small, but actually I have the Maori, just mostly unpainted. The eBay buy of those guys in Kilmarnock caps will be the Colonials.
Core (for the first games)
- 12 British (Kilmarnock caps)
- 12 Māori (mixed firearms + hand weapons)
- 6 militia/civilians
- 6 constabulary/colonials
Expansion (for 40-a-side Blood & Steel)
- +20 British
- +40 Māori
- +10 militia
- +6 Constabulary
- +4 Scouts
- +10 civilians (women, elders, kids as markers) but maybe also as a small fighting group.
- packhorses / carts / boats
For the games to feel New Zealand Wars, add named personality figures. :
- My Officers, and NCOs
- Guides
- Missionaries
- Interpreters
- Chiefs / rangatira
- Scouts
This use of personalities should steer it away from generic colonial gaming.
10) Campaign structure
The idea is to run a District Trouble Campaign.
Each game changes:
- public order
- settler fear
- Māori anger
- government authority
- who has the moral high ground
So the “winner” isn’t just who kills more — it’s who controls the district narrative.
Some pictures: where I am so far...
Some Maori
Terrain making
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| Pieces of coir doormat, pan scrub and some dried green moss, all on hardboard bases. Drying out from the pva. |
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| Quite pleased with that. Stand alone trees added |
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| And the På village, on a retouched battle cloth. I'll work on those pallisade bases. |



























