Friday, 20 February 2026

The Flagstaff Affair

 The Flagstaff Affair  

After an act of defiance as a Maori flag replaces the Union Jack, a small detachment lead by Lieutenant Whitemoore is sent to secure the hilltop flagstaff.



Background & Narrative

Word comes to Colonel Tiberias Farthingdale of the 58th Foot that a small hilltop flagstaff — a key signal and morale position overlooking Kororāreka — has been retaken by local insurgents. They have cut down the union flag and replaced it with a local rag of some sort.  Reinforcements are still days away, but need time to muster.


Ensign Clancy Whitemoore, battered but unbowed by months aboard a frigate getting here, is tasked with taking, replacing and holding the hilltop flagstaff long enough for reinforcements to arrive..


Forces & Roles

British / Crown Forces (Players)

  • Lieutenant Clancy Whitemoore, 58th The Rutland's, leading a small detachment of 58th Foot 
  • "Captain Quilp Parkour, and his "company" of local Militia with a few forest rangers.
  • A handful of sailors / veterans detailed from HMS Acorn
Insurgent / Rebel Forces
  • The Greater Ariki with small bands of local fighters controlling the hilltop and surrounding scrub
  • A lesser Ariki with his own followers and an improvised cannon salvaged from a wreck.

Map & Terrain

  • Hilltop Flagstaff Location: A raised area in the centre or upper table edge
  • Cover: Bush/scrub around approaches, light woods, rocky outcrops
  • Fields of Fire: Open ground on approaches; rough/uneven terrain slows troop.

The hill itself offers little in terms of defensive advantages.


Deployment

  • Rebels deploy behind the hilltop flagstaff with a single ambush group.
  • British deploy near Thier table edge.

Special Rules & Mechanics

1. Holding the Flagstaff

  • The main objective is control of the flagstaff marker.
  • If any British unit occupies the flagstaff position at the end of a turn, they replace the flag using an action. 
  • If the British still hold the flagstaff at the games end they win outright.

Victory Conditions

British Victory

  • Control the flagstaff at the end of the turn when reinforcements arrive, or
  • Hold it until the game ends.

Rebel Victory

  • Prevent British from holding the flagstaff, or
  • Completely rout British forces before the end turn.

Draw

  • Neither side holds the flagstaff at the end of the final turn.  The Maori may claim a moral victory if their flag still flies.

Scenario Ideas & Twists

  • Fog of War: one Rebel position isn't fully known until discovered by the end of turn one.
  • Limited Ammo: historically both sides may be subject to limited ammunition.

The Game

    The Flagstaff affair commences 

    The view from the Pä

    The Maori advance around the hill

    And the 58th advance


    My shotgun armed Maori poke their heads up and get them shot off.  Three men down, one fatigue marker.

    But the flag yet boldly flies.  I position a group to storm the hill  

    And the 58th send a small group forwards under their Lieutenant.

    I position a second Toa of Maori to assault the far left.

    And the view from the 58th's position.  The Lieutenant prompts his men forwards 

    The Militia "Captain" has a group bogged in the mud of the stream, which counts as a depression 

    The 58th top the hill and spread their replacement flag 

    But my Toa of Maori wait their chance to charge as we try to weaken them.  Four times we shit at these guys!  They shrugged it off!

    On the left I perform a haka and charge.  The 58th are unloaded, and it gets bloody.

    The Greater Ariki prompts the attacking left to attack again.

    On my right the lesser Ariki fights and attritional musket battle with the Militia 

    The view from above as the 58th close in on the flagstaff.

    And they take it!  But can they hold it?



    I charge up, through a hail of incoming fire.  Two are killed but they stand.  They fight back and the Maori dice are terrible.  We take four shock and reel back shaken.  We take our flag with us though!

    And the game ends.  Lieutenant Whitemoore has succeeded. 
    The Colonel promotes him to brevet Captain. 

    The Greater and Lesser Ariki sulk back behind the palisades.


    An artist's depiction the fighting by Van Klomp, presently hanging in the National Gallery.


    A Look Forwards

    The Ōhaeawai Pā Reconnaissance

    “The ground itself seems to be watching us.”

    Narrative Setup

    Colonel Sir Tiberias Farthingdale, 58th Rutland Foot, newly arrived aboard HMS Castor, has taken overall command. Confident, impatient, and already thinking in terms of artillery and assault columns, he orders Lieutenant Cornelius Farthingdale forward with a mixed shore party.  No nepotism in this family!

    Officially, the task is reconnaissance.
    Unofficially, Cornelius is being used to justify a decision already made.

    Unknown to the British, the Pā is no crude stockade. It is a carefully engineered killing ground.

    The Colonels biography "Carry on Tiberias" was published by Rutland Press in 1890.  





    Thursday, 19 February 2026

    Low Whig, High Tory. The Cards

     The Cards

    I've done a lot of work on my MPs cards for the Low Whig, High Tory Parliament.  I have dozens upon dozens of these, some affiliated to Whig or Tory, some allocated on draw.

    Most of the unaffiliated MPs are of very low influence 1-2. 



    🏛️ Comic Politicians — Scandals & Reputations

    Colonial Opportunist / Radical (Fixed)

    1. Sir Marmaduke Whitemoor. 3, Colonial Opportunist- Changed his views on land reform three times during the same luncheon.

    2. Julian Fagg, Esq 2.Radical
      Advocated universal suffrage until elected, whereupon he lost all enthusiasm.

    3. Lord Archibald Muckrake 2Colonial Opportunist
      Personally exposed corruption in every office except those he occupied.

    4. Mr Erasmus Parkour - Minor 2— Radical
      Denounced inherited privilege while quietly inheriting three estates.

    5. Sir Edwin Podsnap 2— Colonial Opportunist
      Believed the Empire worked best when it worked for him.

    6. Sir Lionel Waffleton 2— Radical
      Never took a firm position, but loudly condemned those who did.


    Unaligned – Party Determined by Card Draw

    1. The Right Honourable Percival Blott 1
      Rose to prominence by never contradicting the last speaker.

    2. Alderman Septimus Cringe 1
      Apologised so profusely in debate that no one noticed he voted the wrong way.

    3. Lord Horatio Puffington 1
      Famous for speeches that began magnificently and ended nowhere.

    4. Mr Ambrose Tittlebat 1
      Once filibustered himself into unconsciousness.

    5. Colonel Reginald Bumble-shute 1
      Insisted civilian politics required “a firm hand and a louder voice.”

    6. Sir Giles Slubberworth 1
      Accused of impropriety but cleared after misplacing all relevant documents.

    7. Mr Thaddeus Sneerwell 1
      Opposed every bill on principle, especially those he had not read.

    8. Viscount Wilberforce Twaddle 1
      Considered compromise a sign of moral weakness—unless necessary.

    9. Mr Bartholomew Wheeze 1
      Absent from Parliament for health reasons during every critical vote.

    10. Sir Humphrey Dithers 1
      Formed three committees to decide whether action was required.

    11. The Hon Montague Flannelby 1
      Known for passionate speeches followed by immediate retractions.

    12. Alderman Tobias Grindlewig 1
      Built his reputation on fiscal responsibility and other people’s money.

    13. Mr Cornelius Blatherskite 1
      Spoke at great length on matters he only half understood.

    14. Captain Augustus Windbag (Ret.) 1
      Invoked military discipline while refusing to obey party discipline.



    Terrain for the New Zealand Wars

    Bringing together my terrain for the New Zealand Wars.  

    Blood and Steel

    ...and a rules reminder "Terrain should cover 50%-75% of the playing area!"

    AREA TERRAIN: woods, wheat fields or tall grass, 

    LINEAR TERRAIN:  walls, fences, and hedges 

    ELEVATED TERRAIN: Hills and upper floors of buildings. (just for the look it needs 2" of height)

    DIFFICULT TERRAIN:  wooded areas, rubble, tall vegetation, and shallow waterways.  For New Zealand logged areas with tree stumps.  Muddy puddles.

    BUILDINGS: Buildings divided into 4" Structures each

    And another reminder

    The way troops interact with the terrain is going to make the game.

    Woods Area -1” and No Run to Ground Soft 

    Buildings and Rubble Area -1” and No Run to Ground Hard

    High Crops and Tall Grass Area -1” and No Run to Ground Soft

    Fences and Hedges Linear Takes full Advance action to cross; No Run to Ground Soft

    Low Walls Linear Takes full Advance action to cross; No Run to Ground Soft or Hard

    Shallow Stream Linear -1” and No Run to Ground None

    Marsh Area -1” and No Run to Ground None


    Important to note that for the New Zealand Wars the Maori are "elusive" and gain extra use of cover in terrain.  They also felled logs for cover in dense woodland, and indeed dug Rifle pits!

    Some source material:

    Tracks, trees, bush, ferns

    Gullies, big old trees, elevations, mud, rain

    Smoke, fern, cover from view, Pa defences, trees

    My New Zealand ideas.  Stuff I can use on table that will tie my game to this period.

    1. Rainstorms (Bloody hell its raining.  Deploy Puddles!)

    • Irregular shapes, not circles (NZ rain never behaves).
    • Tint a few with brown/green wash underneath → looks churned, not clean water.
    • Put them where units must go: track junctions, gate approaches, stream exits.

    Rules nudge

    • Puddles: No modifier, but first failed Run test in contact = Fatigue (wet boots, slipping).
    • Dice for "wet powder markers"

    Cheap, thematic, and it feels right.

    2. Bush Tracks & Cart Roads (Linear)

    • Track: No penalty
    • Mud Track (after rain): -1” Move, Run allowed but failed Run = Fatigue
    • Counts as Soft for saves if flanked by bush

    Visually: brown felt strip + static grass edges = instant win.

    3. Fern Scrub (Area)

    Thick waist-high bracken, not trees.

    Rules

    • Area, -1” Move
    • Shoot -1 beyond 6”
    • Run allowed, but failed Run = Pin

    This is the classic NZ firefight terrain — skirmishers love it, formations hate it.

    4. Fallen Timber & Windfall (Area / Linear)

    Storm damage, logging debris, old clearings.

    Rules

    • Area or Linear
    • -1” Move
    • Counts as Hard cover when shot through
    • No Run to Ground

    Easy build: twigs + bark + coffee grounds.

    Under construction.


    5. Gullies & Cuttings (Linear / Area)

    Dry creek beds, erosion cuts — everywhere in NZ.

    Rules

    • Inside gully: Hard cover
    • Entering/exiting costs full Advance
    • Units inside cannot be seen unless attacker is within 6” or elevated

    This makes elevation matter without needing hills everywhere.

    Recreation of a contemporary painting.


    6. Raupō Huts & Whare (Buildings)

    Not just European buildings — this shouts NZ Wars.

    Rules

    • Buildings, Hard cover
    • Can be Burned (scenario/event driven)
    • Burning building: Area of Smoke after 1 turn

    Visually: they don’t need to be perfect — suggestion beats accuracy.


    7. Tree Stumps & Clear-Felled Ground (Area)

    Post-logging or artillery-cleared areas.

    Rules

    • Area, -1” Move
    • No cover
    • Units charging out of stumps suffer -1 Melee first round

    It’s nasty, awkward ground — perfect.


    8. Stock Pens, Yards & Post-and-Rail Enclosures (Linear / Area)

    Half-farms, half-defensive.

    Rules

    • Fences
    • Enclosed yard counts as Soft cover
    • Crossing fence = full Advance

    Looks civilian… plays military.


    9. Flooded Low Ground (Area)

    Different from marsh — temporary and cruel.

    Rules

    • Area, -1” Move
    • Run allowed, but any Run = automatic Fatigue
    • No cover

    Great after “Heavy Rain” events.


    Optional additions

    Smoke & Damp Powder

    • After heavy rain: first Shoot action by a unit = -1 Shoot (wet powder markers.
    • During heavy rain -2 Shoot.
    • Smoke markers linger 1 extra turn in still weather

    Slippery Banks (Stream edges)

    • Pass resolve as Advance test failure means = unit gains 1 Fatigue.

    Terrain density rule of thumb

    For Blood & Steel skirmish fights:

    • 1 terrain piece per square foot
    • At least one linear obstacle per table quarter
    • At least two “awkward” areas (fern, marsh, rubble)

    If units can just march and shoot cleanly — add one more patch of misery

    The tabletop 

    A Logged area occupied by the Maori

    The Pã

    So far so good!


    Wednesday, 18 February 2026

    Te Awa Kōawa – First Patrol

    Te Awa Kōawa – First Patrol, 

    June 12, 1863






    The Detachment
    Senior Constable Thomas R. Calder — The Veteran
    Constable Edwin Pike — The Recruit
    Constable Samuel “Sly” Mercer — The Thief
    Constable William Hargreaves — The Soldier
    Constable Joseph “Joe” Rangi — The Tracker
    Kuri. Constable Rangi’s Dog


    Police Gazette – Southern District, June 1863

    From the Office of Sir Marmaduke Whitmore, District Commissioner – Southern District

    Wanted / Dangerous Persons

    • Thomas Butler, alias “The Butler Gang,” male, early 30's, armed and considered violent. Suspected in gold thefts and tent assaults across the Eastern Diggings. Reward £25.
    • Mary O’Leary, alias “Red Mary,” female, suspected of aiding the Butler Gang in robberies and assaults. Reward £15.

    Major Stolen Property Reports

    • Gold dust stolen from Claim #47, Eastern Diggings, 7 June. Public warned to secure claims.
    • Firearms unaccounted for: 3 rifles, 2 pistols, last seen at Gorge Creek.

    Criminal Intelligence / Notices

    • Miners and tent owners are urged to report unusual gatherings of armed persons.
    • Recent disturbances indicate the Butler Gang may be attempting to consolidate power in the Gorge region.
    • Upper Gorge Armed Constabulary detachment, commanded by Senior Constable Calder, has been dispatched to patrol eastern diggings. Further instructions will follow.

    Scenario Seed: Eastern Diggings Confrontation

    Minor Antagonists:

    • “Tin Teeth” Callahan: Pistol, small knife; boastful, quick-tempered petty thief linked to the Butler Gang
    • “Shaky Jack” McCaffrey: Rifle, brass knuckles; nervous, twitchy, encourages trouble

    NPC:

    • Doc Parker: Feared dentist, New Zealand's Doc Holliday; sharp-tongued, quick on the draw, but a terrible dentist.

    Event:
    Callahan and McCaffrey confront Doc Parker over a gold tooth dispute, the argument escalating toward violence.  When the Upper Gorge detachment arrives to patrol and maintain order a fight breaks out.

    Objectives for the Constables:

    • Prevent the argument from turning deadly
    • Arrest or neutralize the minor gangsters if necessary
    • Recover stolen property (gold dust, tools)

    The diggings.  

    And Dentist "Doc" Parker relaxes outside his business tent.

    Tin Teeth” Callahan, and “Shaky Jack” McCaffrey appear.

    A full on disturbance as Doc's qualifications in dentistry are questioned vigorously.

    But the Armed Constabulary appear.  Weapons have been drawn.

    The Constables get stuck in, pistol barrels and billy clubs.

    Tin Teeth is KO'ed.  Shaky gives himself up.

    But Doc runs for it.  He splashes into the panning stream, pursued by Joe.


    The Miscreants are lead away.  A nice first action for the Detachment.

    Occurrence Book – Upper Gorge Detachment

    12 June 1863

    Constables Calder, Mercer, and Rangi patrolled eastern diggings.
    Argument between local dentist and two known troublemakers (“Tin Teeth” Callahan and “Shaky Jack” McCaffrey) threatened to escalate.
    Intervention successful. No casualties. Gold tooth recovered as evidence.
    Further monitoring required.


    Outcome:

    • Reputation for the detachment increased slightly among law-abiding miners
    • Minor gold reward secured
    • Callahan and McCaffrey sent running — flagged for future attention by Sir Marmaduke Whitmore






    After-Game Look Forward

    Southern District Police Gazette – 14 June 1863

    Recent intelligence suggests that the Butler Gang has regrouped further north, near Kōawa Creek.
    Upper Gorge Armed Constabulary detachment is advised to patrol the area.
    Reward for capture of Thomas Butler increased to £30; any information on Red Mary O’Leary remains vital.
    Citizens are reminded to secure all gold claims and report suspicious individuals.



    Saturday, 14 February 2026

    A test game for the New Zealand Wars


     My new and trusty (so far) QRS for Blood and Steel, aimed at the NZ Wars, finally arrived as a bound copy.  Time for a test game.

    I set the table up,  Divided my units to give each side four groups (well im still painting) and went a it.

    A solo game.  Instead of bidding both sides draw from a ten card deck and compare draws.  Higher activates first.  A draw means take another card.


    The Pä seems undefended

    And my terrain is making progress.

    Instead of bidding it's a solo game so I draw.

    Cornelius leads his men on table

    The Maori prepare


    Shotgun armed Maori behind the gate

    The Militia.  Don't expect much!


    A drunken draw, so I drew again.

    The Maori duck among the logged trees.  Hard cover!

    And Cornelius takes to the bush.

    The Militia walk into an ambush.  The critical ten gives another dice, and it's three hits.

    A volley through the gate.  Shotguns. Repeating weapons with a critical hit additional dice.  Four hits.

    Sergeant Kettle loses three men and his dignity.  Shaken.

    Th Militia advance on the objective.  They take it but more Māori jump the wall. 

    On the Ariki's order, a Haka, lead by that whacky Shaman guy from my Caribs who are pretending to be Māori.
    When they charge it will be with an extra dice!


    Cornelius shoots it out.  Those tree stumps are excellent cover!

    But the Shaman leads the charge.  The Militia volley but break.


    Two Militia left alive.  Shaken with five fatigue.  They run for it.

    The shotgun armed Maori crowd forwards pouring in fire.  Another Haka!  They don't need it.  Sergeant Kettle is broken.

    Cornelius leads a retreat.