Thursday, 17 September 2026

The Arcot Road Campaign

I've rebased my Wellington in India forces onto 30mm MDF squares to swap rules from Men who would be Kings to Washington’s Army, a set written for 15mm miniatures.

The Arcot road campaign follows the British advance through Madras, rather than a succession of small colonial skirmishes.  It relies on the rules' emphasis on army strength, commanders and the consequences of losing a battle.  These Peter Pig rules suit my "advance along the Arcot Road" much better. 

Formerly the 2nd Madras won at Baddass  meeting the Sultan's French-trained troops, and with Ranjit sensibly hiding behind his officer while Major "Shut-up" Williams did the shouting.  Ranjit informed us that the regiment will advance to Koya next, with the Bhuna of Dahl and his fanatics threatening up the road, while the Mad Fakir is stirring things up around Chinta.

So this is a six-game campaign, beginning immediately after the battle at Baddass.

The Arcot Road Campaign

The Further Adventures of Ranjit Ram, 2nd Madras Native Infantry

Not every game is designed as a straight forward battle. The Sultan has 24 European-trained Guard bases, masses of less reliable troops, cavalry and heavy guns. If he simply deploys everything, every time, the British force would eventually be crushed.

Instead, the Sultan's army is reported as somewhere ahead, and the British have to discover what he is doing.

The 2nd Madras have a grenadier Company, a light company and four regular companies (one of these being veterans in slightly taller hats - prestige is by hat size in the 2nd Madras.)

Two guns, a troop of Native horse and a company of the 102nd Foot complete Colonel Reynolds force.

The six games therefore become:

Game Location Scenario
1 Baddass → Koya The Road is Blocked
2 Koya The Green Turbans
3 Chinta The Mad Fakir
4 Ramesh / river crossings The Sultan's Cavalry
5 Nagar / Nindra The Long Road
6 The Arcot Road beyond Nindra The Sultan's Army

1. The Road is Blocked

Baddass–Koya

This is the immediate sequel to my 2018 battle. The 2nd Madras has won at Baddass, but the victory has not destroyed the Sultan's army. Instead, the British advance cautiously towards Koya.

The intelligence is confusing.  Some villagers claim the Sultan's army has withdrawn.  Others say a huge body of cavalry has crossed the road.

And Ranjit Ram has heard the particularly worrying rumour that the Bhuna of Dahl is approaching with his fanatical followers.

British objective

Get the column through Koya and establish a camp beyond it.

Sultan's objective

Stop the British reaching Koya.

Forces

British

  • 2nd Madras Native Infantry: 12–16 bases initially
  • Remaining Sepoys arrive progressively
  • European British line regiment company
  • Cavalry
  • 1–2 guns

Sultan

  • 6–8 militia/levy bases
  • 4–6 European-trained Guard
  • Bhuna's fanatics: 4–6 bases
  • 2–3 cavalry
  • possibly one gun

The important thing is that the Sultan doesn't need to defeat the British. He merely needs to delay them.

Special feature

The road is the British lifeline.

If the British spend too long fighting, more Sultanate troops arrive from Koya.

I'd have a simple random arrival table:

At the end of each British turn:

1–2 — nothing
3–4 — 2 militia arrive
5 — cavalry arrive
6 — Guard arrive

That gives exactly the sort of uncertainty that works with solo play.

Randi Ram, Sepoy
Comic sub plot - the Ranjit Ram moment

Ranjit discovers that the "fanatics" aren't particularly keen on standing in front of British muskets.

Unfortunately, he discovers this after they have charged him.


The Game

The road is blocked by the Bhuna's fanatical levies.

And a big old gun

The Madras Horse swing out onto the flank 

Facing the Bhuna's camel lads

A mounted fight kicks off 

Won by the Madras Cavalry

The centre closes on the levies having shot down the gun 

But the Bhuna and his flankers come on, with devastating fire.

It's getting tense.

Randi hides in the back row 

The third company suffers but drives in the Bhuna's flankers.

And Major Tudor rides out to hold the flank.

But the Madras Horse swing behind the natives lines.

A charge and they rout.  The Bhuna is captured.

In a last desperate gamble the Natives throw in more fanatics from the flank

Lots of shouting 

Seen off by Lt Grahame's Company.  Randi stands bravely behind his fellow sepoys.

I’ve kept Washington’s Army almost entirely intact, hoping that the same simple engine can represent an Indian battle without turning it into a completely different ruleset.

The main amendment is make is to recognise that the Madras Army was a mixed force: European regulars, drilled sepoys, locally raised militia/levies, irregular cavalry and artillery. The important distinction is therefore training and battlefield reliability, rather than trying to give every Indian troop type exotic special rules.

WASHINGTON'S ARMY for MADRAS INDIA 1790S

THE GOLDEN RULE

Motivate → Roll AP → Spend AP → Fight → Morale


1. THE TURN

1. Morale
Test units carrying casualty markers, then reform.

2. Commanders
Roll for new commanders and move commanders 3D6.

Determination: 2D6 − Brigade Commander − General
−1 per 3"

Use the Indian commander table below.

3. Opportunity Fire
Short-range opportunity shooting applies from this point.

4. Automatic AP
Arriving units, cavalry and guns may act automatically.

5. MOTIVATE UNITS
A Brigade Commander attempts to motivate units until he fails.

6. FIGHT AS IT HAPPENS
Resolve shooting, assaults and morale immediately.

7. Reinforcements

8. Flanking rolls — attacker only.

9. Reset command bases.


2. MOTIVATION → ACTION POINTS

Troop Motivation
Raw 3
Average 2
Veteran 1

Apply the modifiers from the playsheet.

1790s INDIAN COMMANDER

Roll Commander
1–2 Poor
3–4 Capable
5–6 Excellent

Special commander types

European/British officer: use the normal commander values.

Experienced Officer: use the normal table +1

Newly raised/local commander: −1 to Motivation.

Mounted commander: automatic success when with mounted troops.

I've not given Indian commanders any automatic disadvantage. 

Motivation modifiers

2,3 = Automatic fail
11,12 = Automatic success

+1 per complete 3"

+1 Unit or commander in woods/buildings (max 1)

+1 Intervening enemy or own infantry/cavalry (max 1)

+2 Unit and commander separated by wood/building/river/hill (max 1)


IF MOTIVATION SUCCEEDS

Unit rolls 1D6 = AP

Everyone gets at least 1 AP.

+1 if Veteran quality
OR Brigade Commander is with the unit
(not both)

−1 if Raw

−2 if Disordered when AP are rolled

Field guns

−1 if damaged field gun.

Negative result = 1 AP.

Then spend AP on actions.


3. SPENDING AP

Action AP
Move 1 increment 1
Infantry 1st shot 1
Infantry 2nd/final shot 1
Facing change 1
Remove Disorder attempt 1
Wheel 45° 2
Expand/contract frontage 1
Pass through another unit 1
Field gun shot 2
Limber/unlimber 1
Cavalry mount/dismount 1

Movement

Infantry 3" per increment

Mounted cavalry 4"

Field guns maximum 2 increments

Road column: +2"

Indian addition: Elephant/gun trains

Elephants, camp followers or large baggage trains are scenario rules, rather than adding them to the core QRS.


4. TROOP TYPES — MADRAS INDIA

This is the most important addition.

BRITISH / EUROPEAN REGULARS

Veteran or Average

Use normal British Line Infantry rules.

These represent European regiments and other highly trained European troops.


MADRAS SEPOYS

Average

Well-drilled Company infantry armed with musket and bayonet.

Special Rule — Native Drill

Madras Sepoys may use the normal infantry shooting and assault rules.

They receive no penalty simply for being sepoys.

This is important. They aren't militia with exotic weapons; they're trained Company infantry.

Veteran Madras Sepoys may therefore exist and use the normal Veteran benefits.


EUROPEAN-TRAINED INDIAN GUARDS

Veteran

For troops such as the Sultan's European-trained guards.

Special Rule — Steady

Once per battle, when taking a Morale Test, ignore one additional bad modifier.

Otherwise use normal Veteran rules.


MILITIA

Average or Raw

Use the normal militia penalties.

Militia may be Average if reasonably trained, Raw if hastily raised.


LEVIES

Raw

Normal Raw rules.

No additional special rules.

This makes th Sultan's army particularly easy to model:

European-trained guards → Veteran

Militia → Average

Levies → Raw

Cavalry → appropriate cavalry quality


5. SHOOTING

Infantry / Cavalry

1D6 per base in the FRONT RANK

5–6 = HIT

Range Short Long
Musket infantry 4" 10"
Riflemen 4" 14"
Cavalry firearms 3" 6"

Indian musketry

Madras Sepoys use the normal musket range and shooting rules.

No special reduction.

The Company drilled sepoy was expected to deliver controlled musket fire.

Re-rolls

Quality Re-roll
Raw 1
Average 1–2
Veteran 1–3

Saving Throw

3–6 = SAVE

Failed save:

½ base lost


6. DISORDER

A unit becomes DISORDERED for reasons including:

  • 6 casualty markers
  • After a fight/morale test
  • Certain terrain movement
  • Passing through another unit
  • Other listed disorder causes

DISORDERED UNIT

−2 AP when AP are rolled.

Remove Disorder

Spend 1 AP

4–6 = Disorder removed


7. "CHARGE!"

Before an assault reaches the enemy:

FALTER TEST

Both sides roll 2D6 + modifiers.

Attacker wins by 5+

TARGET ROUTS

Attacker scores higher

Charge succeeds → fight immediately

Equal or attacker scores lower

Infantry stops + becomes DISORDERED

Cavalry retires D6+1"

The playsheet contains the full list of Falter modifiers.

Remember:

support • commanders • veterans • formation • disorder • terrain • flank/rear


8. THE FIGHT

Count all bases in the unit.

Start with:

+1D6 per base

Then add/subtract modifiers.

BIG BONUSES

+2D6 per supporting friendly unit within 6"
(max 2 units)

+2D6 if you passed the Falter Test

+2D6 mounted cavalry fighting in open

+2D6 Indian troops in woods/marsh

+2D6 line infantry

BIG PENALTIES

−2D6 disordered / battered / loose

−3D6 attacked from flank/rear

−2D6 militia or dismounted cavalry

−2D6 if only 1–2 base frontage

MINIMUM

Everyone gets at least 2D6.


9. INDIA - TERRAIN

LOCAL TERRAIN

Indian troops defending or fighting in terrain familiar to them may receive:

+2D6 in woods, marsh, scrub or other difficult local terrain.

This applies to Indian troops only, unless the scenario says otherwise.

It gives] a useful difference between a sepoy battalion defending a village or grove and a European line regiment manoeuvring across open ground without creating a dozen special rules.


10. AFTER THE FIGHT

Compare casualties.

Normally the side suffering more casualties loses.

WINNER

No morale test.

BUT becomes DISORDERED.

LOSER

Take a MORALE TEST.

Both sides become DISORDERED.


11. MORALE

Roll the appropriate number of D6.

Every 4, 5 or 6 = FAIL

Bad things add dice

  • casualty markers
  • Raw
  • Disorder
  • artillery casualties
  • battered
  • enemy in flank/rear
  • lost fight

Good things remove dice

− Veteran

− mounted commander nearby

− Brigade Commander with unit

− defending a linear obstacle

RESULT

Fails Result
0 Hurrah! — unaffected
1 Steady — limited movement
2 Fall Back — D6+1"
3 Retreat — D6+1" + losses
4+ ROUT

IF FIGHTING

3+ failures = ROUT

A routed unit is removed and causes 2 morale tests.


12. CAVALRY — 1790s INDIA

REGULAR / DRILLED CAVALRY

Average

Use normal mounted cavalry rules.

IRREGULAR CAVALRY

Raw or Average

Use normal cavalry rules but treat them as Raw if poorly controlled.

Their advantage is therefore mobility, not a magical combat bonus.

This makes a nice distinction between a disciplined Mysorean/Company-style cavalry unit and a mass of locally raised horse.


13. ARTILLERY — 1790s INDIA

A modest amendment.

FIELD GUNS

Normal rules:

2 AP to fire

Maximum 2 movement increments

HEAVY GUNS

The Sultan's heavier pieces:

  • 2 AP to fire
  • 1 movement increment maximum
  • Cannot fire after moving more than 1 increment
  • Cannot limber/unlimber and fire in the same turn

This gives the big Indian batteries some character without requiring a new artillery system.


14. BRITISH MADRAS PROTECTORATE

Force Quality
European British infantry Veteran/Average
Madras Sepoys Average
6th Company Veterans Veteran
European-trained Indian Guards Veteran
Indian regular infantry Average
Militia Average/Raw
Levies Raw
Regular cavalry Average
Irregular cavalry Raw/Average
British/Company artillery Average/Veteran
Heavy Indian batteries Average

⭐ 30-SECOND MADRAS REMINDER

COMMANDER

MOTIVATE

D6 AP

MOVE / SHOOT / MANOEUVRE

CHARGE? → FALTER TEST

FIGHT

MORALE

DISORDER

And the three numbers:

3" infantry move
5–6 shooting hit
4–6 morale fail

And the three Indian principles:

SEPOY = trained infantry

GUARD = veteran

LEVY = raw



Monday, 31 August 2026

Washington's Army, a first game.

WASHINGTON'S ARMY

My first game...

ABSOLUTE BEGINNER'S QRS — AWI

THE GOLDEN RULE

Motivate → Roll AP → Spend AP → Fight → Morale


1. YOUR TURN

1. Morale
Test units carrying casualty markers, then reform.

2. Commanders
Roll for new commanders and move commanders 3D6.

Determination dice. 2D6 - brigade commander - general -1 per 3” for re rolls

3. Opportunity Fire
Short-range opportunity shooting applies from this point.

4. Automatic AP
Arriving units, cavalry and guns may act automatically.

5. MOTIVATE YOUR UNITS

A Brigade Commander attempts to motivate units until he fails.

6. FIGHT AS IT HAPPENS

Resolve shooting, assaults and morale immediately.

7. Reinforcements

8. Flanking rolls — attacker only.

9. Reset command bases.


2. MOTIVATION → ACTION POINTS

Troop Motivation
Raw 3
Average 2
Veteran 1

Apply the modifiers from the playsheet.

Unit value+modifiers+commander value= minimum score needed.

 Commander Value

Roll American French.       British.  Hessian.                   Result

 1, 2

 1

 (Poor)

 3, 4

 2, 3

 (Capable)

 5, 6

4, 5, 6

 (Excellent)

 Event

 Army Cmdr

 Superlative


2,3 = Automatic fail 11,12= automatic success.

Mounted commander with= automatic success.

+1 per complete 3”

+1 Unit or commander in woods/buildings (max 1)

+1 Intervening enemy or own infantry/cavalry(max1)

+2 Unit and commander separated wood/building/river/ hill (max 1).


If motivation succeeds:

Unit Rolls 1D6 = AP

Everyone gets at least 1 AP.

+1 If unit is veteran quality or the brigade commander is with (in contact) the unit (not .both).

-1 If unit is raw quality. 

-2 If the unit is disordered when the AP roll is made.

Field guns

-1 If a damaged field gun

Negative result gets 1 AP

Then spend AP on actions.


3. SPENDING AP

Action AP
Move 1 increment 1
Infantry 1st shot 1
Infantry 2nd/final shot 1
Facing change 1
Remove Disorder attempt 1
Wheel 45° 2
Expand/contract frontage 1
Pass through another unit 1
Field gun shot 2
Limber/unlimber 1
Cavalry mount/dismount 1

Movement:
Infantry 3" per increment
Mounted cavalry 4" per increment
Field guns: maximum 2 increments

Plus 2" for road column.


4. SHOOTING

Infantry / Cavalry

1D6 per base in the FRONT RANK

5–6 = HIT

Range Short Long
Infantry 4" 10"
Riflemen 4" 14"
Cavalry 3" 6"

Re-rolls

Raw: re-roll 1
Average: re-roll 1–2
Veteran: re-roll 1–3

Saving Throw

Normal save:

3–6 = SAVE

Failed save:

½ base lost


5. DISORDER

A unit becomes DISORDERED for reasons including:

  • 6 casualty markers
  • After a fight/morale test
  • Certain terrain movement
  • Passing through another unit
  • Other listed disorder causes

DISORDERED UNIT

−2 AP when AP are rolled.

Remove Disorder

Spend 1 AP, then:

4–6 = Disorder removed


6. "CHARGE!"

Before an assault reaches the enemy:

FALTER TEST

Both sides roll 2D6 + modifiers.

Attacker wins by 5+

TARGET ROUTS

Attacker scores higher

Charge succeeds → fight immediately

Equal or attacker scores lower

Infantry stops + becomes DISORDERED

Cavalry retires D6+1"

The playsheet contains the full list of Falter modifiers; the big things to remember are support, commanders, veterans, formation, disorder, terrain and flank/rear attacks.


7. THE FIGHT

Count all bases in the unit.

Start with:

+1D6 per base

Then add/subtract modifiers.

BIG BONUSES

+2D6 per supporting friendly unit within 6"
(max 2 units)

+2D6 if you passed the Falter Test

+2D6 mounted cavalry fighting in open

+2D6 Indians in woods/marsh

+2D6 line infantry

BIG PENALTIES

−2D6 disordered / battered / loose

−3D6 attacked from flank/rear

−2D6 militia or dismounted cavalry

−2D6 if only 1–2 base frontage

MINIMUM

Everyone gets at least 2D6.


8. AFTER THE FIGHT

Compare casualties.

Normally the side suffering more casualties loses.

WINNER

No morale test.

BUT becomes DISORDERED.

LOSER

Take a MORALE TEST.

Both sides become DISORDERED.


9. MORALE

Roll the appropriate number of D6.

Every 4, 5 or 6 = FAIL

Bad things add dice

  • casualty markers
  • Raw
  • Disorder
  • artillery casualties
  • battered
  • enemy in flank/rear
  • lost fight

Good things remove dice

− Veteran
− mounted commander nearby
− Brigade Commander with unit
− defending a linear obstacle

RESULT

Fails Result
0 Hurrah! — unaffected
1 Steady — limited movement
2 Fall Back — D6+1"
3 Retreat — D6+1" + losses
4+ ROUT

If fighting:
3+ failures = ROUT

A routed unit is removed and causes 2 morale tests.


⭐ A 30-SECOND REMINDER

When actually playing, remember just this:

COMMANDER

MOTIVATE

D6 AP

MOVE / SHOOT / MANOEUVRE

CHARGE? → FALTER TEST

FIGHT

MORALE

DISORDER

And the three numbers to remember:

3" infantry move
5–6 = shooting hit
4–6 = morale fail

That's enough to get my first game of Washington Army moving without constantly reading the full playsheet.


Scenario: The Road to the River

Setting: 1777-ish, somewhere in the American countryside.

A British column is moving along a country road towards a river crossing. American militia and Continental troops have occupied a position overlooking the road and are trying to delay the advance until their main force can arrive.

The British don't need to destroy the Americans. They need to get through.

Forces

British

  • 2 × Line Infantry
  • 1 × Grenadiers
  • 1 × Skirmishers
  • 1 × Landing party Sailors. (FLANKERS)

American

  • 3 × Line Infantry
  • 3 × Skirmishers. (2 of whom are FLANKERS)

The sailors represent a naval landing party..

Table

A 3' × 3' table.

The road runs across the table, width.

  • a river or stream near the American table edge
  • one bridge/fording point objective
  • woods on one or both sides
  • a farmstead or small building objective
  • some hedges/walls
  • a hill overlooking the road objevtive

The Americans deploy on the river side. The British enter from the opposite edge.

The objective

The British must get at least three units across the river by the end of Turn 8.

The Americans win if they prevent this.

The Game


The table showing my three objectives, bridge, farm and hill.

The sides deploy.  Its a small game using the stuff I've actually painted!

The Rebels move to hold the river

And the British Grenadiers threaten the bridge.

But it's a column of the 62nd with a Militia company that swing to outlander tge farm position

Those Grenadiers shoot, rather than charging.

But the Yanks are in cover

And the bridge crossing seems untenable.

The Militia start to cross the stream

And the American riflemen seem deadly

The Militia also suffer

And tge Grenafiers need more shooting practice.

But a withering fire from the 62nd and the rebels fall back in disorder.  Losses are heavy

The rebel company in the farm turn.

But the 62nd go forwards with the Bayonet.  Its a rout.

The Americans come out of the farm,  but the flank has been lost

And British skirmishers drive in the Company left at the bridge.

I called it there
Good game.  I need to paint up a few more units though.


Tuesday, 18 August 2026

Don Diego's jungle adventure

Don Diego de La Vegas has found a remote Caribbean island with a good anchorage.  He intends to claim it.  The current owners, a Carib tribe intend to see him off.

1–2 BREAKTHROUGH

The attacker tries to push deeper into enemy territory.  The defender must stop them!

◊ LAND Game 

SETUP

The entire board is land terrain, but no specific terrain set up is required.

DEPLOYMENT:

Defending player chooses one board edge; the attacker takes the opposite. 
It is suggested that the defender’s deployment zone is measured and marked at the board edge to determine if the scenario objectives have been met.

GAME LENGTH: 
Six turns

OBJECTIVES: 

» Defender gains a Strike Point if the attacker has a unit completely in their deployment zone. 
» Attacker gains a Strike Point if the attacker has no units within 4” of the defender’s deployment zone by the end of turn 4 or later.

Scenario: The Anchorage (Breakthrough)

Background

Don Diego de La Vegas has found the island he has been searching for. It possesses a fine natural anchorage, fresh water and a sheltered bay. He intends to claim it before anyone else can.

Unfortunately, the island is already claimed.

A Carib war party has gathered to drive the strangers back to their ship.

Don Diego must force his way inland and secure the anchorage. The Caribs must stop him.


Table

Rather than the original scenario's completely bare board, I have three distinct areas as part of a three game mini campaign:

1. The Landing Beach — attacker’s edge

A strip of open sandy beach, perhaps 12–18" deep.

I fought this as an attack on the Gslleon.  The Cadibs lost horribly but ghave now regrouped. 

2. The Jungle — centre

Dense Caribbean vegetation, palms, scrub, rocks and perhaps a couple of small clearings.

I'd put the jungle in roughly two large irregular patches, leaving several routes through it. This gives the Caribs places to hide without making the whole table difficult terrain.

3. The Anchorage — defender's edge

This is the important bit.

The far end of the table represents the shore of the sheltered anchorage, with perhaps:

  • a small sandy cove
  • rocks
  • palms
  • a freshwater stream
  • a rough Carib settlement
  • canoes pulled up on the beach

The actual anchorage will be represented by a blue-water area at the table edge.

Deployment

Don Diego

Deploys within 6" of one short table edge.

His men have come ashore from the Galleon.

Caribs

Deploy within 12" of the opposite edge, but not necessarily in one solid line.

I'll allow them to deploy hidden 12" into the jungle terrain.

This is important because it gives the feeling that Don Diego doesn't initially know where the defenders are.


The Objective

I've slightly changed the original Breakthrough objective to fit the story.

Don Diego's objective

Don Diego gives the Caribs 1 Strike Point if, at the end of a turn, he has a unit:

completely within 12" of the anchorage table edge.

They gain an additional Strike Point if ghe Don has a unit completely within 6" of the anchorage edge.

This gives him a reason to keep pushing rather than simply sitting in the jungle shooting.

Carib objective

The Caribs give 1 Strike Point to Don Diego if he has no units completely beyond the halfway point of the table by the end of Turn 3.

They gain another Strike Point if they prevent Don Diego from reaching the anchorage by the end of Turn 6.

If Don Diego is killed or driven back to the beach,  ye loses 2 Strike Points.

That makes him behave like the swaggering adventurer he is supposed to be, rather than just being another officer.

And if he personally reaches the anchorage, the caribs get 1 bonus Strike Point.

That feels very Don Diego de La Vegas: "Gentlemen, this island is mine."

The jungle 




The Don leads his men along the jungle track.

And the Caribs creep closer

The poisoned arrows fall.

And the Caribs use the go prone tactic to avoid musket fire.

Wind change, dust in the air

The volume of arrows is telling.

And the Carib muskets discover they have a long reload process.

Even so the Spaniards suffer.

The arrows are dropping Spaniards all across the line.

A charge by the Carib warrior archers

And the Don is captured.  Two additional strike points.

The Spanish flee as the Don tries to buy his freedom.

The Spanish vs Carib games come to a dramatic end!