Monday, 17 July 2023

Flashing that blade

My notes on What a Flasher
The figures I'm planning and the rules mechanisms I'm trialing.  I'm basing this on the work the lardies and particularly Sid have been doing but I want my own feel to it.

The Plan

Using "Blue Moon 28mm"
Plastics as filler ✔ 
Blue Moon Swashbucklers 
Rogues 12 figs ✔ 
Mtd and foot highwaymen 5+5
Mtd and foot 3 Musketeers 5+5 ✔ 
Mounted and foot cardinals guard 5+5
The moving carriage and seated passengers
The duelists actually just more civilians 13 figs
Wagon a basic freight wagon
Terrain
Costed at £150.

The cards.  

Activation on a characters card appearing.
Damage and progress is marked on the card as the game progresses.



Name
Quote
Status (level)
  Action dice
  Menace tokens
  Panache tokens
Skills (from fencing school)
Character
Possessions

Points
Legend, Status IV,  6 points
Blade, Status III,  4 points
Bravo, Status II,  3  points
Slasher, Status I, 2 point
Lackeys, Status Group- 1 point 

Activation
5 dice
1.  Move
2.  Spot an opening
3.  Aim the blade
4.  Slash
5.  Thrust
6.  Flashing Blade


1.  Move
An Action Dice roll of 1 is a Move Dice.  This allows a Character to move. Some movement is simple, such as moving on level, open ground.  Some movement is more challenging, such as crossing obstacles, recovering from a Pin or leaping across a gap between buildings.
2d6 inches for the first dice, 1d6 each additional, obstacles cost one dice, terrain halves distance moved.

2.  Spot an opening, step back.
An Action Dice roll of 2 is a Spot Dice. These allow a Character to spot a target or observe the weakness in an opponent's fighting style and  make hitting a target easier.  Spotting Characters in Cover requires more Spot Dice than spotting someone in the open. 
Also may be used to step back and assess a combat.

3.  Aim the blade/weapon
An Action Dice roll of 3 is an Aim Dice.  Once a Character has spotted a target, they may shoot at it with any Shoot Dice available.  However, a Character can improve their shot by aiming before they shoot. Aim also adds to fighting technique and an Aim Dice make hitting a target is easier.

4.  Slash
An Action Dice roll of 4 may be used to perform a slash with a weapon or as either a Shoot Dice or a single Reload stage. A Shoot Dice allows the Character to fire their weapon.  A Reload Dice of 4 also allows a Character to perform a single Reload stage (of three.)

5.  Thrust
An Action Dice roll of 5 may be used as either a Thrust with the point, or a Reload Dice. A 5 allows the Character to fire their weapon.  A 5 Reload Dice allows a Character to partially load a weapon two stages. 

6.  Flashing Blade
Dice roll of 6 is an Aces High Dice.  An Aces High Dice can be turned into any dice you need or be used to restore Action Dice lost temporarily from the Shock Pool.

Reload stages = 3
I   Pour the Powder
II  Ball and ram
III Prime and cock

Damage roll
1  Riposte
2-3 Parry
4 Scrape, shock
5 A touch, damage
6 A hit, damage and shock

A Riposte allows the defender an attack.

Fights! An alternative system!!

Both players roll initiative.  Add character's status level.  Draw rolls again.
(Both Roll status dice ?)
Multi combats extra figures roll 1 more dice.

1.  Fumble
2.  Step back
3.  Parry
4.  Slash
5.  Thrust
6.  Fencing school

Set the dice against each other high to low.  
Same dice cancel each other out.
Any roll of 1 cannot cancel out a 4, 5 or 6, and a hit is rolled

D6
1-2 a wild miss
3-4 a touch
5-6 a mighty blow

The terrain and scenarios

The Inn at Meung, 
Behind the Luxembourg
The bridge (lined with rickety 3 storied houses)
The town square (same rickety houses)
The Battlefield.  A vauban style ravelin.
The chase, country lanes.
The Docks, ship Decks in 2d/3d style.
The sewers beneath the Bastille


From the FGU game flashing blades

The 1980s Rpg flashing blades has some interesting Character Generation and mini campaign ideas I can use.


Mini Campaign Structure 

A mini campaign is made up of three scenarios or  game sessions.

One player is termed the ‘attacker’. This player  constructs a team that he must preserve and play with  throughout the three games.
The second player is the ‘defender’. He too generates  one or more teams, but he does not have to play with  the same team in every game. In fact it is likely that he  will have a different team to play with each time.  

Each player’s teams should be around 500 points in  value, using the basic model value, and special rules  values. If you feel that this gives one side or the other  too much of an advantage, specifically since the attacker  must carry forward losses to each game, feel free to  adjust the ratios.

The attacker has a specific goal for the campaign that  he must work through the three games to achieve.  Check the Victory Conditions section, below, to see  how to judge success.  For your next campaign, swap attacking and defending  roles. In this way you can build a leader board with  your friends or club mates.

Designing Each Game Scenario The defender can use the following table (or design one  yourself) to find the characteristics of each scenario.
Roll one dice to find if each entry is in the 1 to 3, or 4 to  6 band. Then roll a second dice to find the specific entry.  Roll individually for each column. Feel free to discard  a roll if it comes up with a repeat from a last scenario if  you choose.

For each scenario you will end up with a Where? a  What? a Why? and a Who?

Now you must look at these three sets of information  and work out a story that connects them together.  
Roll 2d6 for each

Where?
Crossroads or  Clearing 
Dungeon
Palace or Manor
Courtyard
A Bridge
Smuggler's cove
The Last Bastion
Village
Aboard ship
Ruins
Enemy camp
Tavern

The Mission
Rescue
Intercept
Deliver
Observe
Kill
Arrest
Avoid arrest
Capture
Destroy
Meet
Guide
Disrupt

Motivation
Revenge
Ordered
Curiosity
Love
Honour
Justice
Duty
Necessity
Glory
Fear
Ambushed/Surprised
Greed

Opposition
Professional  Swordsmen
Guardsmen
Enemies of the country
Highways
Hired killers
Regular military
Militia
Thugs
Fanatics
Gypsies
Civilians
Aristocrats


BERTRAND DES AMIS Maitre en fait d’Armes des Academies du Roi

Italian, "Pronti" jump forwards and lunge,   Bolognese school.

English, "fendente" A mighty blow using the edge, head to the knee.  Dardi school

French, "balestre". The crossbow, a jump to change the rhythm.

German school, "The cross ". A powerful, diagonally descending blow. 

What a Flasher

 I spent the weekend repainting a dozen or so Warlord Games plastic 17th century figures.  They looked pretty good for a random purchase a couple of years back.  This time they were to be the tester for a few games of Flashing blades, and a try at using What a Cowboy rules for some 17th Century swashbuckling.

I am a huge fan of the (frankly dreadful) kids Saturday morning TV series "The Flashing Blade."  I know it all makes no sense, i know the acting is dreadful and I well remember that the BBC failed to show the last twenty minutes when it aired.  Its still magnificent!

My hero is then the Chevalier de Recci, who can best be described as "impetuous."  He revels in the title "the Flashing Blade," although his enemies are less kind.  The period is the War of the Mantuan Succession.  Recci fights for Savoy, and the French, against the dastardly Spaniards.

The games

Somewhere in Turin the Flashing Blade confronts a group of Spaniards.

Recci and his manservant stand their ground.

The manservant doesn't look keen

The Brawl. I was so into this game I forgot to take photos, suffice it to say Recci ran away, again.  What a Cowboy worked well!

Game Two

My newly printed cobblestone effect.  Four euro!

The Spaniards appear

The three Savvoyard swordsmen, and Recci's manservant

Game on.

A great deal of slashing, thrusting and riposting followed.

Recci takes on the Spanish Captain.  Let's hope its not Vigo, as Recci is cut up and down.

As ever the Blade's manservant takes over and beats the Spaniard back.

Recci re-enters the fight and the Spaniard legs it.  A victory for flashers everywhere.


Friday, 9 June 2023

The Rajputs at Outpost Seven

 The Rajputs, Blood and Steel Mini Campaign, Return to the Howzat Pass

Game Three, the affair at Outpost Seven 


The northernmost fort in the Fwaart Valley, Shitral is under siege by revolting locals.  Captain Seymour Butts and 100 men of the Guides can only be able to hold out for a limited time. (an edna roll on a d10
)  Gentlemen we have a maximum of ten days!

In a fit of sterling Victorian Imperialism the General has directed the 11th Rajputs from their base at Jawar up the Howzat pass to relieve the fort.

What could go wrong?

Outpost Seven, a sangar fortification.  The Objectives go down.

Force cards, a local tribal force vs Herbert and his Company.  Crucially Herbert has Subedar Major Pandi to back him.

The Amir gets a gun deployed, setting up a Crossfire.

The Pathan swarm up to the sangars.

The Rajputs go forward in skirmish order

Rifle fire causes a few casualties among the gun crew.

And the snider Enfield of the Rajput's are effective allowing an approach to the objective, marked by bell tents.

On the right Subedar Major Pandi storms the position.

In the main objective, centrally the Havildar drives the Pathan off the objective with rifle fire.

The gun holds out.  Herbert can't seem to set up his own group for a bayonet charge.


And Subedar Major Pandi fires on the retreating tribesmen.  A strong victory ending the campaign. 
Seymour Butts of the Guides is saved and Her Majesty's may crack a smile over the morning papers.  Or maybe not.

In my after games character rolls Herbert is given the DSO, and the "Howzaat Pass" campaign medal.

More fair minded folk would imagine that Subedar Major Pandi should have that Distiguished Service Order.


1817 Clancy vs the Seminole

Jackson vs the Seminole

Clancy P. Jackson, youngest son of General Andrew Jackson, and recent appointee to the 2nd US Infantry has been given command of a Company of the 3rd US Infantry.  Officers are thin on the ground, but when your daddy is the general!

Two minute First Seminole War. 

During the Creek War (1813–1814), Colonel Andrew Jackson won at "the battle" of Red Sticks and Horseshoe Bend.  He forced the Treaty of Fort Jackson on the Creek, forcing many to move to Spanish West Florida.  Joining the Seminole. 

In 1814, with Britain still at war with the United States, many British commanders started recruiting and arming Indian allies, occupying territory in Florida and building forts.  Jackson campaigned to drive the British out.  When the war ended the British withdrew leaving their Indian allies vulnerable.

The British did however provision the fort at Prospect Bluff with cannon and muskets  The Natives were not interested in holding a fort and returned to their villages. The fort was turned over to fugitive slaves and Seminoles who had been raised and trained by the British.  Word spread in the American Southeast about the fort, whites called it the "N*gr* Fort."  I have called it the "black fort."

The Americans worried the fort would inspire  slaves to escape to Florida or revolt.  The Seminole however occupied some Spanish territory too.  That little fact wasn't going to stop an "Indian killer" like Jackson who invaded these territories and committed his usual genocidal tactics.

Usually in my wargames I try to remain impartial however, in this particular case my sympathies lie almost entirely with the Seminole, Creek and most especially the escaped slaves.  I take solace in the fact that this semi fictional mini campaign will bear little comparison to the grim reality.

I will be following the campaign of a Regular US Army Company and in the best Colonial traditions a Seminole unit that routs will be replaced with a full strength unit either in that battle or for a subsequent battle.   Rules will be blood and Steel with some solo mechanisms lifted from Dan Mersey's Rebels and Patriots.


The First Seminole War





The Seminole
4 large units of Aggressive Natives @6 points
Escaped slaves with British muskets @4 points
Sharpshooter Natives @4 points

US Army
Lt Clancy P. Jackson (Peacock)
Ensign Wayne Kerr (Unlucky)
Master Sergeant Bigotte (Yellow bellied)
3 Line Infantry @4 points each (Regulars)
2 Skirmishers @2 points each (Regulars)
1 light gun, 4 crew @4 points

American Militia
4 Large units Green Timid Line Infantry @3 points each (Volunteers)
2 Skirmishers @2 points each

Clancy Musters his Company.

The Iroquois are standing in for the Seminole!


First Clash, Game One

SCENARIO A: FIRST CLASH AT LAMENT RIDGE 
Due to reports that enemy troops have been seen, the attacker sends out a Company of troops on a scouting mission to check the information. They advance along the small road passing the Lament Ridge, where they encounter advancing enemy  and a skirmish erupts. 

The Lament Ridge.  Clancy's column prepares to cross

The local Militia group are being used as pathfinders.


The Seminole pop up in Ambush and fire a devastating volley into the Militia killing five of them!


The Militia reel back shattered.

The US Infantry move into line... because that always works against Native Americans!9

But the Seminole win the intitiative. 

And the sniping starts! US losses start mounting up.

The Americans volley, killing exactly three Natives.

But Clancy now has his little cannon in place!

And the Seminole win initiative, again

True to form they flee rather than stand against a bayonet attack.

Game end, the Seminole make off.

Clabcy takes the Ridge.

But our "hero" reflects on his losses.

Three native Americans for twenty US and Militia.  Not really a win!



Saturday, 27 May 2023

The Rajputs Advance to the Pakora River

The Rajputs, Blood and Steel Mini Campaign, Return to the Howzat Pass

Game Two, The Pakora River


The Garrison of the northernmost fort in the Fwaart Valley at Shitral has sent word that it is under siege by revolting locals.  Captain Seymour Butts and 100 men of the Guides will only be able to hold out for a limited time. (an edna roll on a d10)  Gentlemen we have a maximum of ten days!

In a fit of sterling Victorian Imperialism the General has directed the 11th Rajputs from their base at Jawar up the Howzat pass to relieve the fort.

What could go wrong?



Based loosely on the Chitral expedition fought solo against a programmed Pathan force.

Unit draw cards for the Pathans.

Plotted map forces for the Imperials.


11th Rajputs
4 Companies of 12 Infantry.
1 attached Mountain gun from Prince Albert's Own Bengal Artillery, on mules. 
Attached pioneers & cart.
Major Willie Stroker, SM. VD
Drunkard - Brave
Capt Myles S. Long (Miles Schlong to the ladies)
Wobbly kneed - Short sighted
Lt Drew Peacock, BBQ. Guides Platoon
Tactician - Brutal
2nd Lt Hugh Jeers PDQ, 
Nom de Guerre - Lucky
2nd Lieutenant "Spotty" Herbert Farthingdale, CBA, (dogsbody)
Unlucky - Bullet proof bumbler

Artillery Attached
Prince Albert's Own Bengal Artillery, Mountain Gun
2nd Lt Barkinge-Madly FA, Certified.
Big bore advocate - steady

Subedar Major A (Andy) D Pandi 
Peacock - Steady
Havildar Major Vikram McSingh
Feared - Ugly
Havildar Charu Graunt
The favoured nephew - lucky
Havildar Dilip Fairbanks Jr
Inspirational - Swordsman
Each platoon has a Naik and 12 figures

Subedar "Blood Letter" Pant, Battalion Surgeon 
Feared - Ugly

Commisary Officer 2nd Lt Cosmo Smallpiece
Unlucky - idiot
Commisary Havildar Rangit Ram
(Randi was cursed by the Mad Fakir to serve the British until the Raj comes to an end.  He is either an immortal existence, or a massive liar.)
Mule train.

The Rajputs battle cry is " Bajrang Bali ki Jai"  a prayer to Hanuman, the Monkey God, to move a mountain... ie perform a heavy task.  

Pathans

The Howzaat Pathanis are ruled by the enigmatic Afzul Fatti Khan, Lord of the Fly Swaat.
One tribal grouping is lead by the Notorious Fekkar brothers, the "unwashed" universally known as the dirty Mo Fekkars, infamous snipers.
Shah Ali Bongo Wasir of Dir, notorious side swapper.
Raja Khan, Tiger of Jandrai, famous Warrior.
Mahomed Rafi, Mullah of Dripsh

2 x 10 Tribal Pathans with sword
2 x Pathan Irreg Inf with breachloaders
8 Snipers and skirmishers with Jezail muzzleloaders 
1 Mountain gun 3 crew.
1 x 8 The Holy Man and his followers.


Scenarios
Ambush
Patrol
Forage
Defend
Vanguard
Raid

Tactical situation
A Just passing by
B Seek and Destroy
C To the last bullet
D Get off my land
E Run to the hills
F Take the High road
G It's awfully quiet out there
H A sigh of relief

The promotion system Rebels and Patriots is the basis for a campaign.  The Company starts with a 2nd Lieutenant in charge.  New Officers have d20 honour, a zero Tactical value and begin with one Trait.  Earning honour points allows an officer to climb the ranks in recognition of his deeds of glory.

Honour - Rank Table
0         -  sent home in disgrace or offered the "Gentleman's way out."
1-20    -  Second Lieutenant - 1 trait 0 tactical value
21-30  -  Lieutenant  -  +1 Trait  +1 tactical value
31-45  -  Captain  -  +1 Trait  +1 tactical value
46-60  -  Major  -  +1 Trait  +1 tactical value
61+     -  Transferred to command a battalion as Colonel.

160 supply crates/sacks with the main column
Day Three!  
2 force cards drawn.
2 Scenario cards drawn


The Game:

Sangars above the Lawari Pass


And those Sangars are high

Force cards
So it's McLaglan, Fairbanks and Grant, leaders of the Rajput's Pioneers

And up above the dirty Fekkars



An advance across the bridge and into skirmishers





Fairbanks up the centre

Grant on the flanking attack

And the rifle fire from the advancing Rajputs is accurate

The Pathan are not as protected by the sangars as they expected.

Trading a Rajput for every three Pathan

But it's a bloody affair.

McClaglan's section is weakened

The Pathan are thinned out

And in comes Grant's attack

The hand to hand is bloody, and the Pathans almost wiped out.

The surviving Pathan run for it.

The casualty pile

And the Rajput supply carts move up the pass