The first outing for Pony Wars rules which has been languishing for a couple of years now having completed all the figure painting required.
The rules were originally written in 1980 and recently updated. They are firmly aimed at the earlier Hollywood version of the Wild West rather than historical accuracy. Written primarily for 15mm figures, Baccus now have a range of 6mm tailor-made for these rules.
A table size of 8' x 6' was recommended for 15mm figures with all measurements in inches. I have selected a 6' x 3'9" table for my 6mm collection with measurements reduced to two thirds. A suitably sized 2/3 ruler can be downloaded from the Pony Wars website which I have printed off for use.
4 scenarios are included with the rules, the first being 'The Homestead'. It seemed as good a place to start as any and should allow for a decent test of the rules.
In this scenario, there are 5 homesteads scattered across the board, each with 5 civilians occupying them. 4 of the 5 are situated near passes which provide shortcuts but with the risk of an Indian ambush.
For ease of reference, looking towards the fort is north, left west, right east with south in the foreground.
Fort Laramie is situated at one end of the board. They have received word from scouts that Indian war parties are on the loose placing the homesteads at risk. It is the task of the US to round up all civilians, including any that appear as a result of cards drawn, and to escort them safely to the fort.
The appearance of Indians, civilians and US reinforcements will be determined by drawn cards and dice rolls will indicate where on the board they enter.
Victory points will determine how well the US did with the game ending when there are no civilians left to save.
Dice rolls are made to ascertain the US cavalry strength at the start. The garrison consists of 10 infantry, 2 x 6pdr cannon with 4 crew each, and 9 cavalry with the General commanding. The cavalry and General are a reserve and may be deployed from the fort but at a victory point cost.
It was my original intention to break the segments down reporting on turns 1 - 12, 13 - 24 and 25+. This neatly aligned with level 1 and level 2 relating to the relevant card details on reinforcements etc. with turns 25+ being no further cards drawn unless the drums were beating.
It was also my intention to be more brief on the action report. On that I failed and with wargaming time in short supply over the past month have decided to limit this first segment to 8 turns which should be more digestable.
Continued -
Turn 1
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| Dice rolls determined the initial US forces available, all starting out from the fort. This consisted of a half troop of US cavalry (10 figures), 2 x 12pdr cannon and 20 infantry. Half of 'A' troop leads the cannon. |
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| Infantry begin to form up inside the fort. |
Turn 2
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A warband of 30 hostiles appear disturbingly close to the fort. On seeing the US cavalry they immediately launch into a charge. The cavalry respond by forming up intending to greet them with carbines.
To their rear the cannon have unlimbered with the infantry hurrying to join them.
The US Cavalry open fire with their carbines on the move killing one hostile. A lone soldier on the fort battlements also fired missing his target. In response the hostiles peppered the cavalry with arrows. The first US casualty was suffered. The Captain in command of 'A' Troop! Not only was he unlucky enough to be the first hit he failed his save roll too leading to his demise. |
Turn 3
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| The fort's reserve cavalry dismounts and moves to the parapet in order to assist their comrades caught out in the open. |
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Sgt Ash is now in command of the half of 'A' Troop currently deployed. He sees the infantry and artillery deploying to his rear and realises that a more prudent move would be to fall back behind them rather than attempt a near suicidal charge against the rapidly closing hostiles.
The warparty does not hesitate and continues its charge towards the US force. This proves to be very rash! Troops within the fort fire on the hostiles but the worst damage comes from the artillery and infantry. 10 hostiles are killed. Firing their bows from horseback they kill one of the infantry and wound their commanding officer, Capt Sharp. |
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| The heavy losses generate an Indian reaction test and as a result they abruptly change direction heading for high ground. |
Turn 4
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| No reinforcements or events occur this turn. The cavalry with one cannon begin to make their way along the centre while the infantry and the other cannon make for the nearest pass. All elect to conserve their ammunition and do not fire on the retreating warparty. Not so one of the fort's cannons who has no such concerns. It fires scoring a lucky shot killing 4 more of the hostiles generating another reaction test. This time they will move out of range of the US forces. |
Turn 5
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| A new small warparty of 10 figures arrives and makes its way across the centre of the table looking for targets. |
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| No new US reinforcements arrive leaving the existing force to continue on their journey. |
Turn 6
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| The settlers of the central homestead immediately began bolstering their defences on seeing the approaching warparty. The Indians for their part decided not to attack for now. |
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| The initial warparty stumbles on one of the homesteads and both will test for reaction in the next turn. |
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| As the US infantry approaches a pass, the cavalry spot the warparty heading towards the central homestead. They considered intercepting them but held off when they observed the Indians moving away from the settlers. |
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| The card taken at the start of the turn signalled US reinforcements. An ammo wagon escorted by a section of 5 cavalry. |
Turn 7
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| Smoke signals commence generating a second card which reveals another 10 hostiles arrive. |
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Those 10 hostiles arrive to intercept the first warparty that started near the fort and joined them on an attack on the north eastern settlement. The settlers begin fortifying their homestead but realise they will not have near enough time. In desperation they fire at the rapidly approaching Indians successfully killing 3 of them.
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| This buys them enough time to rush into the main house with the now hesitant Indians peppering the building with arrows. |
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| The US infantry enter the pass approaching the now besieged settlement. They scan the skyline on the lookout for an ambush but as yet none is forthcoming. |
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The sight of the approaching Indian warparty panics the settlers in the north western homestead and they quickly move out heading for the nearest help. (I misread the rules here. They should have remained within the homestead while they spend 3 moves packing up. On this occasion we will have to say they decided to get the hell out and stuff the packing!).
The Indians scent blood and launch themselves towards the hapless settlers. Fortunately for the settlers, the US cavalry has seen their plight and immediately gallop to intercept the Indians leaving the single 12pdr cannon to continue its journey towards the central homestead.
The settlers fire on the warparty killing one of them but lose 2 of their number to arrows. The cavalry fire from their saddles failing to hit any hostiles but it is enough to dissuade them from continuing and the Indians turn their horses away from their target. |
Turn 8
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| 10 more hostiles arrive this turn and immediately attack towards the south west homestead. The settlers immediately bolt for the house and successfully kill 2 Indians for no loss. It does not deter the warparty though who continue circulating the homestead firing arrows at the main building. |
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| The US infantry transiting the north east pass were beginning to believe their gamble had paid off until a 20 man warparty ambush them with serious consequences (thanks to the smoke signals generating a 2nd card turnover indicating an ambush). The already wounded commander, Capt Sharp was killed along with 3 others from his section. |
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| Even worse was happening at the rear of the column. Indians launched themselves at the limbered 12pdr butchering the entire crew. Lt Stott of the 1st US infantry commanding the rear section attempted and failed to intervene. The Indians lost a sum total of 3 warriors, not enough to see them off! |
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| In the meantime the homestead awaiting the arrival of the US infantry continues exchanging shots with the warparty surrounding them. They manage to kill 3 warriors but one of the settlers takes an arrow reducing their number to 4. |
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| The US cavalry successfully brings the 3 survivors from the north west homestead under orders. They are escorted by a cavalry section towards the fort and safety. |
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| Sgt Ash takes the remaining section and moves to join the 12pdr cannon heading for the central homestead. |
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| The ammo wagon continues on its way intending to join Sgt Ash at the central homestead. |
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| Over in the south east homestead, the settlers see the smoke from the Indian smoke signal. They despatch one of their number to scout the area to ascertain what is happening. |
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| An overview of the board at the end of turn 8 and this segment of the AAR. |
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