 |
| An overview at the end of turn 16 looking north. |
Turn 17
 |
| A stagecoach escorted by the 'Ringo Kid' enters at the worst possible place. The 4 occupants together with Ringo take a deep breath and gallop towards the mountain pass to the north of the southwest farmstead. So far their gamble has paid off with the attention of nearby Indians elsewhere. They will make for the central homestead representing the staging post where it will remain for 3 turns before heading off the board. |
 |
| Colonel Cooke in command of 'C' Troop makes the difficult decision of abandoning the south west farmstead. A lack of ammunition is playing on his mind and with the approach of more Indians preservation together with replenishing his ammo becomes a priority. He diverts his troop towards the central farmstead. |
 |
An opportunity to escort the central homestead settlers emerged, although one not without risk. The hunters were brought under orders and used as part of the escort. 'C' Troop approaching from the south and the General's half troop from the east signalled the dash to begin.
A bonus for the US cavalry was the presence of the buffalo herd who majestically swept westwards oblivious to the chaos around them. The large Indian warparty approaching from the west turned their attention towards the central homestead and the emerging column found the buffalo squarely in their path causing the warparty to split. Several cavalry opened fire with carbines downing a single Indian for no losss. |
 |
| The 12pdr and ammo wagon remained behind at the central homestead looking forward to the arrival of 'C' Troop! The cannon fired a shot towards the approaching Indians but missed. |
 |
| The 2nd ammo wagon, now joined by it's escort, continued moving towards the centre. |
 |
| The warparty that had arrived to the west of the fort closes in on the increasingly congested centre. A fort 6pdr fires on them at long range failing to make an impact. |
Turn 19
 |
| To the south, two warparties merge and begin to move towards the centre. |
 |
| An overview of the activity around the central homestead. |
 |
On seeing the column escorting the settlers and hunters, the nearby Indian warparty launches a charge hoping to wipe them out.
The buffalo decided it was time for another graze placing them in the path of the hostiles. As a result the warparty split into two with the one on the left intercepted by the General and his half troop, and on the right by the US Cavalry escort. The hunters and settlers had been instructed to make their way to the fort.
The melee on the right was lead by Captain Graham including Sgt Ash' section. They charged into the hostiles killing 8 for no loss causing the latter to withdraw.
The General on the left lead his charge killing 7 for the loss of 2 troopers. Unfortunately for him he sustained a wound but survived to carry on. The hostiles will also withdraw after that defeat. |
 |
| At the top of the photo, the ammo wagon escort saw the vulnerability of the settlers having lost their accompanying cavalry and decided to race towards them to help in their defence trusting on the wagon to cover the short distance remaining to the central homestead. |
Elsewhere, the settlers were finally wiped out in the south west homestead. Not a good look for the US Cavalry!
Turn 20
 |
| Another 50 man warparty arrives near the south east homestead. |
 |
| A very significant threat is building to the south. Here a 50 strength warparty head for the high ground and a 60+ warparty makes its way across the desert. When the 50 new arrivals is added it is a cause for concern for the US Cavalry. |
 |
| Having set fire to the south west homestead, the warparty circles the burning buildings savouring the sight. |
 |
| Luck runs out for the stagecoach as it is sighted by a small warparty who immediately launches an attack. |
 |
| All available cavalry launch a charge at the nearby warparty threatening the settler column. Lead by the General, not only do they succeed in preventing an attack on the civilians, they inflict a slaughter on the hostiles killing 14 for the loss of 1 trooper. The Indians fall back heading for high ground. |
 |
| The great mass of Indians to the south are seen by 'C' Troop who dismount lining the perimeter of the central farmstead. The 12pdr is in range and great excitement emerges from the troopers as it fires a shell directly into the great mass of mounted Indians. That excitement is dampened however, when it transpires only one hostile is killed. |
Turn 22
Super read and a lovely looking game, look forward to the next instalment.
ReplyDeleteMany thanks Donnie.
DeleteYou called it - looking like a last stand ending on the way. When the larger warbands start coalescing it's always bad news for the boys in blue. I guess as you're solo-playing this you're interpreting some of the Indians actions as I don't recall one that would have them escort the Buffalo herd off-table, or has my memory played me false?
ReplyDeleteIt is not very clear in the rules but does reference the Indians having the option of escorting them safely away. Not very clear on when and how this happens though. On this occasion it seemed fairly reasonable given the close proximity of a small group of Indians and the knowledge hunters were around.
DeleteFantastic looking game and a very engaging report Jon.
ReplyDeleteIt is looking very grim for the Cavalry. It is always them coming to the rescue but who saves them?
It really is looking dire for the cavalry Ben.
DeleteHi Jon,
ReplyDeleteAbsolute cinematic perfection! Ringo's valiant last stand to buy time for that stagecoach was proper stuff of Hollywood, even if it ended tragically. 'C' Troop and that 12-pounder are in a right tight spot at the central homestead now—a proper, nail-biting finish in the making!
All the best, Andy
Many thanks for that Andrew. I did not expect some form of Custer's last stand to develop!
DeleteThat is the absolute magic of tabletop wargaming—the dice write better drama than any scripted film could! It’s those completely unscripted moments of desperate heroism that stay in the memory long after the figures are packed away. Looking forward to seeing how the rest of the battle unfolds!
DeleteAll the best, Andy
Totally agree Andrew. You often see people who try solo-wargaming for the first time (and in some cases veteran solo gamers) agonise about how to use AI opponents to make the game interesting but forget the vagaries of dice roles add plenty of unpredictability. And in this game the turn of cards adds another dimension!
DeleteBest wishes
Jon
Absolutely! Systems like Pony Wars excel at serving up those wild, edge-of-your-seat narratives when you least expect them. It’s what makes playing out these big battles so thoroughly addictive. Best of luck to the boys in blue for the next turns!
DeleteAll the best, Andy
Many thanks Andy.
DeleteBrilliant stuff once again Jon and your photos are always a joy to behold and love how much detail you are able to bring to these 6mm figures:)!
ReplyDeleteMany thanks Steve
Delete