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Sunday, 17 May 2026

Tribal Warfare

I had a moment of inspiration yesterday and felt like I'd like to try a game of Palaeo Diet based around some form of ritual tribal warfare. I've played some of the competitive scenarios, where hunters are competing with each other for kills, or fighting each other over a valuable prey animal, and the Fireside Tales scenarios have a couple of biped vs biped actions too. But I wondered if I could set up an interesting straight fight between two groups of warriors, one controlled by the player and the other working like beasts. 

This was my first go. I assumed the fight would be arranged and take place at a ford on a river separating the territory of two tribes. The river is tricky ground, except at the ford.

My Tribe had two bowmen, two spearmen and two axemen. The Others had six figures, and I used the Outfolk Hunters reactions for them (with my own adjustments for how Roar and Pelt reactions work on columns after the 'Hunter Within Medium' one*).


My Tribe sent the spearmen around one flank and the bowmen around the other. The axemen crossed the ford, but one was tardy and one of the Others rushed to engage the lead axeman. 


First blood to one of my bowmen, who wounded one of the Others.


The Others reacted, and at the ford one of them wounded my axeman. A second arrow put the wounded Other out of action. 


The fight at the ford. 


My axeman is put out of action. 


One of my spearmen is wounded. 


The Others close in, scenting victory. 


But my other spearman wounds one, which makes them falter. 


An archer crests the hill and downs another of the Others.


I had decided that once at least four figures were wounded or out of action I'd test at the end of each turn to see if the fight ended. This is, after all, a ritual fight and not one to the death. So on a 3 or less on a D6 the fight would end. It did. 


The two tribes assess what happened. The Others have two men out of action and one wounded, whilst the Tribe had one wound and one out of action. I decided on 2 points for a 'kill' and 1 point for a wound, so I won this tussle 5-3.


I set it up again, having checked the Predate reaction rules to be clear what would happen. I'll make some notes on that below. I tried a different setup with the figures all 1x Long from the river, but centred on the ford. The Others were randomly placed, and mostly ended up on the wrong side of the hill from the ford. 


My warriors crossed out of sight of them, leaving one worried Other shouting for help. But he threw a missile that wounded my lead warrior. 


My archers moved up, and put him out of action as he fled, shocked at his audacity. 


I'd moved my axemen onto the hill to hit the flank of the other Others, but with one figure down the Others were riled, and rushed forward in reaction. 

(Oh yes. The white markers? They just show which of my figures have moved in the turn. It's easy to forget if you get a complex web of reactions.)


A fight on top of the hill saw one of my axemen wounded, but they took out the enemy warrior. So the Others had two out of action and I had two wounded. For this game I made the threshold five figures injured. 


Seeing their fellow Other knocked out on the hill, most of the Others backed off (owing to terrible reaction rolls). One stood his ground, and my unwounded axeman attacked him. He fought back and my axeman was wounded. 


With five figures injured I tested for the end of the fight, and both sides decided they'd had enough. I had three wounded figures so the Others got 3 points. They had two figures out of action, so I scored 4 points. This was a closer fight, and had the Others not fled towards the end it could have gone badly for me. 

So in terms of reactions, I assumed that since nothing was being hunted the Predate reaction for dead models wouldn't apply, since no-one is looking to eat. However the Outfolk would do a predate move towards a wounded figure of either side; they would be looking to protect a friend or take advantage of a wounded enemy. If the Outfolk rolled a Predate reaction and there were no wounded figures to respond to, then I rules that they'd move 1 x Medium towards the ford, since that was the ritual ground of the fight. I had them respond with Predatory Behaviour, moving towards wounded figures if they were in line of sight and if no other reaction applied - I treat Predatory Behaviour as a reaction and have it superseded by other reactions if the apply. 

Otherwise, as mentioned above, you simply fight until a turn ends where there are five figures wounded or out of action (you can adjust this based on how many figures you have in the fight). At the end of any such turn you roll a D6 and on a 3 or less the fight ends. Otherwise it continues. At the end of the fight you score 2 points for each opposing figure out of action and 1 point for each one that is wounded.

I think I'm heading in the right direction in terms of what I'm trying to achieve, but more games are required at present. 

*In any column to the right of Hunter within 1 x Medium, all Pelt reactions become Attack (M), whilst Roar reactions become a new Feint reaction - the figure moves 1 x Short towards the figure causing the reaction then Roars. all figures within 1 x Medium test on 2 reaction dice for fleeing (so it's slightly weaker than a regular Roar). This change is because Pelt and Roar reactions in those columns otherwise have no effect because all possible targets will be greater then 1 x Medium from the reacting figure. 

Friday, 15 May 2026

Alpha Strike Test

With the Illawarra Plastic Modeller's Association annual show fast approaching, last night we ran a playtest of the Alpha Strike scenario we'll be presenting on one of the days. 

In the centre of the table is a power station. With it being on a dangerous world, it's defended by walls and gun-towers. Two groups of mechs are looking to 'salvage' parts from it before calling in drop-ships to whisk them away.

That's it. That's the scenario.

One group of mechs at the bottom, another at the top. 


Our first target was the wall. It can be jumped, but it's easier to shoot holes in it. Though not, as we found, too many, as the wall is useful cover for the mechs supporting those members of their side sent in to grab 'salvage'. 


You can see a few walls and towers have gone here. I set up my mechs to provide some fire support. 


Others rushed in to grab stuff.


I didn't take any photos after that, but there was plenty of shooting, a few mechs blew up and some salvage was collected. We had to finish before we got to the final stage of the game - calling the drop-ships. Once a side things they have enough stuff they can call for extraction, but the ships will appear on a random edge and only linger for a few turns. So the mechs with stuff have to make a run for it in order to get their loot away. 

Basically we'll test that bit on the day.

(To be fair this is a demo game, so as long as it looks pretty, dice are being rolled, pieces are moving and stuff gets destroyed no-one is going to be bothered if the scenario is a bit shaky. The scenario is just for us.)

Battle Of The Red-Mouthed Gun Revisited

A few years ago I used Galleys & Galleons to do a refight of the battle of Kepuwaha’ula’ula or The Red-Mouthed Gun, fought off the coast of Hawaii in 1791. This was the culmination of years of civil war on the islands and was fought by the forces of the eventual unifier of the islands, Kamehameha, and an alliance of the western islands of Maui and Kauai. The original post is here.

The battle's name derives from it being the first major action to feature large numbers of cannon and other firearms.

I refought the scenario today. As I say in the original post, I have no idea of the actual forces involved, or how accurate my models and depictions are of those actually used. So it's somewhat impressionistic. I do include the small American schooner Fair American, which had been commandeered by the Hawaiians, and served as Kamehameha's flagship. 

Both sides have four groups of war-canoes and three catamarans. Kamehamaha's forces have the Fair American, whilst those of the Alliance have a fourth catamaran as a their flag. The stats are below. 

I included a coastline along one edge, and two rocky islets.

Here's the action a couple of turns in. The Alliance are on the left, with their canoes top-left and the catamarans working their way around the islet at the bottom. Kamehameha's forces are on the right, with the catamarans and schooner creeping along the coast and the canoes centre-right.


A closeup of Kamehameha's fleet. 


Opening shots - two of Kamehameha's catamarans open fire with their bow guns at some Alliance canoes, damaging them. 


On the other flank the Alliance catamarans return the favour.


The fighting becomes more general. Even the canoes are armed with chasers in this battle, but their fire was mostly ineffective. 


After teh initial volleys of fire, the vessels closed for boarding, and melees broke out along the line. Kamehameha's forces were a little slow at this point and the Alliance got the jump on them. 


Alliance catamarans attack an isolated group of Kamehameha's canoes. At the very top of the picture one of Kamehameha's catamarans and the Fair American are heading towards the centre of the action. 


The first loss - one of Kamehameha's catamarans strikes. 


Fierce fighting in the centre. Kamehameha's canoes (right) were getting the better of it. 


More melee as the isolated canoes are quickly overwhelmed by the warriors on two Alliance catamarans. 


Alliance canoes are defeated in the centre, as one of their catamarans comes up in support. 


A general view of teh action, showing the three melees. at the top of the picture Kamehameha's vessels are losing, in the centre the Alliance are in trouble and at the bottom the Alliance has the upper-hand. But Kamehameha himself and one of his catamarans are yet to commit. 


The Alliance flag engages the Fair American.


The Fair American returns the favour. 


Its first broadside damaged the Alliance catamaran, which turned and grappled the schooner. With vessels being defeated or badly damaged across teh board, this would be the deciding action. 


Fighting continues, but fewer and fewer vessels and canoe groups are in action now. 


Despite its edge in boarding Kamehameha triumphs, defeating the enemy flagship. 


Although both sides had a couple of canoe groups left, they were all badly damaged. The only truly active vessels now in action were the Fair American on Kamehameha's side and two catamarans on the Alliance side. They were on opposite tacks and unlikely to easily come into action with each other, so I ended the action at that point. Neither side could be called a victor in what was a bloody draw.


The ship stats were:

Canoes - Q2 C2 - Boats, Intimidating, Bow Chasers

Catamarans - Q3 C2 - Lateen Rigged, Unarmed, Bow Chasers, Intimidating, Yare, Sweeps, Shallow Draft

Alliance Flag - Q3 C2 - Lateen Rigged, Unarmed, Flagship, Bow Chasers, Intimidating, Drilled Soldiers, Yare, Sweeps, Shallow Draft

Fair American - Q3 C2 - Lateen Rigged, Carronades, Intimidating, Flagship, Shallow Draft

I gave Kamehameha's flagship an emphasis on gunnery, whilst that of the Alliance had drilled Soldiers to make it superior in boarding to anything else in play. As it was the Fair American fired one broadside all game, and then defied the odds to win the boarding action. 

The last time I played out this action Kamehameha's forces won a decisive victory without losing a vessel. This refight was a lot bloodier. 

One thing I am considering is making a small change to Boats. They do not roll on the All At Sea table, so damage doesn't affect them until they take an excess hit. What I will change is have them roll the requisite number of red dice for activation when grappled, and if they roll a '1' then they strike, like any other vessel would. As it is, boats are surprisingly resilient in boarding actions when fighting similar strength 'conventional' vessels. 

Thursday, 14 May 2026

Chacabuco And Maipo For 'Dominion of Napoleon Bonaparte'

I put together these two scenarios for 'Dominion of Napoleon Bonaparte' last year, but they'd lingered, forgotten, in my drafts until now. They cover what are probably the two key battles in the struggle for Chilean independence.

Chacabuco (February 12th 1817)


Following the 'Reconquista', Spanish forces had re-established a harsh grip on Chile, forcing patriots to flee to Argentina. It was there that General José de San Martín, alongside Chilean leader Bernardo O’Higgins, conceived the audacious Crossing of the Andes.

Rather than a direct assault, San Martín led the Army of the Andes - roughly 5,000 men - through treacherous, high-altitude passes. This served as a massive feint, confusing the Spanish authorities about where the actual invasion would emerge. As the time the weary but determined Patriot forces descended from the peaks, the Royalists were scrambled and forced to make a stand at Chacabuco.

Patriots: 3 x Column Infantry, 1 x Elite Disciplined Heavy Cavalry (Horse Grenadiers), 1 x unreliable Column Infantry (Soler), 1 x unreliable Light Dragoons (Soler)

Royalists: 1 x Light Infantry, 2 x Fortified Line Infantry, 1 x Light Dragoons, 1 x unreliable Artillery, 1 x unreliable Line Infantry (Reinforcements from Santiago)

Patriots (Attackers)

Horse Grenadiers (ED), Column Infantry (U), Light Dragoons (U)

Column

Column

Column

Line (D)

Line (D)

Light Infantry

Light Dragoons, Artillery (U), Line (U)

Royalists (Defenders)


The battle began with a pincer movement. San Martín divided his forces into two divisions: one under General Soler and the other under O’Higgins. While Soler was tasked with a long flanking maneuver to encircle the Royalist rear, O’Higgins - driven by characteristic fervour - turned a distracting demonstration into a premature frontal assault against the Spanish lines.

The Royalists, led by Rafael Maroto, held a strong defensive position and initially pushed O’Higgins back. However, San Martín’s tactical patience paid off. Just as the Patriot centre wavered, Soler’s division appeared on the Spanish flank. A decisive cavalry charge shattered the Royalist infantry, turning a disciplined defence into a panicked rout.

The Royalists suffered over 500 dead and 600 captured, while Patriot losses were remarkably low. Two days later, San Martín and O’Higgins entered Santiago to a heroes' welcome. While the war for independence would continue for several more years, Chacabuco was the death knell for Spanish colonial prestige in the region

Maipo (5th April 1818)


The Battle of Maipo (or Maipú) was the decisive engagement in the Chilean War of Independence, effectively ending major Spanish control over the heart of Chile and securing the nation’s sovereignty.
Following the Patriot victory at the Battle of Chacabuco in 1817, the Royalists retreated to the south. However, the Spanish launched a counter-offensive under General Mariano Osorio, who successfully ambushed Patriot forces at Cancha Rayada in March 1818. This surprise defeat sparked panic in Santiago, as the Patriot army suffered heavy losses and retreated in disarray. Despite the chaos, General José de San Martín and Bernardo O’Higgins managed to regroup the remnants of the Army of the Andes and the Army of Chile. By early April, they positioned themselves on the Maipo plains, just south of the capital, determined to make a final stand against Osorio’s advancing Royalist troops.

On April 5, 1818, the two armies met. San Martín deployed his forces on a ridge, utilizing a strong defensive position.
 
Patriots: 4 x Column Infantry, 1 x Disciplined Heavy Cavalry (Horse Grenadiers), 1 x unreliable Artillery
Royalists: 1 x Column Infantry (Lights & Grenadiers), 2 x Line Infantry, 1 x Disciplined Line Infantry (Burgos), 1 x Light Dragoons, 1 x  unreliable Artillery

Patriots (Attackers)

Column, Horse Grenadiers (D), Artillery (U)

Column

Column

Column

Column

Line

Line

Line (D), Light Dragoons, Artillery (U)

Royalists (Defenders)


The engagement began with a heavy Patriot artillery barrage, followed by a fierce infantry struggle. The Royalist centre held firm initially, putting immense pressure on the Patriot lines. The turning point occurred when San Martín ordered a massive charge by his reserve divisions. This fresh assault broke the Royalist left flank. As the Spanish lines crumbled, they retreated to the Lo Espejo farmhouse, covered by the veteran Spanish Burgos Battalion, where a final, bloody resistance took place before they were completely overwhelmed.

The Patriot victory was absolute. Most of the Royalist army was killed or captured, including several high-ranking officers. The defeat destroyed the Spanish capacity to launch further large-scale invasions of central Chile, allowing San Martín to shift his focus toward the liberation of Peru. Maipo is a cornerstone of South American independence, marking the moment Chile’s status as a free republic became irreversible.

Tuesday, 12 May 2026

Mammoth For Lunch

One of the nice things about working from home is that if I feel the desire I can set up a quick game to play at lunchtime. And that's what I did the other day.

I chose Palaeo Diet, because it's quick to set up and satisfyingly relaxing.

Long-time readers will know the drill here. We start the adventure with some hapless wildlife - in this case a trio of mammoths.


And here are the hunters. There's actually four of them, but one with a bow went far out to the left. This trio had one man with an axe and two with spears.


As ever the job of the hunter with the bow was to detach one mammoth from the herd. This he did by howling at first and then by shooting at the hunt's chosen target.


An overview. The terrain (randomised) was very open. The other hunters were closing in on the mammoth now that it was no longer supported by its companions. 


The axeman skipped in behind the mammoth to goad it a little further past the thicket, but it turned and charged him. Surprised he ducked out of the way and dealt the beast a mighty blow with his axe. 


This attracted a nearby predator - a terror bird. But a single arrow loosed in its general direction caused it to flee, never to be seen again. 


The wounded mammoth roared angrily and the hunters backed off. 


But they closed in again. The first hunter to attack it with a spear simply made it very cross, and the hunter was unfortunately gored by the pachyderm's tusks. 


The second spearman was luckier, with his throw finding the mammoth's vitals, dropping it.


So a textbook separation from the herd was spoiled by the mammoth being particularly aggressive and the loss of a hunter. But some lucky attacks saw it brought down. The tribe would have their lunch.