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Thursday, 25 February 2010

DBA 15-19K Imperial Japanese vs Samurai


Well here we go again, Jack & I watched another film and ..... 

This time it's 'The Last Samurai' that gets replayed in the Fazzy Abode.  Jack took the nasty Imperial Japanese forces & yours truly the 'heroic', 'righteous' Samurai.  To make play interesting, we had a few house rules, otherwise the Samurai would be simply 'blown away' by the Rifles of the Imperial forces.

First any Samurai element would 'quick kill' any Rifle in close combat.  All Rifles would have a +3 Combat factor.  Any Samurai element could take another move for an extra PiP.

So off we go, the Imperial forces would be required to kill all 7 Samurai elements (the 5 Blades & 2 Cavalry).  The Samurai could grab a victory by destroying TEN Imperial elements OR the evil Imperial General.  TOM would be present, as a Cavalry element & get another +1 modifier.   Katsumoto would lead the Samurai as the General.  The Samurai Army would ge a +1 factor when sheltering behind defences.



The mighty Imperial host form up to attack the Samurai



The Samurai defences.



Forward go the Imperial soldiers.

Lets get ready to RUMBLE....


RaHOO! First blood to the Samurai....

Boo.. down goes a Samurai element.

Come on lads...!!



Those pesky Rifles!!!

Jack sends in the lot.

Down goes an Ashigaru element.

Bows creep through the marsh & the Cavalry gets ready.



I withdraw the Samurai in the centre back to the Rice paddies.

Jack attacks the defences...

RaHOO! A result, down goes a Rifle to the Peasants.

Strong defence from the Ashigaru.

In goes some Samurai....

I ready the Samurai attack in the centre...

Get in there! Another Imperial casualty...

Boo... those Rifles again.

Good PiPs for Jack & he prepares his forces.
The Gatling Gun takes a good position.....

Jack sends in the troops with a mass bayonet charge...

Roll a 1, Roll a 1, Roll a 1....

YES!! More Imperial casualties, could the Samurai pull off a superb victory..?

In go the horsemen again.

Katsumoto sees an opportunity.

Another Rifle falls to the Samurai!

Jacks had enough & sends in the Imperial Cavalry.

I don't like that Gatling Gun up on the hill...

No! The brave Ashigaru bite the dust...

Katsumoto's Charge!

Tom's getting stuck in.

The clash of Horsemen, who would win through....

NO! NO! NO! NO! Katsumoto is mown down...

Perfick.......... uuuuaaaaaaaarrgggghh.

Come on!!!

Jack responds & down goes another Samurai...

Two Samurai elements left!! 

AAArrgh! that Gatling Gun is major pain....

WWWWWWAAARGGHHHHH!! Come on Tom...

In yer go!!!



Yer joking aren't yer!!  Jacks laughing, he grabs victory....

Friday, 29 January 2010

DBC British vs Zulus - The Battle of MBoto Gorge

Right here we go, The Battle of MBoto Gorge, DBC style.  1879, the British invade Zululand, a column under the command of General Cholmondley-Warner heads for MBoto Gorge.  Scouts inform the hapless General that a sizeable Zulu Force is waiting.....

The Brits (me) would approach from the North East and head towards the gorge. The Zulus (amy) would have the main force on the table, however she would also have some forces off table that would arrive in a few rounds.  DBC allows the Native player a random amount of extra forces, keeping the British off guard...


The initial set up

View from the main Zulu force.

The long British column.

Lancers & Mounted Police guard the flanks.

We're off, quickly I try to arrange a defence.

On come the Zulu's.

Zulu Shooters sneak up...

Ooops back go the British Skirmishers.

Oh.. I send out the lads to deal with the pesky Zulu Shooters.

Oh Hoorar to the British!

ZULU! On come Amy's extra forces...!!

OH! More Zulu's arrive....!

The British are confident of success!

However the Gatling Gun comes up short - 600 Paces range.

The Mounted Police deploy to slow up the Zulu's. 
In DBC, Light Horse can shoot & evade...

The Zulu's close the gap.

In DBC you can have 'Heroes', a few snazzy rules for the classic Victorian British 'Errol Flynn' type.  Off goes Captain Nolan to 'Thrash the Natives'!

Pot shots at the Zulu.

The British form a defensive position.

More Zulu's fall to the British Rifle!

In goes Captain Nolan, kills some natives & withdraws earning 1 Victory Point for the Brits...

ZULU! ZULU!

Even though DBC has rules for forming a square, I come up with another formation. 

Come on, those Lancers are waiting.

The Zulu's close with the Light Horse, but I succesfully Evade...

General Cholmondley-Warner pitches in.

The Zulu's pile in!

The British Guns ring out, but on comes the Zulu!

Pips elude Amy on this side of the Battlefield.

Bah! A British casualty.

Just when I place my faith in the best piece for 'mowing Zulu's'......
The Dice come up in the same old style!


Quickly I form a tighter defence line...

But the Zulu's close....!!!

Captain Nolan joins the Lancers & ready a charge...

More Zulu's

On they come, will the Brits survive...?

Amy's laughing, I'm crying.... AAAAAAArrgghhh!!! GAME OVER...


A typical result, I curse my luck, but do wish I'd formed a 'proper' square earlier....

The DBC rules worked very well, I like them.  They do make the game easier for the Native player as Natives Quick Kill Rifles on a winning a combat - in the DBA 1500-1900 Extensions it's the other way round...  I liked the Hero optional rules, it's adds something else, a bit of fun.  I also liked the 'Evade' rule, it worked well.  All in all, we recommend the DBC rules... Well done to KISR!