Showing posts with label Old Glory. Show all posts
Showing posts with label Old Glory. Show all posts

Monday, January 14, 2013

63. Hoodlums and Thieves

I finished painting up some 28mm Old Glory / Blue Moon Manufacturing figures recently, and thought I'd post them here to be seen.

These are from their Robin Hood sets called "Adventures in Sherwood Forest."  First up we have the box set of 12 figures, "Robin Hood's Men."  These were fairly nice and easy to paint.  I went with very obvious forest-y colors, three shades of green in particular.  The men are not armored, not even quilted as far as I can tell.  All of the Merry Men are armed with long bows (as seems appropriate), with the exception of two who are instead armed with quarterstaffs.  Most of the bow-armed men also carry swords; most of those are scabbarded, but two men have their swords drawn.  Three of the bowmen have arrows nocked and ready to fire; three have already let their arrow loose; one is readying his bow; and the last is just truckin' along with bow in hand, not particularly worried about anything.
They look mighty merry, don't they?
Merry from behind.  Wait, that doesn't sound so good....
This is from the Blue Moon website, and the cover of the box.  That guy on the lower left with the staff reminds me very strongly of someone from the "Where's Waldo" series of books.  Maybe...
...he's the Wizard Whitebeard, in disguise!
O.K., moving on.

Next I painted up the hero of the hour himself, Robin Hood.  Beside him is his love interest, the lovely and charming Maid Marian; then the man who was to marry the two love birds, Friar Tuck; and his best man, Little Johnlink to the blister pack
Robin doesn't have his trademark hat, and he doesn't look at all merry.
Nope, still not merry-looking.
This is from the Blue Moon website, again.  I'm not sure why they painted Robin in red; seems like it would make it pretty difficult to hide in the forest.  However, it does make him easy to differentiate on the game table, especially since all of his Merry Men are dressed exactly the same.  Nonetheless, I persevered and painted him in Merry Man clothing; but he'll be easy for me to pick out:  he's the least merry-looking of them all!
I also have to wonder why Blue Moon sculpted Robin holding a sword.  I realize he was an accomplished swordsman, but he is mainly and primarily known as a magnificent archer.  This figure does have a bow, but it's not prominent at all.
 

So that's the good guys sorted, how about the bad guys:  Prince John and the Sheriff of Nottingham.

Wait.

You mean the bad guys are the duly-constituted, official government figures?  The ones who serve the public interest by acting as Sheriff with an official police force?  The leader of the country, viciously slandered by history?

And the good guys are the ones who rob from the rich and give to the poor?  O.K., that part sounds reasonably good, but who decides who's rich and who's poor?  How rich is rich, and how poor do you have to be before you're not rich anymore by this arbitrary reckoning?  And what if that poor person IS poor but they've got cell phones for everyone in their household, three TVs, a computer and two cars?  Are they still poor?  Why does Robin get to decide, and who put him in charge?

O.K.  Deep breath.  I think this has gone beyond the scope of this blog's pretense.

Where was I?  Oh yes.  The Merry Men's opponents.  We'll just leave it at that, shall we?

First, the Sheriff of Nottingham's Men, another box set of 12 figures.
Chainmail, swords, determined looks.  Yep, they don't look merry at all.
I have nothing to add here.
From the Blue Moon website.
I wanted a color that would contrast well with the greens of the Merry Men, and while I liked the quartered black-and-white paint job of the Blue Moon site, I wanted color.  I thought, well, they represent the King (ie, Prince John) so what better color (in lieu of knowing the "real" color) than a royal color:  Purple!

And last but not least, the King's right hand man, the honorable Sheriff of Nottingham; Sir Guy (of Gisborne)His Royal Highness, Prince John; and the Abbot of Black Canons.  link to the blister pack
The Sheriff is holding what I assume to be the tax chest, full of ill-gotten gains.  I had absolutely no inkling of who the Abbot of Black Canons was, so I painted him similar to Friar Tuck, only with a white cloak (note the subtle irony of color there!  Bwa-ha-haa!).
That subtle irony of color is even more apparent here.
From the Blue Moon website.
The biggest problem with these figures -- all of this range, that is -- is that the sculpting of the faces is not the best.  The rest of the figures are pleasant enough to paint, with sufficient detail to satisfy, but not so much that it takes ages to finish.  They are a splendid range for the tabletop.

One thing I did notice is that whoever scultped these knows nothing about actually shooting a bow and arrow.  Go back up and look at the Merry Men, specifically at the ones with the nocked arrows.  You'll notice that the arrow is on the same side of the bow as the hand pulling it back.  It should be on the side of the hand holding the bow.  Very basic.  Kind of funny, really.

Blue Moon has one other blister pack of four figures:  Alan Dale, Will Scarlet, Much the Millers Son, and The Happy Minstrel.  However, I didn't get those so can offer no opinion on them.

Considering that the extent of my knowledge regarding the Robin Hood mythos consists of...
 
...and...

...I'd say I did fairly well!

Thanks for stopping by and taking the time to read this far.  As a reward for your persistence, allow me to present the obligatory battle scene!

A peaceful and tranquil meadow in Sherwood Forest (perhaps 100 acres in size) is disturbed by a fierce fight!  At last the forces of Good have caught the forces of Evil, and they prepare to administer a mighty thumping.  Which side is which?  I leave it to you, gentle reader, to decide....

Thursday, November 29, 2012

61. You Make the Call!

My friend, Tom, and I recently played our home-brewed Rorke's Drift rules with my 15mm Old Glory figures.

The game is designed to end after 24 turns.  The following two pictures are of how the game ended.  There are no more Zulus on the table (excepting 6 men with rifles, who were too far away to do anything).  The British lost 33 men of 62 starting.

I would like my readers' professional gaming opinions on whom they believe to be the winner:  the British or the Zulu.

Tom and I both agreed on who we think the winner to be.  Not that it matters, but I was playing the British side and Tom the Zulu side.  I am purposely leaving out any references to the rules we used, in order not to bias your opinions.

Just look at the troop dispositions in the photos (which will enlarge if you click on them), and tell me who you think should be declared the winner.

Please leave your comments below, and thanks for taking the time to look.


 

Tuesday, June 26, 2012

57. Beware the Headless Horseman

A long time between updates, as usual.  Work, family, life.  So the story goes, and so it will continue.

I began work on these figures from Blue Moon Manufacturing way back in April.  I first painted the five adult men, then the four women and one child, then the two horsemen.  I spent roughly 8 hours on the men, 11 hours on the women/kid, and 8 hours on the two horsemen, for a total of 26 hours over nearly 3 months.  That works out to about 2 hours per figure, which is blazingly fast for me.  In years past, I used to spent 8 hours painting a single figure.

I guess I've adapted to assembly line painting, of a sort, in that working on five figures at a time even though they are not identical allows me to paint more quickly.  My main problem is simply not finding/making the time to paint.  Even 30 minutes a night can help me really whittle down the pile of unpainted lead.

I persevere.

It should be noted that the pumpkin-headed horseman is not part of the Blue Moon set #6 "I'm Loosing My Head Over You," from their "Things That Go Bump in the Night" series.  (And yes, I'm embarrassed for them for their perpetual misspelling of 'Loosing.'  If you don't know why, please look it up.)

First up, we have the menfolk of Tarry Town, in the little vale of Sleepy Hollow.
Ichabod Crane on the left; Abraham "Brom Bones" Van Brunt with the sword; Baltus Van Tassel the wealthy farmer on far right.  At least, this is who I assume they are.  One of the other two may be Hans Van Ripper.


Next, the womenfolk.
Katrina Van Tassel is in the blue dress, looking very pretty.  The other figures are, to the best of my understanding of the story, "extras."  I painted the red-head as a young maid, and figured there should be an old maid too.  The "lady" with her hands raised menacingly screamed to become a vampire, so I can use her in other genres too.  The kid may well be the author of the story, who writes, "I recollect that, when a stripling, my first exploit in squirrel shooting was in a grove of tall walnut trees that shades one side of the valley."  It's good enough for me!



And last but not least, the star attraction:  the Headless Horseman.
The Galloping Hessian on his black stallion; he is also called a goblin rider, and a spectre.  He was muffled in a cloak, and carried his head in his hands (which seems later to have been a pumpkin).  There is no mention of a sword.  I should say some poetic license has been taken with his appearance here.  I am not complaining!  This is one cool-looking headless dude.
A better angle to show his bloody neck.  Eeeewww, gross!

When I was buying this set, I decided to also pick up Ragged Jack (who is, interestingly, listed in their Pulp Characters section.  That's as good a section as any, I guess, but I don't initially see him as the Pulp style).



Their website comes with a downloadable free scenario to use Ragged Jack in with their Sleepy Hollow set.  Here is a quote from the website:

"Showdown in Sleepy Hollow!  An exciting new pair of linked Scenarios for Chaos In Carpathia where Ichabod Crane and the stalwarts of Sleepy Hollow must pit a fiend against a fiend, hoping that the Headless Horseman can save them from the new menace of Ragged Jack!"

I have yet to play said scenario, but it sounds plenty cool.  I've never really thought of the Headless Horseman as the Good Guy.  I guess it's a case of the Devil you know versus the Devil you don't know.
Clash of the Titans

Thanks for reading, and watch out for the Headless Horseman!  ('Cause he can't watch out for you, being headless and all....)

Saturday, April 21, 2012

56. A New Form of Evil

All I can say is, Calvin would be proud.
The Snowmen...are angry.
Civilization's last hope:  the children.
No quarter given, no mercy asked!  Good vs. Evil.  Or perhaps, it's the Only Slightly Naughty vs. Evil.
There is one thing that all Snowmen fear....
These are Old Glory / Blue Moon Manufacturing's Winter Fun set #1.  They were my choice for joining the Old Glory Army last year.  The Snowmen are made of resin and, though large, are very lightweight.  Personally, I think they are a little too large compared to normal 28mm figures, especially when these others are supposed to be children figures.  They tower over even the adult male fig from the "Mummy" scenario box from Blue Moon.

Still, they were fun to paint.  The Snowmen and the kids had an adequate amount of detail on them, not too much but enough to make them interesting to paint.  I will admit, I thought the Snowmen would be super-fast for me to finish, but it took me much longer than I expected.  When you're dealing with so much white, you really have to make sure the lines are crisp and clean.

They also come with their own rules, "Snowman Wars," which is a simple little black-and-white booklet with some artwork and spelling errors.  I haven't played them yet, but they're straight forward enough to be able to play fairly quickly.  The only problem I have with that is I don't have nearly enough winter scenery; what you see in the pictures above is it!

Thanks for reading!

Wednesday, February 15, 2012

52. I Want My Mummy Again

Today I have a simple update, merely a couple of new pictures.  After this exchange on The Miniatures Page, I found and purchased a can of Testor's Dullcote.  I then sprayed my Blue Moon Mummy figures again.  This is how they turned out.
Still looking formidable, After Dullcote.
Still scared, After Dullcote.
For reference purposes, this is Before Dullcote.
This is Before Dullcote.
I find them much more pleasing.

Sunday, January 1, 2012

51. I Want My Mummy

It was time for a change of pace.  Although, technically, the action still takes place in the same desert as my last battle report, but any way....

These figures are from the Blue Moon Manufacturing line called "Things That Go Bump in the Night."  This is Box 4:  "I Just Don't Feel My Age - A Mummy Scenario."  They also have vampires, werewolves, and Frankenstein's monster, among other favorites.

They are very nice sculpts, and very clean castings, too.  It took me a long time to paint them because I was away from my painting table for long periods of time (days at a stretch).  The actual total painting time for all these figures was around 16 hours, but that was spread over around two months.  Interestingly, the bases are part of the casting; each is one single figure.

They have a slight shine to them due to me using a can of spray I won't use ever again.  I've hit them twice with a matte dullcoat, but the shine is still there, although it is diminished somewhat.  Sometimes, though, you just have to move on.  If I spray them any further, they'll all be two inches thick with matte-y fuzzy over coats!

In this particular case, the matte spray I used (for the first time, I should add) turned out to have a "satin" sheen to it, and the matte spray I bought to replace it just can't quite seem to cover it up.  Drat it all!

My usual technique after painting is completed is to use spray gloss to protect the miniature, then after that dries to use a matte spray to take away the gloss.  Gloss tends to protect longer from chipping or dropping damage than matte alone, but I prefer the matte look.  I then go back and touch up the parts that ought to be shiny with a brush-on liquid gloss (gun barrels, shovels, etc).

I also think spraying too much of either magnifies the highlights and reduces the painted shadows, which lessens the beauty of the paintjob.  They looked much less stark before the spraying; the blending was better, if I do say so myself.

So that can of so-called matte spray goes in the trash.  The gloss is close behind it.

At any rate, the box comes with a one-page (front and back) set of quick start rules for the Goal System series of rules available from Old Glory/Blue Moon.  This is a very basic introductory set of rules (my box didn't include the sheet, which is just a mistake as another box I bought does include it; but it is a free download from the Blue Moon website).  It doesn't have stats for every single figure in the box, and quite frankly I'm a bit confused as to which figure is which per the stats they do give, but overall it's easy enough to make work.
The Villians and the Hired Help.

A rear view.

Our Heroes and Heroines.

A rear view.

I felt the sculpting was quite good on these figures.  The look of terror is very evident on this guy!
Of the two on the left, one is "Mahsoud, Evil Egyptian Priest" and the other is "Hassan, the Priest’s Bodyguard" but danged if I can tell who is who!  The others are two of the "Arab Diggers."

The girl is probably the "Scholarly Treasure Hunter" because she's listed as a 'she,' plus she's got a Book Written in Blood!  The man is the "Expert Treasure Hunter" because his stats give him a rifle.

Fire is probably the best weapon against Mummies, in my opinion.

The sarcophagus actually has the detail you see painted here, inscribed on it.  I told you these were fine castings!  The man is the "Aristocratic Treasure Hunter" because his stats give him a shotgun and he's the only figure with a shotgun.

A close-up view of the contents of the sack:  priceless scrolls and gold!
They were a real pleasure to paint up, and I look forward to my next box:  The Headless Horseman!

Until next time, thanks for looking, and have a Happy New Year!

Monday, December 26, 2011

50! Death in the Desert, finale (Part 2)

(A full review of the Pith Helmet 2 rules can be found at a previous post here.  There is also a download link on that page if you want a copy of them for yourself.)

The posts leading up to this one can be found here and here.

As Turn 12 begins, the tactical situation is as follows.  The Arab forces have been almost completely wiped out as a viable fighting force.  However, the French side is not home free, as there is still one full-strength Arab unit blocking the way off the table.  If this unit is able to get into contact with the Professor and his native bearers, the French could lose the game.

So, we begin:

Turn 12:
Action Points:  FFL, 3.  Tir.Alg., 2.  Professor, 4.
Spears, 3.

Professor Trouver drew a Queen for first activation, and the ability to use one Action Point.  However, seeing as how his precious artifacts may have been damaged, and that pesky Arab force is between him and his escape, he decided to pass his turn.

Next, those self-same Arab Spears activated, with the ability to spend all of their AP (3, this turn).  My problem, as the Arab player was complex.  I wanted to get into contact with the Professor's group, but I didn't want to risk moving through the intervening Rough Terrain.  I also didn't want to move around the right flank as this would put me squarely in the sights of the Legionnaires.  My only option was to move around the left flank, towards the Tirailleur Algériens, hopefully forcing them to run far enough away to let me get to the native porters.

Accordingly, I advanced the Spears 9" in Mass formation around the left flank.  Per the rules, I stopped at 10" from the Tirailleurs, forcing a Reaction check by them.  This could work well for the Arabs, as the Tirailleurs had fewer APs than the Spears did.
Turn 12:  "Who's got the fewer number of guns to shoot us?  O.K., we'll head left."
The Tirailleurs rolled versus their Coolness of 75, needing equal to or less than that number.  The d100 roll = 01!  That's pretty darn cool.  It's damn chilly.  In fact, I think there was a little frost on the sand dunes just then.  The Tirailleurs fired in reply to the suddenly-appearing Spears.  However, only 6 men could actually see the Arabs due to the terrain, so their overall effectiveness would likely suffer.
Peek-a-boo!  I see you! 
With a Probability of Hit (POH) = 60 (after all modifiers), I needed that or lower to inflict damage.  The d100 roll = 66.  Miss!

As I mentioned in the previous write-up, merely being shot at necessitates a Reaction check, so accordingly the Spears rolled versus their own Coolness of 75.  Their d100 = 11.  Pretty darn cool, too.  They would fire in return.  However, only 1 pistol and 2 rifles had Line of Sight (LOS) to any Tirailleurs, so their own firing would likely suffer as well.  Their POH = 20.  Not a lot.  The d100 roll = 53.  Big miss.

Again, the Tirailleurs React.  C = 75.  d100 = 08.  Very cool.  The whole desert is turning into an arctic zone.  Talk about climate change!  What global warming?!  They fired in return.  POH = 60.  d100 = 85.  Another miss.  (Both sides seem to be very Cool under fire, but terrible shots!)  They now have zero AP.

And finally, the Spears are forced to spend their last AP in Reaction.  C = 75.  d100 = 76(!).  So close, missed by one!  Not only do they fail their Coolness, but since it's an even number they must Retreat 2d10" = 4", Shaken, and lose 1 extra AP (if they had any; they are now at zero anyhow).
"Run away!  Run away!"  The Spears Retreat.
Hmm.  Well, that didn't go anywhere close to according to plan.  The Arabs were successful in draining the Tirailleurs of the Action Points, but lost all of their own as well, and ended up retreating instead of driving away their enemy.  What's the old saying about battle plans not surviving contact with the enemy?  If the Spears had only passed their last Coolness check and fired, then the Tirailleurs might have been Shaken, which next turn could have been of benefit.  But, alas, t'was not to be.
When figures Retreat I face them away from the enemy; when they Fall Back, I leave them facing the original direction.
With that little exercise in futility out of the way, I turned to the French side.  They could used half of their units, for all of their AP.  Since the Tirailleurs had used up their AP already, this greatly simplified my choice of what to do.  I would activate the Legion!  (Am I a great general, or what?)

It was time to get the Legionnaires into a better position, quickly, in order to take advantage of the Arabs' situation.  The Lt. had his men reform into an Open formation and advance 9", which brought them into a better view of the Spears.  They then fired from 14" away.
It's time to get some use out of these guys.  Re-form into Open formation, please.
While the Legion has LOS to the Arabs, they really needed to get closer in order to capitalize on the Arabs' bad luck.
The Legion has advanced 9".
"Legionnaires, ready, aim, fire!"
Three men technically did not have LOS to the Spears so the total number firing was reduced by that amount.  The end result was that their firing caused one casualty.  Yes, one.

The Spears, being already Shaken and out of AP, did not React and spent no more AP.

There was no mêlée.  For the Morale Phase, I drew cards for the one guy from the Spears in the Rally Zone.  He returned, safe and sound.  For the Spears' Morale check, necessary because as a unit they were Shaken, their M = 75.  Their d100 = 54.  They returned to Normal.

Great job, Legion, taking advantage of the Spears' bad luck.  Really, really great job.

Turn 13:
Action Points:  FFL, 4.  Tir.Alg., 2.  Professor, 4.
Spears, 4.

The Spears drew first activation.  The Arabs still had hopes of driving off...somebody...with the 1 AP they were going to spend.  Stuck out in the open, with only 1 AP to use, they did what any self-respecting Arab Spearmen would do:  they advanced towards the Legionnaires, once again hoping to force the issue.  This time, both units involved had 4 AP.

The Spears moved less than 9", stopping at 10" from the Legion.
هجوم ("Attack!" in Arabic)
Turn 13:  Another view of the tactical situation, so you can see all the relative parties.
The Legionnaires React.  C = 90.  d100 = 34.  They fire!  The whole unit has LOS.  After modifiers and d100s, their shooting causes 4 casualties.  That's more better!
This is going to hurt.
Funny how the ones at the back always die first....
The Spears React back.  C = 55.  d100 = 85.  They fire at half their ability.  Due to their maneuvering (ie, their running away) the individual figures had gotten moved around a bit, and when I tipped over the 4 casualties I purely and accidentally tipped over the two of the figures carrying rifles.  Now, I generally play WYSIWYG, so their firepower was greatly reduced.  That will teach me to pay more attention next time!
They look very intimidating.
"C'mon, men, they don't look that tough!"
In the end it didn't matter much:  they needed 15 or less, they rolled 96, so they missed.  They then fell back 1d10" = 2".
"I guess they weren't that tough after all."
The Legion then Reacted by not Reacting and spent no AP.

I felt the Legion needed to continue to push their initiative so they fired again.  This is when the Spears' gamble to burn the Legion's AP failed.  After d100s were rolled, the Legion caused 2 casualties, one of which was the Spears' "Officer" (one of the die rolls ended in '1').  Now when the Spears Reacted, they had to use their "NCO's" leadership value of 60 or less instead of their "Officer's" value of 75.  They rolled 52.  If the "Officer" were still there everything would be fine; unfortunately, this result forced them to Retreat 2d10" = 4", Shaken, and lose 1 extra AP (now at zero).
This is the only picture I took vertically.  Isn't that interesting?
There was no mêlée.  For the Morale Phase, I drew cards for the Spears:  the "Officer" returned plus 2 others, but 4 died.  As they were Shaken I rolled for their Morale check:  M = 67, d100 = 49.  They returned to Normal.

Turn 14:
Action Points:  FFL, 3.  Tir.Alg., 3.  Professor, 3.
Spears, 3.

The Spears drew highest card and could spend 1 AP.  Feeling that the Legionnaires were perhaps a trifle too tough, and still hoping to get at the soft chewy center of the Professor, the Spears advanced 9" in Mass formation towards the Tirailleurs, stopping as usual at 10".
Turn 14:  Go left, go right, go left.  Make up your mind!
(As I mentioned last post, this is before I realized the alternative tactic of charging from outside of rifle range.  But really that would not help here:  if the Spears didn't move somewhere they would be shot by the Legion; but with only being able to spend 1 AP there was not much the Spears could do; they would not be able to just sit there and wait for the Mêlée Phase.  So once again I was hoping the Tirailleurs' Reaction would get them out of my way.)

The Tirailleurs Reacted (C = 75; d100 = 93) by firing at half strength.  Only six figures had LOS, so their POH = 30; d100 = 17.  1 casualty.  They then Fell Back 1d10" = 7".

Uh oh.
...and now the Porters are easily accessible.  Thank you, once again, Tirailleurs!
"See, we just have to swing around that little sand dune and we win!"
However, the Spears now had to React to the Tirailleurs' fire.  This was crucial.  Falling back and/or Retreating now would be disastrous for the Arabs.  Coolness = 75, d100 = 23 meant a result of Fire, but since I only had pistols that meant the enemy was out of range; so I was able to advance the Spears 1d10" = 6", which ironically put them 11" away, thereby not forcing a Reaction.  Whew.
"Just a little closer.  At least those mean and nasty Legionnaires can't see us to shoot us anymore."
However however, the Spears had now "shot their load," so to speak, and had used up their 1 AP.  It was now the French side's turn.

The Lt. wisely had the Legion advance 2 AP's worth, or 18", in Open formation, behind the Spears, and stop at the 10" mark.
"You know, this long war might finally be over soon."
The rules state, "A unit must stop if it comes within 10” & LOS of the enemy."  They further state that a Reaction occurs whenever "An Enemy Unit Moves to within 10 Inches of the Unit."  Personally, and maybe this needs to be a House Rule for me, but how can a unit React to something behind it?  It has no LOS.  It's funny that the Active unit can continue moving to closer than 10" if it can't see the enemy (behind a wall, for example) but per the letter of the rules the enemy unit would React anyway.  At any rate, depending on the Reaction, the Arabs might not be able to do anything as they would not have LOS to the Legion.  I'll have to think on this some more.  Any thoughts would be appreciated in the comments section.

So let's see what happened.

The Spears rolled for their Reaction:  C = 75, d100 = 57.  No Reaction, no AP spent.  (See?  All that worrying for nothing.)
Proof the Arabs don't have eyes in the back of their heads.  Otherwise they'd be really worried right about now.
And not to forget him, but the Professor, finally realizing that the men send to protect him kept removing themselves from that position quite frequently, moved 9" away from the Spears.  I don't know why I didn't have him move his full 3 AP.
"We're walking, we're walking, we're walking."
There was, finally, a Mêlée Phase.  Astute readers may have noticed I held back one AP for the Legion; they didn't fire immediately after moving.  I wanted to ram the point home--with a bayonet!  I also decided that the Spears wanted to charge the only unit they could see, which was the Tirailleurs.

Which charge occurred first might well be the game-deciding factor.  I drew cards to determing the order of charges.  The Spears drew a 4 of clubs; the Legion drew an Ace of hearts.
More cool action shots.
The Legion would charge first.
"Fix...bayonets!"
They charged 9" + 1d10" = 15".  Then the Spears Reacted to being charged.  Their C = 75, their d100 = 17.  The result was "fire, then stand and fight."  As they were unable to fire at their attackers, what with being charged from the rear and all, the Legion crashed in with bayonets glinting!  It didn't appear that the Spears would be charging after all....
This is going to be brutal and messy.
A right vicious bloodletting.
For the mêlée the Legion had a total bonus of +4 (+1 for bayonets, +3 for attacking from the rear [on the first turn only]).  The Arabs had a total of +2 (+1 for having spears [on the first turn only], +1 for the Legion being in Open formation).  This meant that after the first turn, both sides would be evenly matched in bonuses.  Hmmm.

The first round, the Legion won 15 red to 12 red, but the Spears' "Officer" redrew.  Too bad he only drew a 5.  Three Spears went to the Rally Zone.  The "Officer's" stick-his-neck-out roll indicated he was safe.

Round two:  the Legion won 11 black to 3 black.  Again, the Spears' "Officer" redrew, this time with an Ace black.  Now the win would go to the Spears by 1, so one Legionnaire dropped out.  However, even though the Spears won, the "Officer's" safety roll sent him to the Rally Zone!  Now the Spears had only their "NCO."

Round three:  the Spears won 9 black to 3 red.  This meant 6 Legionnaires would drop out; the Lt. deemed this unacceptable so re-drew a 10 red, which gave him the win by 1 (to the Rally Zone).  What's more, the Lt.'s safety roll was successful.

Round four:  the Legion won Queen black (11) to 2 black.  This would send 9 Spears to the Rally Zone; the "NCO" deemed this unacceptable so re-drew a 7 (8) black.  Only three were sent to the R.Z., and the "NCO" was safe.

Round five:  Tie!  One from each side dropped out.

Round six:  the Spears won 3 red to 2 black.  One Legionnaire packed his things for the Rally Zone.

Round seven:  the Spears won 10 black to 9 red.  One Legionnaire dropped out.

Round eight:  the Spears won again 9 red to 6 black.  This was getting worrisome, so the Legion Cpl. re-drew a 4 red (becoming a 5).  I hadn't wanted to risk the Lt. again, but since the Cpl. came up short, I felt I had to.  The Lt. then re-drew with an 8 red (becoming a 9).  The Spears still won, but only 1 Legionnaire went to the Rally Zone instead of 3.  The Cpl.'s safety roll left him safe, but the Lt. was not so lucky and was sent to the Rally Zone!  Talk about wasted effort.

Round nine:  another Tie.  One each dropped out.

Round ten:  the Spears won with an Ace black to 3 black.  Yikes.  The Cpl. re-drew an 8 black (becoming a 9) so only three Legionnaires dropped out instead of eight.  The Cpl.'s safety roll was successful.

Round eleven:  believe it or not, despite all the losses the Legion had taken, they now outnumbered the Spears by 2:1, so gained a further +3.  The Spears card draw was a 10 black (11) to 8 red (becoming 12), giving the Legion the win when they otherwise would have lost the round.  One Spearman was sent to the Rally Zone.

Round twelve:  the Spears won with a Jack red (11) to 3 red (7).  The Cpl. re-drew a whopping 4 red (becoming an 8).  Three Legionnaires were whisked off to the Rally Zone.  The Cpl. was safe.

Round thirteen:  lucky turn 13.  It was a tie card draw, both Kings.  However, the extra +3 gave the win to the Legion by 3 (red).  The Spears' "NCO" attempted a last second save with a re-draw, but only managed a 2 red (becoming a 3).  Three Spearmen, all that remained including the "NCO," went to the Rally Zone.
After all the dust had settled.
Not a lot of places for the Arabs to go....
The Foreign Legion won the mêlée!  Eight men remained.  The drop-outs from the Spears Retreated 3d10" = 17" in Open formation, Shaken.  After 7" of movement this meant they were about to leave the table, giving them a last ditch Morale Check.
The Spears disappear into the horizon.
Their M = a dismal 25 (no leaders, as they were all in the Rally Zone, and I hadn't begun the Morale Phase yet to see if they would return); their d100 = 04!  Still cool customers.  They returned to Normal and remained on the table.  However, attempting to retreat off the table is considered (according to prior personal consultation with the author of the rules, Don Bailey) being unable to Retreat, and what's more there was 10" of movement left when they encountered the table edge.  This meant that 10 of the 5 figures were sent to the Rally Zone; in other words, all of them.  (For more on not being able to retreat, see the last posting and the Rifles in the sand dunes....)

I now did begin the Morale Phase.  For the Legion, the Lt. remained in the Rally Zone...again.  This was getting to be a bad habit with him.  As for the rest, 3 died and 2 returned.

The Spears were going to be a bit more complicated.  I had drawn so many cards for the mêlée that I had to shuffle the deck in the middle of the Spears checking.  Their "Officer" and "NCO" were not killed.  But with the parent unit not present, the draw was different:  4 died, 2 were captured.  The "NCO" and one other would return to any leader, but all the rest (6 including the "Officer") Routed and were removed from the game.


I could easily have declared victory there for the French forces, but since the "NCO" and one other figure would return to "any leader," I figured that leader could be the "NCO" himself!

So two figures returned/remained from the mighty Arab force.
"C'mon, we can't quit now.  Victory is just around that sand dune!"


There were no Morale checks to make.


Turn 15:
Action Points:  FFL, 4.  Tir.Alg., 4.  Professor, 4.
Spears, 2.

The Spears won the card draw and would be able to use all 2 of their AP.  As the Arab player, I still might be able to squeak a partial win, if I could just kill a porter or the Professor.  Accordingly, I advanced them in Open formation (yeah, right, like you can tell with only two guys) into the Rough Terrain 9" worth.  Luckily they passed their R.T. roll.  They stopped when they came into LOS of the Professor and his men (which actually put them at less than 10").
"Now, Abdul, we strike!  Throw your mighty spear!"
Before the stalwart Arabs could attack, the Professor got to React.  His C = 90, his d100 roll = 4.  That's some serious coolness going on in the Professor.  Once again, I figure he's simply concerned with protecting his valuables.  He raised his trusty revolver and fired.  As he was the only figure armed in his unit, calculations were simple.  His POH = 30.  d100 = 28.  1 casualty!  Good shot, sir!
"Abdul, you did not throw your mighty spear quite fast enough."
The Spears, well, the one guy remaining, Reacted to having his fellow shot (C = 60, d100 = 10) by firing in reply!  ("Yaaa, take that, infidel!")  POH = 25, d100 = 58.  Miss.  ("Ah well, Abdul, we tried.")  The Spears were now out of AP.

Professor Trouver Reacted again (C = 90, d100 = 60) by not Reacting.  No AP were spent.  He could tell that the lone remaining Arab was no threat.

However, the French commander (ie, me) was not convinced.  The French could use half of their units (1) and spend 1 AP.  Accordingly the Tirailleurs fired at the standing-on-top-of-the-sand-dune-silhouetted-against-the-sky Spearman.  POH = 75, d100 = 36, causing 2 casualties (which is pretty good when there is only one target!).
"I think we got them this time."
The Spears could not React as they were all potentially dead.

Lastly, the Professor activated, able to spend all his AP.  As he had 3 AP remaining, I moved his unit 3 AP worth or 27" towards the "exit" in Open formation.  This very nearly took him off the table.
"We're walking, we're walking, we're running."
There was no mêlée.

For the Morale Phase I drew cards as usual for the Rally Zone occupants.  Would the Spearmen return to harry the fleeing Professor, and drag out this game even longer?  Or did the Tirailleurs' bullets strike true and kill the desert dogs?
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For the Spears, since the parent unit was no longer present on-table, the NCO and the other Spearman were both captured.

For the Foreign Legion, the Lieutenant finally Returned safely.  It's about time, sir.
"Hey, you guys in the sand dunes, consider yourselves captured."