Wednesday 24 August 2022

The Silver Bayonet-The Investigation, F&IW style

 Hi!

This is my first game of The Silver Bayonet using my French and Indian Wars figures.

The unfortunate consequences of people invading your lands is they, unwittingly, bring spirits and folklore creatures from their own lands. There are people who try to contain the mischief and evil of these spirits and creatures.

SP=speed; MEL=melee, ACC=accuracy with weapon, DEF=defence, COUR=courage, H=health

The parties:-

The Spirit Watch (All have native scout ability)

Sachem, Walks with wind - SP6, MEL2, ACC+1, DEF14, COUR3, H3

Abilities-supernatural veteran, unflappable,

Equipment:- Special-cold shot, silver shot, silver weapon (tomahawk)

General - Musket & cartridge box.

Champion of Faith x 1 = 20  Spirit Talker - SP6,MEL+0, ACC+0, DEF13,  COUR+2, H12

Abilities-miracles, supernatural veteran, 

Equipment - General-hand weapon

Veteran Hunter x 1 - 30 Black Hawk - SP6, MEL+2, ACC+2, DEF14, COUR+0, H12

Abilities-inspiring

Equipment - Special-cold iron weapon (spear), silver weapon (tomahawk)

General-hand weapon

Walks with Wind, Spirit Talker and Black Hawk


Native Scout x 5 =50pts Great Elk, Running Water, Leaps like Fish, Grey Cloud, White Wolf

SP6,MEL+1, ACC+1, DEF13,  COUR+2, H12

Great Elk, Running Water, Leaps like Fish, Grey Cloud and White Wolf

The Colonial Commission

The Special Commissioner - Major Walkden (rtd) - SP6,MEL+1, ACC+2, DEF14, CPOR3 H13

Abilities - Hard to put down, Inspiring

 Equipment -Special-Cold iron shot, silver shot.

General - Two pistols

Supernatural Investigator 1 x 22 - Thomas Holland - SP6, MEL+2, ACC+1, DEF14, COUR+0, H12

Abilities - Supernatural veteran, monster expert

Equipment - Heavy weapon, pistol

Irregular 1 x 15 Gordon Isherwood - SP6, MEL+1, ACC+1, DEF12, COUR+0, H10

Maj. Walkden, Thomas Holland and Gordon Isherwood

Junior officer 1 x 22 Lt Oliver Cromwell - SP6, MEL+2, ACC+1, DEF13, COUR+2, H12

Abilities - Unflappable

Equipment- Sword, 2 pistols

Infantrymen 3 x 10 = 30  Jubal  Houghton, Michael Sutcliffe, Jeremiah Jones

SP6, MEL+1, ACC+1, DEF13, COUR+0 H10

Equipment - musket and cartridge box

Lt. O. Cromwell, Jubal Houghton, Michael Sutcliffe and Jeremiah Jones

And after the game when writing this is when I realised The Commission were one man short. I had it down as 4 infantrymen but only played 3. Ah! well, perhaps he was sick that day. It may have changed the game but it's too late now. This is how it went:-

The Colonial Commission start point


The Spirit Watch start point


The Spirit Watch move first

End of turn one

The Special Commissioner, Thomas Holland and Jeremiah Jones move towards the cover of the cabin. Jeremiah Jones takes the first shot and misses Grey Cloud. He shoots back and misses. When his turn came White Wolf shot at The Special Commissioner, and missed.

Spirit Talker finds the first clue

Jubal Houghton finds the second


Gordon Isherwood using his woodcraft abilities to move up on the left flank. Oliver Cromwell, Jubal Houghton and Michael Sutcliffe in the corral.
Grey Cloud and White Wolf at the bottom in the rough area,


The main group of the Spirit Watch around the second corral.

Jeremiah Jones heading off to the cornfield in the distance



Grey Cloud finds the third, horrifying, clue. He takes a courage test and passes.
Gordon Isherwood shoots at him and misses.


Out behind the cabin Jeremiah Jones finds a gruesome scene, takes a courage test and passes. Later, he moves round the back of the cabin and hits Spirit Talker who retreats behind the corral fence.


The shooting hasn't been effective so far apart from Spirit Walker's injury.
The Spirit Watch have moved through or around the corral. The Colonial Commission was pretty static preferring to shoot where possible, not hitting anything due mainly to cover.
Oliver Cromwell makes a dash for the final clue but Leaps like Fish is faster and reaches it first. He finds the reason for the investigation and passes his courage test.

The goblin



Sachem takes a shot

Walks with Wind shoots and hits (8 damage!)
The Goblin charges Leaps Like Fish but swerves towards Oliver Cromwell (used monster die). He defends well with his sword, but suffers a wound. But rescue comes from an unlikely source.

White Wolf shoots and hits

Meanwhile, White wolf shoots and hits Gordon Isherwood, who is badly injured. 

He returns fire

Gordon Isherwood returns fire and hits White Wolf.



Next turn Grey Cloud makes the fatal shot and Isherwood falls.


Jubal Houghton scores a hit on White Wolf.



And he takes a hit from White Wolf and ducks behind the cabin


The Special Commissioner and Thomas Holland had shot at Leaps Like Fish with their pistols so he retreated to the cover of the cabin uninjured. He takes a shot at the Goblin and kills it. It saves Oliver Cromwell, for a moment


After retreating from the rough ground White Wolf and Grey Cloud join Walks with Wind. The injured Oliver Cromwell is shot down.

Grey Cloud and White wolf shoot at Thomas Holland


and he goes down.

Three men down the Colonial Commission retreats to lick their wounds.

It was a good game. I had tried a solo scenario with one unit but found that unsatisfactory. The Watch just stood off and shot the zombies. This was a much better game even though I was gaming solo.
The funny thing was Spirit Talker and Black Hawk had no black powder weapons so would have needed to be very close to throw them or use them in melee. I put the range at 6 inches, 3/4 of pistol range. Neither chanced it!

I had to check on the Lead Adventure Forum regarding the rule for making a monster move or attack something other than the nearest model. The wording didn't make it clear to me at first. I had an answer which fitted my, eventual, guess at what it meant. Where in some instances it means throw a die again to get a better result, in this it means relinquish one die and move the monster as required.

The Spirit Watch gained 7 XP. Walks with Wind gave 1XP to each member.

Oliver Cromwell and Gordon Isherwood's wounds were more superficial then serious and both recovered. Thomas Holland was interred in the Special Commission's graveyard in Salem,  Commonwealth of Massachusetts. God save the King!


Hope you enjoyed that little trip to the northern backwoods of the colonies.




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