Showing posts with label Congo. Show all posts
Showing posts with label Congo. Show all posts

Wednesday, 31 January 2024

A few figures that have been hanging around for years

These were figures that I got with the Congo Mungo Ma Lobeh campaign supplement, which features the real female explorer Mary Kingsley.


The picture above is Mary Kingsley and her adversary in the campaign, Uguwa, a powerful sorceror. The picture below features two bearers. Bearers are always useful for all manner of games set in Africa.


I have to admit that I've never actually played the campaign, mainly because we stopped playing Congo at the club ages ago and no one seems interested in picking the game up again. However, all is not lost, because these figures could easily be used in all manner of Pulp games.

I'm happy to finally get these painted up, even if they do end up sitting in a storage box until a suitable need arises.


Thursday, 27 October 2022

Here is the second part of my Zanzibari Arab project.

In my last post, I showcased leaders and Baluchis with jezails. Here I have some Zanzibari Arabs with muskets, various Arabs and more Baluchis, this time with with swords and to finish off, two more Arabs with fearsome double-handed swords.





These are all, once again Wargames Foundry figures.

I don't have any immediate plans for using them, but at least they are all now finished and packed safely away for use at some unknown time in the future.

Wednesday, 7 August 2019

Thornbury IPMS show 2019

Last Sunday (4th August) saw the annual IPMS Show at Thornbury Leisure Centre near Bristol. The Lincombe Barn Wargames Society has been helping run parts of the show for a long time and this year was no exception.

As well as running the popular Bring and Buy table, the club also has a display stand, showing some of the games we play and we run a participation game. This year, our chosen game was Congo by Studio Tomahawk. Despite having not played the game for a while, we managed to get three games completed on the day, and I think that everyone enjoyed themselves. Below are a selection of photos from the games. All figures were supplied by Clive (the Forest Tribes) or me (the European Explorers). We played the same simple scenario in all the games, Raiders of the Lost Mask from the Last Queen of Aksoum bulletin sheet.










In addition, some of us submitted entries for the Wargaming Class of the IPMS Painting Competition. The first picture shows the winning entry. I think that is an Age of Sigmar thing, but I have no idea what they are, apart from being some kind of animated trees. Anyway, it was a nice paint job.


This Ork vehicle battlegroup (below) was an impressive entry, but was unplaced.




I submitted a few different entries from stuff already painted which I use for gaming (rather than specifically-painted competition pieces), both in the hope of getting a top three spot, but also to ensure that there were enough wargames entries to the competition. My entries were a mixed bunch, featuring figures from Bad Squiddo, North Star, Pulp Figures, Copplestone, Reaper Miniatures and Perry. I had high hopes of getting some recognition for my Freyja's Wrath entry, but it was not to be (insert sad face here).


Below are all my entries together, plus one from someone else at the bottom right.


"How did I fare?", you might ask. Well, I didn't win, but I did grab second place with my Perry 28mm plastic Condottieri foot men-at-arms figures at the top left of the picture above.

Next year I really Must Try Harder.

Thursday, 8 February 2018

New purchases

Here are some recent purchases which are intended to fulfil two things. Firstly, to satisfy the standard wargamer magpie urge and secondly, to boost an existing project and start off another one.

First, here is the project boosting set. These are the new plastic Perry 28mm Zulus, which I shall be using for Congo to give me some African warriors who are a little different from the standard Congo ranges of African Kingdoms metal figures. I like that this box gives the option of making warriors with muskets ot rifles as well as traditional weapons. This means that I can have four warriors with rifles and five with muskets. I'll probably have to buy some metal character figures but for £20 this is a cheap way to bulk out my Congo collection.


The next two boxes were something that I'd wanted to get for some time, because I really wanted to paint some Late Romans, but really didn't have a reason to go out and spend the money on figures for which I didn't have a use. They are Gripping Beast plastics, again in 28mm. My idea is to use these to create a Romano-British warband for Saga, but they could easily be the basis of a Late Roman warband too. Again, I might need to get a few metal figures as characters later on.

The Dark Age cavalry (I really wish they were called Late Antiquity/Early Mediaeval Cavalry, but that is me being a pedantic historian) will work well as Auxiliary light cavalry, and the foot troops look perfect for my plans.



I'd never really considered Saga before, but my appetite was whetted by Annie Norman's Freyja's Wrath Kickstarter, to which I have pledged enough money to give me enough figures for a warband with extra troop options and some characters.

Of course, the Late Romans/Romano-British will also be ideal for Dux Britanniarum, assuming I want to buy another set of rules, which can never be ruled out!

So, lots more figures to paint in the coming months. It should be fun.

Monday, 5 February 2018

Big Congo - a bit of an experiment


A few weeks ago, we were having a conversation at the club about how Congo could be adapted for larger games and games in different periods and locations. There were two different periods that we thought would work pretty well and they were The Wild West and Mexico during the age of the Conquistadores. I think that we have a bit more thinking to be done on these, but I am sure that the game mechanisms would translate pretty well.

The other thing we discussed was whether we could use the rules for larger games with more players and more figures. This post is about this, and some specific rules ideas that I wrote up for a specific experimental scenario. Here is what I wrote;

Big Congo special rules

This scenario has a small European force defending a village, kraal, trading post or similar built-up area. This is surrounded by a compound contained within a mixture of light and hard cover, plus buildings. One building/open area must be designated as a Dressing Station (see below).

Light cover could be hedges or light fences. Hard cover could be walls, sandbag defences or substantial fencing. This force is facing an attack from a local native ruler with a grudge against the Europeans. Perhaps he has been deprived of his income from slavery or maybe his dispute is over grazing rights, proselytising missionaries or some other insult to his dignity. Unable to resolve this issue via peaceful means he has assembled a force of tribal warriors, some equipped with firearms and mercenary fighters.

The game should be played on a 6 x 4 table..

The territory could be open savannah or a jungle setting. Regarding forces, it is pretty much what is available, but there really needs to be a much larger native forces attacking a smaller, but better-armed European one.

Composition of forces

Defenders

The defenders can choose from the White Expeditions list and could be something like;:

1 x Explorer
1 x Retired Officer
3 x Soldiers
1 x Adventurers
1 x Trained Askaris
1 x Askaris
1 x Ruga Ruga
1 x Loyal Warriors (see Forest Tribes army list for stats)
Any number of civilians, bearers etc.

Of course, if there is a different range of figures available, more groups could be included.

The defenders may contain 1 x Missionary. This character will add +1D6 to all dice rolls for units within a radius of M distance. The missionary is taken from the total number of available civilians. The presence of the Missionary will allow any non-European defending unit targeted by a Ritual to ignore the result if it can successfully roll against its Bravery. Any unit within M distance may also re-roll a failed Terror test. The Missionary does not need to be attached to a specific unit. The Missionary has stats of Shooting (0) Combat (6) Bravery (8).

Characters may leave a unit and join another at any time as part of normal movement.

Dressing station

All defender casualties are placed in the dressing station. In the round after they have entered the station roll 1D6. If the roll is a success, the figure is only lightly wounded and may return to its unit. Figures cannot do anything except move (at distance M) until they are back with their unit. If the roll is 1, the figure is dead and is removed. Figures can be rolled for again at the start of each round. There are up to two civilians in the Dressing Station, acting as doctors or nurses. Each doctor figure can roll a maximum of 3D6 per round.
 
Civilians

The defenders have a number of civilians amongst their numbers. Up to two civilians (not bearers) may be placed in the Dressing Station as medics. One civilian may act as a Morale Booster. This figure is an Inspirational Person. Any unit to which the Inspirational Person is attached may re-roll all dices scores of 1. The Inspirational Person has stats of Shooting (0) Combat (6) Bravery (10).

Up to four civilians (not bearers) may be armed. They have the same stats as Scouts (i.e. D6 for all characteristics).

Any other civilians present are simply unarmed and with no specific role. This includes any bearers on the table.

Native Attackers

The Native forces will be led by a Native Warlord (King). Up to two other characters may be taken. If available a War Horn may also be taken. The War Horn may only be attached to a unit armed with assegais.

Note: if a Witchdoctor is taken, he cannot influence any European units or characters, only other African ones.

Characters may leave a unit and join another at any time as part of normal movement, apart from the King, who must remain with his Bodyguard at all times. The size of the Native force really depends on what is available. Units in BOLD are obligatory. For example;

1 x King
1 x Bodyguards
1 x War Horn
2 x characters of choice
2 x Bundukis
1 x Fanatical Warriors
0-2 x Ruga Ruga
0-2 x Married Warriors
0-3 x Warriors
0-5 units of Young Warriors
0-2 x Pygmy Archers
0-2 x Pygmy Warriors

Fanatical Warriors and Married Warriors may make a Charge move (distance L) if they pass a Bravery dice test.

Native reinforcements

Each native casualty is removed until a complete unit has been destroyed. This unit can then rejoin the battle on the following round from the edge of the table as a unit of reinforcements. Reinforcements should move at double speed until they are within the zone of battle. Native reinforcements will be the same type of unit as the original one being replaced.

Pygmies

Pygmies will be ordinary units of natives and count as being in light cover when being fired upon. They make their saving throws using 1D6 and add 1 pip to their dice scores. Pygmy archers do not have poison arrows in this scenario. Pygmies count as being unseen until they are within 1 x L +1 x M distance from a defending unit.

Defensive cover

Defenders count as being in light or hard cover, unless clearly in the open. Saving rolls from Shooting are made on 1D8 for light cover and 1D10 for hard cover. In Melee, the defenders will roll 1 extra Combat dice if in light cover and 2 extra Combat dice in hard cover.

Long range shooting

All troops (defenders and natives) equipped with rifles (not muskets) may opt to shoot at Long Range. Each dice rolled suffers a -1 penalty for this.

So, that was the starting point for the game.

As things turned out, the European defenders had;

1 x Explorer
1 x Retired Officer
1 x Kirangozi
1 x Missionary
1 x Inspirational Person
2 x Medical Staff
4 x Soldiers
1 x Adventurers
2 x Trained Askaris
2 x Askaris
2 x Ruga Ruga
1 x Loyal Warriors (see Forest Tribes army list for stats)
2 x Bearers(who were just there as scenery really)

The Attacking side was huge. There were three players, each with seven or eight units and a couple of characters apiece, plus the King and his Bodyguards.

We played the battle out in a fairly busy forested region. I took the European side and the African tribes were played by Nick, Andy and Craig. Here is the table before the game started.







The woman in blue is the Inspirational Person and my Missionary is the younger woman in the green skirt on the right edge of the picture.


 

Here are the Africans. Lots and lots of troops.







Here is the defending force from the other end of the compound.


 
 
The defenders take up firing positions and await the onslaught.


What we agreed to do was this. Each player on the African side would have two Action cards per turn and could draw one Totem card per turn. As the Defender, I was allowed one Totem card per turn and four Action cards. The Turn would be as follows;
a) All four players choose an action card and play them. These are resolved accordingly.
b) the Defender then plays one action card in turn against each Attacker.
It took a while to get everyone onto place, but once this happened, the game proceeded pretty quickly.




































As the game played out, it became apparent that the sheer weight of numbers would eventually favour the attackers and it was only a matter of time before the defences were breached and inevitably the defenders began to come off worse in hand-to-hand combat. As casualties mounted in the dressing station, so did the number of dead. Clearly this station was a pretty insanitary place and the medical staff were not qualified enough to do much to patch up their casualties.

In the end, the clock defeated us, but as things stood at the end of the game, it seemed obvious that the Africans would triumph. There were simply too few troops to defend the outer compound and the end would undoubtedly be grisly for all concerned.
We agreed that the experiment was relatively successful, but that there probably needed to be a number of adjustments to the special rules. A couple that seem to make sense are;
  • Increasing rifle range to L+M as standard.
  • Allowing two rounds of rifle fire per shooting action inside Range L (but with a success score of 6 required for both shots).
  • Not giving the defenders any extra combat dice when fighting behind cover but possibly giving them a saving throw  for any casualties caused.
Anyway, definitely an interesting experiment.