Note: This is a re-post from 6/23/18. Since I've been posting about my approach to IHMN, I thought it would be appropriate to relate how I tend to get defeated by low-tech Adventuring Companies in my version of 1895.
In Her Majesty's Name is one of the most versatile and innovative rules out there in miniature gaming land. Though designed for Victorian Sci-Fi it works equally well for purely historical skrimish scenarios of the late 19th or early 20th Century.
British Infantry company for a 2nd Afghan War scenario and not a Mystical Power in sight.
In Her Majesty's Name was
published on May 20, 2013 and I was one of the gaming geeks that
pre-ordered; not only the printed version but also the electronic
version for my tablet. After 5 years of gaming and devising my own
companies for In Her Majesty's Name I wanted to pass on
some lesson's learned especially in fielding what may appear to the
casual observer a low tech army. I'm not going to comment on the
Supplement Gothic yet as we have not played enough scenarios with it but . . . look out for those cursed weapons!
At first low tech companies look like they were going to be overwhelmed by Arc Rifles, Steam Fists, modern rifles and other scientific marvels of the late 19th Century. But a low-tech army has some unique strategies that can frustrate the most high tech and well trained company the 19th century has to offer:
At first low tech companies look like they were going to be overwhelmed by Arc Rifles, Steam Fists, modern rifles and other scientific marvels of the late 19th Century. But a low-tech army has some unique strategies that can frustrate the most high tech and well trained company the 19th century has to offer:
1. Numbers.
Generally with a low tech army (Natives, Dervishes, Swords and Shields,
etc.) the points costs for your rank and file tend to be low. Your
advantage is Fighting and there is nothing like mobbing or outnumbering
that 120 point figure with 4 of your own and taking him out. In
addition, if the super character is knocked down you gain a bonus of +2
on future attacks. Also if he tries to disengage from a fight, it is -1
for each figure he is fighting.
Mahdists breaking into the British square at the Battle of Abu Klea on 17th January 1885.
2. Run as much as you can.
There is nothing for me more frustrating than trying to take out these
sword and speared armed warriors with disciplined firing when they are
running. By virture of them running (think Kipling's Fuzzy Wuzzy and
they broke a British Square) the shooting penalty is -3; and if you
moved more than 3" tack on another -4 to that die rule. Volley fire can
be effective to counter, but you only hit one figure and there are a
gazillion more coming at you!
All
of the figures were running and only one was killed; the rest made it
to the barricade for hand to hand in the Fighting Phase.
3. Shields. Get a shield! It adds +1 to your armor. That extra +1 can really make a difference.
Shield armed, running Waziri tribesman get ready to overwhelm an Imperial Chinese soldier. He killed one but the other two made him look like a pin cushion.
German Imperial Marines are desperately trying to hold on against overwhelming numbers.
German Imperial Marines are desperately trying to hold on against overwhelming numbers.
4. Talents.
Depending on the amount of points agreed to in your game the following
Talents are useful for low tech companies and/or key figures in your
company: Beserker, Fanatic (personal favorite), Numb, Skirmisher,
Stealthy, Terrifying, Meticulous Planning and Tough. The leadership of
your force should be at least a +2 Leader though I recommend a +3 and
give them as a minimum the Inspirational talent.
Running Shield armed natives with the Stealthy Talent are attempting to overwhelm the Explorer's Club.
Terrifying and a Beserker. Check.
5. Mystical Powers.
Whether they be a dread overlord, witch doctor or shaman, Mystical
Powers can greatly enhance your low tech company. The power that has
frustrated our "modern" companies the most is Water Bullets which
adds +2 to Pluck rolls against bullet hits until one of them is taken
out of the game by a bullet. Other useful Mystical Powers for low tech
companies are Dragon Breath, Harden, Mesmerism, Spitfire, Strengthen
and True Grit.
The Witch Doctor uses a Mystical Power against the Explorer's Club.
Did someone say they needed Water Bullets?
Have no fear! A low tech Adventuring Company is here - boy are they ever!
Wonderful figures and scenery Neil!
ReplyDeleteThanks Phil. Nothing like a little variety on the tabletop. Most of the scenery comes from a pet store.
Deletelook great
ReplyDeleteThanks!
DeleteHow do you suggest that low tech companies be defeated by hi tech companies? Unless its very, very open terrain (meaning more than one shot can be fired) we are finding that zulus more often than not will defeat European rifle companies by swarming them as you suggest.
ReplyDelete