Saturday, 31 October 2026

Falls Church

A group of 1st New York cavalry runs into a dug in force of Confederates at Falls Church, November 27th, 1861.

The Confederates are waiting for the Yankees in a rifle pit.

A group of Confederate Cavalry is nearby.


 Here they come.


The Yankees approach (but are unaware of the Confederates).

Before they become aware of the Confederates, the Confederates open fire. The Yankees are lucky to survive the first volley without men getting killed, but the card sequence favours the Confederates and they are hit again and again.


Dismounting makes them more difficult to hit, but shock keeps accumulating.


And then first one group breaks, fleeing through the other group which also breaks.


To make matters even worse, the tiffin card comes up first (removing all broken units from the table).

Game over.


The Yankees didn't fire a shot. The Confederates didn't get a scratch.


The lazy conversion from Sharpe Practice 1 to Sharpe Practice 2 didn't work for this scenario. We should have allowed the Yankees to spot or let the Confederate infantry have poor fire discipline or something to at least give the Yankees a chance to react before receiving a deadly volley.
Then again, I could have probed with one group of Yankee cavalry and have the other group dismount, instead of cantering down the road with the lot.





Wednesday, 21 October 2026

Wild One Part 5

It's getting dangerous

After extracting Spitzenfinger from an Imperial facility (read all about it here) our heroes learn that Spitzenfinger has hidden his doomsday weapon blueprints in the speeder which was destroyed in the fight with the Chiss agents.

Lhin Tizzy leaves Spitzenfinger with Rebel Alliance agent Emerald and sets out to find the speeder. When arriving at the site he discovers that Jawa's have stripped the speeder and have taken everything back to their village.

Intending to buy the module with the blueprints from the Jawa's, Lhin and his crew go to the Jawa village, only to find out that a Rancor with a fondness for shiny things has raided the village and taken the module back to its lair.

Accompanied by Jawa guides, Lhin sets out to get the module from the Rancor's lair. Imperial Security has also found the probable location of the module and dispatches nearby Team Indigo to retrieve the blueprints.

Both sides must search the scrap heaps for the module. The likelihood of the Rancor turning up will increase each turn. Lhin his crew get an extra move before the game starts because they are guided by the Jawa's.

Incredibly, the Rancor appears in the first turn!


Lhin Tizzy searches a scrap heap, but no blueprints. Meanwhile the ISB team is advancing.


The Rancor will attack the closest intruder. This is one of the ISB team members, so three of the ISB team concentrate their blaster fire and put the Rancor out of action!

Blayne and Jadh move to the next pile of scrap, but Indigo-5 gets lucky and retrieves the module containing the blueprints.


Having neutralized the Rancor, the other ISB guys target the Jawa's and Lhin. Lhin is hit by blaster fire and is wounded and down!

Blayne and Mari from Lhin's crew move to flank the ISB and intercept Indigo-5. Dag nabbit! Mari is out of ammo!


Indigo-5 runs away but is shot to pieces by Blayne. Team Indigo's leader is nearby and rushes towards his fallen team mate to take over the blueprint module.

While Jadh uses his Medic trait to patch up Lhin, Indigo-2 calmly walks forward and guns down Blayne.




He then turns and takes out Lhin.

In a desperate attempt to stop the ISB from escaping with the blueprints, Mari bypasses one of the ISB guys and takes a long range shot at the ISB commander.


Not even close. The ISB leave the table in possesion of the blueprint module.


What will be the Empire's next move? Will the Rebel Alliance step in to take Spitzenfinger while Lhin is recovering in a Bacta tank? Has Mondatta finally lost his patience?

Part 6 may have some of the answers.

😄


Saturday, 26 September 2026

Little river turnpike

Virginia, October 15, 1861. Confederate scouting cavalry tries to chase away Union pickets under the command of Lieutenant Tillou.

The Yankees have a group of 8 men in each house and a group of 6 on the road. The two groups of 8 Rebel cavalry will enter from the left upper corner on the road.



My opponent sends his Rebels thundering down the road towards the small Yankee group. Fortunately Lt. Tillou's card comes up and he's able to put his troops in a line formation, ready to receive the cavalry charge.





Unfortunately in the next turn, the Confederates get to go first, reaching the line before the Yankees can fire, with elan, making full use of their Sam Colt's equalizers ability (inflicting shock before close combat).



The Union line takes casualties and is pushed back.


The Yankees repeal the cavalry charge of the other Confederate group and now get the chance to fire a devastating volley.



Due to the limited amount of leaders and four flags per side in the deck the chances of Random Events happening increase.
One such event has Lieutenant Tillou step into something unpleasant and having his command level reduced to zero.

Lieutenant Tillou

Having a leader which can only use flag cards to do something is a problem in Sharpe Practice so Lt. Tillou has to move to a barrel of water to clean his boots. The remains of the Confederate cavalry groups are going around the Union flanks, hoping to catch Lt. Tillou.


Again, luck favors Tillou. He's able to clean his boots, escape and has the Union troops put some distance between them and the flanking Confederates.


Although one of the Union groups is charged in the rear and has to withdraw, the other two groups are able to turn and blast first one group of Rebels and then the other, sending them packing.






Union victory!