Our most experienced GM’s and players regularly gather for gaming on Thursdays enjoying each other’s company and challenging game scenarios. Recently they have been pressed into service helping prepare games for our upcoming visit to St. Charles Community College. This Thursday saw two games on that schedule that were run through in preparation.
Jay Clendenny was kind enough to take notes and provide us with a view of the afternoon’s activities so we will turn it over to him…..

“The Thursday semi-retired guys got together for another run through of Haiti 1915 in a US Marine vs Caco bandits showdown. This has been a game on the table quite a bit recently as the group is busy getting it ready for the class room this fall. We had played it twice in the past week and made all sorts of changes. Today’s run feature Kevin as the GM. The Marines were represented by Jay and Mark J while the Caco bandits were run by Mark, Tim and DJ.”
“The first turn had Major Butler charging in from the sewer as normal along with two other marines with him. They head to the wall where the small fort entrance is to get some cover and manage to shoot two of the bandits. The marines outside come running up to the entrance preparing to enter the fort. The defenders take some pot shots (missing) and one tries to charge and promptly dies in hand to hand combat. The next round was over quick with a joker being drawn.”

“Turn 2 round 1 has the marines going first and Major Smedly orders in two marines (special ability) to join the marines already inside. The marines already inside manage to drop two more defenders. More marines move up by the entrance while another marine finishes a down defender. As Mark J is working on his turn, he draws a joker, which ends the turn.”

“Turn 3 round 1 has Jay going first again with Smedly’s group. The marines down 3 more defenders with Jay drawing a joker at the end of his turn, so no one else got to go.”
“T4 round 1 has the marines dropping another two defenders, but the Caco’s finally draw blood and eliminate two marines. DJ pulls a joker, which ends the turn.”

“At this point, Kevin stops the game and we have a discussion/feedback session. Both sides employed new tactics based on their experience of the game and the marines did better this time around than they have in previous sessions. (Before, the marines would do a lot of damage, but also take heavy casualties along with not getting additional marines in the fort. Marine casualties were less this time and more Marines got into the fort due in part to the defenders not trying to hold the fort entrance area). With Mark there (it will be his class that the game will be played for), the group got some excellent input from what would be good from a student perspective. A lot of suggestions were made and while the group has made very good progress with this one, some more tweaks will be needed before it is ready for the class room.”

“After fighting in Haiti and wrapping up that game, the semi-retired crew decided that there was enough time to get our other student project set up and crank out some turns with some of the adjustments we have been trying out. Jay was the sort of the unoficial GM/note taker. Kevin and DJ ran the Boxer/Imperial Chinese side and Gregg and Mark J ran the Allied side.”
“After setup (pretty standard Allied setup with the Boxers spread around the outsde fairly evenly with a bit of a gap where the Imperial Chinese will come in at), the game really started with a bang as the Boxers drew the mine card. (During the uprising, the Chinese tunneled under several Allied positions and put explosives under them, retreated out and then attempted to blow up the Allied position. It didn’t always work, but this was a tactic that would be repeated often in WW1 on the western front). The target of the Chinese mining was a defending Austro-Hungarian (AH) infantry unit in their legation compund and the Chinese successfully blew it up. The Chinese then advanced and also managed to kill the now unprotected AH machinegun unit. All this was a very good start for the Boxers and the allies were not able to do much on their turn.”

“Turn two saw the Chinese make heavy attacks due to their card giving them a +1 on most combats. The last AH infantry and a Russian infantry joined their comrades in the box. The allies manage to eliminate a boxer, but in general, the allied dice are not having a good day.”
“Turn three, the Boxers continue their onslaught, but the allies got their act together during the defensive fire phase to eliminate two attackers and disorganize some others. The Boxers manage to eliminate another allied unit. During their turn, the Allies get a good offensive card and go on the attack scoring 3 kills and 2 more units disorganized. This gives the Allies some help as they have suffered pretty heavy casualties and had not done much before this turn.”

“Turn four, the Boxers continue the coming and while they lose a unit to defensive fire, they manage to bag another allied unit. The allies respond by eliminating another Boxer unit and the Boxer ranks are looking thin as they have had no replacements for the most part. Turn 5 is pretty much a repeat of turn 4 except the Boxers lose another 3 units and the allies lose 2 more. Gregg’s units seem to still have issues trying to figure out which end of the rifle to point at the enemy as his luck overall has been horrid. Kevin has taken advantage and pushed into the compound, but isn’t close to a string of legation locations inside while he has managed to grab a couple isolated ones. Mark and DJ’s units have been going back and forth on their side of the table.”

“Turn six sees the entrance of the Chinese Imperial army. The allies must have been distracted because their defensive fire did nothing. Imperial Chinese artillery supports an attack on the British legation HQ and manages to destory the unit in it and capture it. The allies have a bad turn and do nothing on their turn.”

“At this point, it is getting late and we decide to call the game and wrap it up. After looking the situation over, while the Chinese have a slight advantage, the game was by no means decided in terms of who would win. The Allies would be pressed to hold their legation spots, but they had inflicted a lot of casualties on the Boxers (and taken a lot as well). Some discussion was held on the merits of the tweaks that had taken place (basically stacking the Chinese deck to make sure the Imperial Chinese become active some time during turn 4-7).”
“This is a pretty good introductory game for a historical wargaming perspective. The rules are fairly short and the counter density isn’t that high. While meant to be a 2 player game, we have mostly played it as a 4 player (2 players each side). The “super sized” version that Kevin and DJ have come up with is definately eye catching and a lot of fun to play on. “

Thanks to Jay for his game reports and to all the players who came out to enjoy a fun afternoon of gaming. We would also like to add our ongoing appreciation to Miniature Market Rock Hill for their continued support.
Remember to shop local!
Big Muddy Historical Game Alliance of Greater St. Louis
Our public educational demonstrations including rules and game evaluation sessions use historical miniature and historical board gaming to explore military history, historical decision-making, and the people, places, and events of the past.
Historical Gaming in Action is a public educational program presented by the Big Muddy Historical Game Alliance of Greater St. Louis.
Using miniature figures, terrain, maps, historical research, and guided play, our games explore military history through the decisions faced by commanders, soldiers, and communities. Visitors can examine the table, ask questions, learn about the historical setting, and—when space and time permit—join the game.
Our scenarios are based on historical sources. While game rules simplify some details for practical play, each event is designed to encourage discussion of historical events, geography, leadership, logistics, strategy, and the human experience of conflict.
Historical gaming can be both enjoyable and educational. Big Muddy provides public educational demonstrations, seminars, and convention programming that promote historical miniature gaming and military history.
