Northwest Gondal, 1870s
Rumours have reached the Redcoats at Fort MacGuffin that a gang of illegal loggers and miners are back in the hills to the NW edge of the Northern Forests. From time to time, rumours of past gold finds and limitless timber have lured landless settlers and gangs to try their luck.
Usually a Hunting Party of Forest Indians deal with any threats to their Hunting Grounds and Sacred Forests.
Redcoat patrols in the forest are warned to watch out for trouble. What will happen?
Turn 1
A small gang of armed miners is glimpsed at the entrance to the old mine, pulling down the boards that close it off.
D6 thrown to see at which turn or when next two parties of miners (Turn 4 and 9) and the next two Forest Indian Hunting Parties of five each arrive at Turn 6 and 7.
The Redcoat patrol of nine will emerge on the board and road to the south of the mine at Turn 11. Two d6 were thrown to determine how many redcoats are on patrol.
A Forest Indian Hunting Party emerges from the Northwest following a scrub turkeyfowl. They spot the Miners and some felled trees. This must be stopped! Where there are a few Miners, more follow.
The Forest Indians decide to scare the Miners off with some up close rifle fire.
Do the Miners post a lookout? D6 yes 1,2,3 – no 4,5,6.
Do the Miners see the Indians moving in the forest before the Indians fire? D6 Yes 1,2 No 3,4,5,6 – at this point Turn 1 and 2 the Indians are not seen approaching.
By Turn 3, the Miners do notice the Indians approaching. They are all out of range.

The first Hunting Party of Forest Indians uses cover to get closer to the miners.
By Turn Four and Five, firing has begun.
By Turn Six, the Melee between the Miner with the Pike and the Indian Braves sees the Miner and one Brave killed.

Photo: Turn Four, To the North a second Party of miners appears, weapons drawn.



Turn 9 – the final small group of miners appear on the track, south of the mine. Several Forest Indians and Miners are in melee.
Turn 10 – more Close Range firing does not lead to a mass of casualties due to some poor dice throws when firing and lucky Casualty Savings Throws.
Turn 11 A patrol of Redcoats appears on the path, south of the mine.
.
At this stage with three groups on the table, I chose what would happen next from six options for a d6 dice throw.
1 – Miners fire on Redcoats
2 – Miners try to ally with Redcoats against Forest Indians
3 – Redcoats ally with Indians against Miners
4 – Redcoats fire in Forest Indians
5 – Forest Indians retreat away into the trees
6 – Indians fire on Redcoats
The outcome this time is Number Four, that the Forest Indians retreat whilst firing and being fired upon by the Miners.
.
Turn 12 – time to leave?
The Indians departing and Redcoats arriving, the Miners throw a d6 to see if they stay to fight (1-3) and be caught or retreat (4-6). They wisely throw a retreat dice number, leaving their equipment behind.


The fortunate Turkey watches the Redcoats load up and wheel away the Miners’ cart. It lives to gobble another day!
Before they departed, the Redcoats hastily used the gunpowder and explosives they found at the site to blow up the entrance to this troublesome mine good and proper, once and for all. If they can’t carry back all the Miners’ supplies on the cart, they will be buried for later or blown up in the mine entrance. No sense leaving it all for more Miners or the Forest Indians to find.
BOOM!
The fleeing Miners and Forest Indian Hunting Parties far away hear the sound and saw the plume of dust, smoke and rock spouting high above the trees as the Old Mine was sealed shut under a rockfall tumbling onto the Forest Path.
In their colonial policing role, the Redcoat Patrol gather up any dropped weapons and loaded them onto the Miners’ handcart. Removing any identification papers or personal effects that they find, the Redcoats quickly bury the Miners in one area.
That done, they bury the fallen Indians in shallow graves and cairns in another area, to keep them safe from wild beasts, knowing that the Forest Indians would return by nightfall to retrieve their fallen warriors and bury them according to the Forest Indian tradition.
By nightfall, even with the Miners’ Cart, the Redcoat Patrol should be back towards the safety of Fort MacGuffin by dusk.

Photo: The surviving two Hunting Parties of Forest Indians lurk to see what they can scavenge, including this small mystery barrel. Firewater? Explosives? Food?
Who knows what will happen next in the forests of North Gondal?
Conclusion:
An enjoyable short solo skirmish game in cluttered terrain, handling three different groups of characters for once. Hope you enjoyed it too!
I am enjoying the rough continuity of tensions between skirmish episodes amongst the various character groups and their background motivations.
The 54mm figures and terrain used are the following:
- The Forest Indians are my repaired and repainted mostly Britain’s Hollowcast metal Indians
- The Redcoats are my paint conversions of Pound Store Plastic copies of WW2 German Infantry
- The Miners are Replicants plastics ‘Confederate Raiders’ sets, sourced through Steve Weston Toy Soldiers or on his eBay site
- Trees are Bold Frontiers Australia tree packs.
- The large dead tree and rocky mine entrance (a plastic pond edge or rockery) from Britain’s farm and garden sets in my childhood collection.
- Charbens metal cart, repaired
- Terrain is old fashioned felt pieces over big book hills with ‘logs’ and ‘rocks’ from the garden.
Rules are Close Little Wars scaled down adaptations of a Donald Featherstone ‘Close Wars’ appendix to his War Games (1962), book reprint or ebook copy available from John Curry’s History of Wargaming website.
Movement distances are again generally halved from the Close Wars appendix to reflect the smaller playing space available.
By chance, the Amazon.co.uk page for this book currently features in the sample pages / ‘see inside’ section a view of these Close Wars rules appendix – good choice, as you can see proof that it is a (reprint) book worth buying and reading!
Blog posted by Mark ManofTIN, 11 June 2020.
Most enjoyable post and thanks for the details at the end. I really liked the Three Dimensional nature of the terrain,it was so simple and so effective. I must see if I can use a similar technique..
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Glad you liked it. I like those type of blogposts and even the ACW Plattville Valley / WW2 Action on the St James Road scenarios in Featherstone’s first War Games book, where it tells you how the terrain was made, which makers made which figures or which are conversions etc.
I too am enjoying the 3D-ness of felt and book hills and card 3D trees (or Heroscape hexes). It feels more like those Tabletop, garden and floor games of our youth.
With reduced movement distances for my small table and cluttered terrains of obstacles, walls, hills all having movement penalties etc this cluttered terrain does slow things down, keep figures out of firing range, make you or characters think about which path or route to take. The scenery influences the (solo) game more.
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A wonderful game report.
Really captures the early spirit of gaming.
Cheers,
Pete.
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Thanks Pete. That’s the idea!
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I forgot to ask what size of board/table is the game played on?
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4 foot by 2 foot, so fairly small space for 54-60mm figures. It’s also wedged into a corner so front access only. Lighting is not great.
https://manoftinblog.wordpress.com/2019/06/11/restored-corner-of-the-house-that-is-my-hex-boards-of-joy/
The felt and hills seen here are laid over my three portable Heroscape picture frame and box lid hex boards for quick mini games. I built these if I need to set up elsewhere but obviously difficult to store these with terrain and figures anywhere else but this table for more than a day or two.
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I am curious to know How this compares in size to your regular small table set up that you are using for the Home Guard and Tradgardi Raids?
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37inches by 19 inches or so. All the gaming is set up on this these days. Bought as a potting up bench from Aldi with the wooden surround attached and Aldi artificial grass off cut as normal ground, augmented by gridded cloths.
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Nice idea for a scenario Mark, and a great little game.
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Thanks MJT it was an interesting little game.
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Excellent game report. I do find these themed skirmishes very interesting. Quite agree the continuing tensions within a fixed scenario are great. The possibilities are almost endless. You are also quite right that it is interesting to explore the background tensions and motivations which is what I do in my Imagi Nations blogs. Keep it up.
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I agree – The possibilities are almost endless.
Glad your ImagiNations posts continue well, good to get these things out ‘on paper’ or in print as something to come back to. You could design your very own Tian based version of the boardgame Risk.
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You know, if the miners had managed to get into the old mine, you might have been faced with a skirmish in the tunnels…now where are my old Dungeons and Dragons rules?
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Ingenious idea for an underground skirmish …
I wonder if the Forest Indians dare go into the underworld or if their precious metals are found in streams by panning.
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