Fiennes Ambush

Scenario

A small group of Berbers has abducted a number of Garrison people. Major Fiennes has hastily gathered troops to pursue the Berbers and retrieve the captives.

Fiennes battalion of 500 musketmen are advancing rapidly in loose order to keep up with the retreating Berbers. In doing so they are falling into a trap laid by the Berber warleader Ghailan, who has trained his raw troops to hide in the long grass for many hours at a time in order to launch a surprise attack on an unsuspecting enemy.

Objectives

Garrison: to retrieve the captives and escort them two full moves towards Tangier with 50% of their force intact. The garrison can start retreating once the Moors are discovered or reveal themselves. Once in close formation the garrison can fire and retreat half a normal move in the same turn. In loose formation the garrison can make a full move, but not fire.

Berbers: to eliminate >60% of the garrison.

Special Rules - Donnybrook

Major Fiennes is a Character attached to the Garrison units; his only special power is that of Command. He is the last person in the Garrison forces to be removed.

Ghailan is a Character who is accompanied by a drummer or trumpeter. He may also be attached to any Troop of Berber Lancers, or may act independently. His drum-beats or trumpet calls order specific units to reveal themselves and attack the enemy. Once revealed Berber units follow their own unit leader in attacking the enemy as effectively as they can until they fail a morale test. Ghailan leads a charmed life and cannot be killed. If attached his unit cannot retreat, unless attacked with grenadoes; if his unit is wiped out he will join the nearest unit of Berber Horse. In this scenario he will not order a retreat under any circumstances.

The Raid special rules state that a Garrison unit must touch base with the captive in order to effect a rescue. Once rescued the captives immediately move to safety at the centre of the Garrison units; the rescuing unit cannot move again or fire on that turn.

Ambush special rules allow Ghailan to secrete any part of his force in any grassland or wooded area wherever he wishes and fire immediately on revealing themselves if within range. Berber foot are revealed if a garrison unit is within 4”, Berber Horse are visible to a Garrison unit within 14”. Berber units will automatically attack as soon as fired upon.

Special Rules - additional

The Garrison fights in units of four, representing companies of 100 men.

The Berbers fight in units of 10, representing 250 men.

Berbers escorting unwilling captives (in open formation as always) have their move reduced by 2”.

Pursuing Garrison units must chase in open formation to catch the Berbers.

The Garrison Commander, on passing a morale test, may give a simple order to the whole battalion which will be obeyed immediately, e.g. the Commander could order the whole battalion to

move into close formation to fire defensive volleys once attacked, or

retreat in formation.

On failing the morale test the Commander's order is delayed by one turn, giving time to personally instruct each unit.

The Berber Commander may order any of his units to reveal themselves and attack when their unit card is turned over.

Garrison units do not break, but if they fail a morale test they fire at half strength the next turn.

Berbers have to score 2 hits from a unit of 10 skirmishers to remove one Garrison model.

Grenadoes – two units have 2 rounds of grenadoes, each use causing 1d4 casualties with a roll of 4 causing the whole target unit to retreat one move without firing that turn if they have not done so already.

Fiennes Ambush played February 2025

 

 

1. After 3 moves Fiennes and his mixed battalion of companies from Harley's and the Governor's Regiments closes in on the kidnap party, the Berbers turn to fight.

 

 

 

 

 

2. A figure dressed in black appears by a lone tree. 

A drum beat announce the springing of the trap. The captors abandon their captives and flee. 

Hundreds of Berbers rise from the grass, screaming to Allah and firing their weapons.

 

 

 

 

3. Too late Fiennes realises it was a mistake to venture out of the city with no pikes and no Horse. 

He issues the order to move into close formation. The roll of an 8 on the Ability d10 confirms the veteran troops are cool enough under fire to obey immediately. Fiennes orders companies to fire in volleys.

 

 

 

 

 

4. One Berber unit rolls 2 x 6s on their 10 x d6 and the garrison suffers casualties, one miniature being removed. 

Another call is sounded and a tribe of itinerant Arabs gallops over the bridge across Jews' River. They number close to 300 men.

 

 


 

5. More Berber Horse arrive to ensure there can be no easy retreat, but concentrated volleys from the close-order troops take a heavy toll on the Berber infantry, for just one more miniature from their own ranks. 

 

 

 

Fiennes is feeling confident of victory.

 

 

6. However a fearless charge from a tribe of lancers causes more casualties and things are now looking bad for the small garrison force.

 

 

 

 

7. Fiennes decides a withdrawal is called for. He orders grenadoes, which successfully drive back the Lancers blocking their retreat. Another round of grenadoes clears a path as a unit of Berber foot take to their heels, but the garrison loses more men in this round.

 

 

 

 

8. After 2 rounds of retreat, with all of the Garrison's grenadoes used, another unit of lancers appears; the chances of Fiennes completing a successful withdrawal with less than 50% casualties now look to be about 50-50.

 

I have played this scenario many times with a great variety of tactics and outcomes. The decisions of each player have a significant influence on the outcome, though the cards and dice are also important.