Sunday, 12 September 2021

The gold of the Confederates: a 54mm wagame with a "touch" of the Bandolero movie 5/9/2021

I had painted the Mexicans and cowboys from Steve Weston's "Magnificant Seven" figures.
Looking for a game to use them, Patrick VDB found the Comic Strip of the Blueberry Saga.
I had also for some time the movie Bandolero in mind. Combining the two I ended up with this game. Created a rule (see bottom of the article), used some scenery I had, and made some more scratch build ruines.

The script: A group of Confederate soldiers brought gold of the Confederacy across the Mexican border and had buried it near an old Spanish fort. All soldiers except one Lt Silver died in a short time, due to an overduse of lead and other accidents.

 However, once the remaining man wanted to get the gold for himself, the region was by then full of Mexican bandits: Bandoleros. Lt Silver had to hire some teams of unsavory figures. 

With the horses within the fort, some Mexican peasants dug up the gold.
But then, a bigger then expected group of Bandoleros showed up.....

As this is a holywood game the "hero" of each player can have 4 wounds, the secondary figures 2 wounds. The hero infkicts a hit when he shoots with the 3 highst values, the secondary figures on the 2 highs values of a dice throw.  (D4 short distance , D6 a bit further up to a D20). Mexicans are eliminated on one hit and inflicts hits on the highst value of a throw.

For more info and for the fighting rules see bellow.

The game: 5 players with each a team of 4 cowboy/gringo figures: 
the teams  :
  • The Dalton brothers as in the comic strip of Lucky Luke (Steven)
  • Lt silver and his 3 hired killers (Adrien)
  • Former Pinkerton detectives subject themselves of an investigation (Kristof)
  • Wyatt Earp brothers and Doc Holliday: former marshall due to something not Ok that happend (Thomas)
  • Former judge Carter and his bounty hunters, misjudged the liberties he could take with his gang (Patrick)
Goal of the game: survive as only team to keep the gold. So the players had to fight off the bandits and eliminate the other players teams.  after moving their team figures, they can activate 2 D6 bandoleros to led them take a shot at figures of the other teams. 

Al teams had to keep a least one figure close to the dig. Patrick choose to keep his whole team outside the walls.  But the first move of bandoleros was made by me, the game master 1D10 of Mexicans.

It gave 9: the leader of the Mexican horse riders gave the signal, and suddenly the Mexican peasants attacked the gringos, giving Patricks team already 2 wounds.  The peasants now faced crossfire and were shot down. The cart with the gold was quickly brought within the gate to keep the horse riders out of the fort. On the other side, the gate doors were closed.

Patrick took the chance of keeping his team outside, but changed his mind and flet to one side of the fort, were bandoleros on foot were already climbing up the wall.

The Mexicans started to enter the fort, but had suffered already heavy losses

The Bandalores also succeeded into opening the gates on the other side of the fort, but than Ef Jefe was shot down, and the shocked bandoleros left the scene.

Thomas and Kristof had teamed up and started eliminating the other teams, reslting in the other players working together. First Patricks team was done, followed shortly by Steven.  Also Thomas his team followed, leaving two figures standing. 

The Pinkerton boss and one of Adrien secondary figures, the latter winnning the duel.

For a trial game, it went very well. Adjustments of course are needed.
5 players was a bit much with 4 figures each, and maybe to much Mexicans to handle each turn.
Another option is to give al bandoleors to one player. Also not working with the fort, and instead only buildings will speed up the game. and give it more a "Bandolero Movie" effect.

The gold of the Confederacy

Goal of the game

Survive the bandoleros attack and be the only ones able to take the gold.

Game progress

The players place their figures but as at least one figure per player must guard the excavation of the gold. The gold has just been loaded onto the cart by Mexican peasants hired for the job. When the figures of each player are deployed, the game master rolls a D10 and moves the same number of Mexicans.

Then each players take  turn (counterclockwise) : actions of his figures + move 2x6D Mexicans Note: A Mexican may not move away from the fort except to pursue a  “gringo” figure. The player who comes second in the first round of the game comes first in the second round of the play. Whoever came first a a round becomes last in the next. At the end of the round, unactivated Mexicans take 1 move towards the entrances of the fortress.

If a player has lost all his figures, then he throws every turn 3xD6 to move Mexicans. If necessary, the game master will intervene and some Mexicans who have been hit are only injured and rise up again to fight on.


A figure may take 2 actions in one turn.

Maximum 1 action is shooting

To move :

·  20cm movement on foot is 1 movement (stairs -5cm)

·  Climbing up or jumping off somewhere

·  40cm with horse is 1 movement

wounded: ½ distance


Just as movie heroes, our figures can also survive multiple wounds. Indicate the wound on your players sheet when it has been inflicted. Secondary characters are eliminated by a second wound. The “hero” at 4 wounds. Mexicans are eliminated directly after one hit .

They themselves can inflict hits only with the highest value of a throw. Heroes inflict hits on the 3 highest values ​​of the die roll (eg D6 = 4-5-6)  . Secondary figures the 2 highest values  (eg 7-8 on a D8).

fire table












50 cm







100 cm










10cm (2xD4)

20cm ( 2xD6)

3 0cm





Modifications :

Move die column to the right:        

·         when the target is in cover + 2 columns (D4 becomes D8 )   situation at the moment of the shot.

·         Shoot 2X on the same turn with the same weapon for both shots+1 column (eg D4 becomes D6)

·         Shooting with 2 revolvers: shot with, the second weapon +1 column (eg D6 =>D8)

·         Shooting with rifle at <10cm + 1 column (D4 becomes D6)

+1 on die result: shooter when the shooter aims by no moving and takes only 1 shot, this from D8 and higher (otherwise target is too close to aim properly)

Throw dynamite: maximum 30 cm. indicate target spot, then throw deviation die: Deviation arrow: 3xD6 cm. Impact everyone within 10cm D6 (4-6 =wound). Inside building: everyone inside the room D6 (3-6 wound).

When rolling a die value of 1 while firing, the shooter must reload or repair his blocked weapon = this means no shooting any more with that weapon unless he takes one move action to fix it (next turn – show with a token )

If you fire at a horseman and you are 1 point short to hit, you hit the horse. Rider continues on foot.


When 2 hostile characters are within 5cm of each other: attacker (the activated figure making the move) inflicts a wound when a higher value than the defender is thrown. Weapons according to the table below.

fight table














When attacked in the rear -2 on the die roll for the assaulted.


Saturday, 28 August 2021

Braddock's Defeat on the Monogahela

 I am a big fan of Muskets and Tomahawks, 1st Ed. I'm not such a fan of the 2nd Ed. Today I played a fun game based on Braddock's ambush during the French and Indian War, as we call it here in the US. Although outnumbered, the French and their Canadian and Indian allies completely triumphed over the more numerous British, even though the British possessed artillery and better trained troops. The Indians and Canadian militia were able to move through the forest at will, while the British were stuck on the forest path. When the British were able to charge home, which happened once, they made short work of the their tormentors, but the constant sniping wore down the British and, when a regular French infantry unit entered the battle, with their volley fire, it was all over for the British. We used the ranges and move distances as written and, even though the figures were 54 and not 28mm, it played well.

Sunday, 22 August 2021

ACW battle in 54mm - August 14, 2021

ACW game, with Steven and me. 
Figures from Steven.

To simulate the uncertainty we started the game with blancs (white painted figures with a letter or number on the base) representing one or more units or ...just noting. Also for the reserves I had forseen playing cards. Both the attacker and the deffender had to draw a card out of 3.  For the attacker it was 4 - 5 or 6 , the defender 2 - 3 or 4. The figure representing the number of reserve units arriving between turn 2 and turn 7.  (also dicing). The arrival place also had to be noted beforehand.
The game: 10 units or Federals with 2 batteries definding a crossroad behind fieldworks. Part of the units are 5 stands strong. The batteries firing with a +1D. Only one unit is veteran.

The Condederates attacking with 12 units and 4 batteries.  1 Elite unit and 7 veteran units. Only the Confiderates have a +1D when charging.

The Elite Louisiana Tigers try to dislogde the sharpshooters. The first attack failing, the second succeeded thanks to support from 2 other units. The losses however were heavy for the Tigers, their role reduced to supporting other units.

The non -veteran Confederates tried to charge the fieldworks but failed on with several attemts

The Federal right in the wooded hills was facing the main Confederate attack. The reserves of the latter also arriving on the far left in turn 2. Giving however with the great number of units on that flank a problem of getting enough orders with the command dice.

On the Federal left, more confederate troops pushed the sharpsooters out of the woods. The Federal left was under stress. The 2 resevere units arrived in the center.

Federal sorties from the fieldworks were driven back with artillery fire

The Federal heavy battery kep further Condederate assault atempts at bay.

The Confederates started to push back the Federal right .

Also on the left Confederate charges were successfull destroying a unit an with the breaktrough also one of the batteries.

Only a countercharge of my veteran unit was able to stop the Confederate advance and stabelise the situation. 

The confederate reserves finaly making contact, the Federal right collapsing.

The Federal forse had no other option than to cede possesion of the strategic crossroad.