A few days ago the post-Napoleonic imaginations forces came out of their boxes again for another game of Sharp Practice. The plot followed loosely on from a previous game (link) where one of Fleurie’s spies (a very attractive and devious lady operating under the codename of ‘The Black Widow’) was extricated from a tricky position (ooh er!) by a scratch force sent to look for her. Now word had reached Medetian military intelligence of an intended rendezvous, at which they might just catch the evil woman and put an end to her troublesome meddling.
My friend Jase duly took on command of the Medetian spy-hunting force, and I prepared a few Fleurians to defend the rendezvous location (a remote farm), plus a larger relief force to come on later.
The Medetians had been able to send some men on ahead to surround the farm and pin down the men there. Of the spy there was no sign.
The game provided a lot of good moments, with both of us bringing on reinforcements in formation, and there was often tension waiting for the next card to be turned up.
Some key moments…
The Medetian marines charged in (on the 2nd attempt) to clear off the pesky Voltigeurs, but somewhat surprisingly received a right drubbing.
The Fleurian commander, Captain Mauzac, confidently led his men onto the field in a large formation, with cavalry on the right and skirmishers on the left, he’d soon see off those annoying Bersaglieri in the wood. Instead of fleeing, Jase decided on a final volley from the Bersaglieri before they were overrun. The result: one hit, one dead officer!
The cavalry arriving a tad late for poor old Mauzac:
It offered Sergeant Luberon his moment of glory, which he duly grasped by stepping forward to lead the now leaderless line. He did well but was later usurped when a proper officer arrived.
The Medetian hordes advanced:
The main forces angled towards each other for a musketry duel.
The Black Widow decides it’s time to depart, and leaves her hiding place in the stables. She follows a retreating unit of Voltigeurs away from the Medetian attack.
The dashing Hussar, Lieutenant Gillette, was aiming for the flank of the Medetian line, but instead met a wall of Grenadiers who’d been hurried into place by the Medetian commander, his most crucial move of the day. It was bloody for both sides, but the Hussars were forced to withdraw, their injured officer following slowly behind.
The main firefight blazed for several turns and casualties (and shock) piled up on both sides. Eventually the Medetians’ morale dropped and the game was up. Their commander called off the attack and his troops withdrew.
Unseen by the enemy, the Black Widow had not run straight for the safety of the Fleurian table edge, but had made a dash for the lake, where she had a boat hidden. Escorted by the well-meaning, hopelessly lovelorn (but romantic no-hoper) Lieutenant Aramon, she had other plans to fulfil and was soon away from danger and heading off to who-knows-where…
We had a lot of fun with this, and the rules are providing consistently challenging, event-laden and exciting games. The beer was good too.
Excellent! Looks like a fun game.
Another example of the kind of game I really want to play. Your Fleurian and Medetian designs are genius. I have wembled back and forth on whether to stick with historical only elements or create Imagi-nations. Your work encourages me to create some Imagi-nations.
Thanks again Rick. I know lots of people like specific historical settings, like the British in the Peninsular, etc, but for me there’s just more enjoyment in creating something myself.