Silver Bayonet for Flintloque

Having languished for some 20 years in their boxes the Flintloque figures find another route to the table with Osprey’s Silver Bayonet. Their other recent trip out being with Muskets and Tomahawks. Silver Bayonet is a very simple gaming system and 10 figures a side should be more than enough. The system is set in the Napoleonic Wars but would run for any horse and musket setting from the end of the pike and shot period until the proliferation of breech loading rifles. Gamers command ‘historical’ forces with a 3rd monster force run by the game system. With nothing being strictly historical the Flintloque nations fit in well and being large models work with the various Games Workshop style gribblies. Games of both systems involve roughly the same size forces so some of the Flintloque scenarios could be easily adapted for Silver Bayonet. There are a selection at Orcs in the Webb and more scattered through the Alternative Armies digital archive. The challenge is to track down those with the more interesting play value. ‘A Stroll in the Park‘ has the makings of a Silver Bayonet adventure after a few changes in force compositions.

There is little shockingly new in Silver Bayonet. The key combat factor is the use of 2D10s and needing to equal the target’s defense. The 2 dice are classed as either power or skill. If a hit is achieved the score of 1 die (usually the power die) is subtracted from the health of the unfortunate target. A basic soldier has a health of 10 so if hit has a 1 in 10 chance of being down in one. Models that survive gradually get better during a campaign and one of the best early buys is to increase that health to 11, effectively giving a model 2 wounds and negating the chance of an instant kill. There is no penalty to losing health above 0 except that fewer hits will eventually force an early bath. The twist in the tale is each player has a small bank of spare dice (usually 2 each of power and skill, plus 1 monster die). A player can use each spare die once as a re-roll or an attempt to reduce any damage. A common hit number is 14 so if 10 is rolled on the power but 1 on the skill (total 11) it is a good call to re-roll the skill hoping for a 4+ and a possible kill. In the case of 10 skill and 1 power it is probably not worthwhile spending a spare power die as the damage caused will be 4-10 but 1-3 will still miss (assuming 14 to hit). The spare power dice (only) can also be used to reduce damage, best saved for when those 10 score hits come in. There are very few modifiers to firing; skill, movement and cover, nothing for aiming and a rifle is no more accurate than a musket but has a longer range.

A typical Silver Bayonet scenario has the players moving on from the board edges with something bad in the middle. Objectives on the table will give an advantage in taking down the monsters or spawn more bad things (probably a mixture of both). The monsters are hard to put down, many are immune to just about any damage. Special weapons or ammunition overcome these immunities but you need the right tools for the monster of the day. The scenario set up should have some of the right kit hidden on the board although you can still end up with the right figures with the right kit but in the wrong place. The book scenarios have no end condition but do offer experience points for fulfilling objectives such as killing things, finding things and rescuing things. There will come a point where both sides realise that they have either achieved the optimum point score or that further losses would achieve nothing so both retreat off the board. When played as a campaign models improve a little between games so staying alive is a win. With the monsters being well-hard it pays to let the opposition wear them down a bit then finish them off (monsters and opposition) then get out of dodge.

Gameplay involves dicing for who goes first. The first player acts with half their models, then the monsters (with a basic automation), all the 2nd player’s models go then the remaining 1st player’s models. Going first can be an advantage as they can get out of the way of the monsters, allow the 2nd player to get mauled then clear up with their remaining models.

Of the 10 scenarios in the book we have played up to number 8 while trying to keep experience logged and used for a campaign. The plot was slightly hampered by losing the roster sheets after scenario 6 and having to resort to an earlier saved copy. None of the characters have massively increased in skill although there has been an experience gap that has led to the British being granted some extra game experience to keep up with the French. 2 games comfortably fit into a games night (just over an hour’s play in each) including set up and take down of the table and figures. Playing as a campaign is a definite benefit as it gives an incentive to cut and run if things seem to be going as well or as badly as they are likely to get.

There are certainly some problems with the rulebook. Most of it is fluff but the actual rules seem to be only detailed once but not all in the same place. This makes tracking down a particular rule tricky as the book lacks a comprehensive index. For example there is a section on the monsters, most of these have a list of special powers. Those are listed in another section and may modify standard rules scattered throughout the body of the rulebook. The monsters and traits sections are just about in alphabetical order. Some, however, are out of sequence causing some severe frustration: Inspiring is at the bottom of page 151 but indefatigable is over the page at the top of 152.

In summary a simple system that gets games played although it lacks the depth of decision making of some other games; such as the card system in Muskets and Tomahawks.