Following last month's Taku Forts game, we continued the Second Opium War with the Battle of Palikao.
(We should really have done the intervening battle of Zhangjiawan first. I think I mistook alphabetical order for chronological. Too much opium? We'll fight Zhangjiawan another time.)
The Allies have received reinforcements and are advancing towards Peking. They meet the main imperial Qing army deployed south of the Tonghui canal. The Allied C-in-C, Grant, sees a chance to trap the Qing against the canal. He launches an attack to capture two key bridges and cut off the Qing's escape. The Qing respond with a massed cavalry charge by their Mongol auxiliaries. An Allied counter-charge puts the Mongols to flight but in dealing with the Mongols, Grant fails to close the trap on the imperial army.
Jeremy's scenario design captures this nicely. Victory is determined by how quickly the Allies can capture the two bridges: capture both by Turn 7 for a win, by Turn 8 for a draw, and lose if they can't capture both by Turn 8.
Troops on the table. Again I am using Ottomans as proxies for the masses of imperial Qing infantry in the centre and left of pic. This time I had to conscript some ACW cavalry to fill out the ranks of the Mongol horde on the right wing, being helpfully gestured at here by Nick. The Allied front line is a French brigade, with a smaller French unit covering its left against the Mongols. The British infantry brigade is behind the French top of pic; the Anglo-Indian cavalry brigade out of shot behind the infantry.
View from behind the Allied lines after the Qing have been properly moved up to their initial position. The red puff marks a rocket battery supporting the French. The Allies are outnumbered 4:1 but British pluck will prevail, surely?
Qing Turn 1. Nick hurls his Mongols at the Allied left (upper left of pic). Meanwhile, the Qing left wing commanded by Mark takes a judicious step back towards the stream, preferring to exercise strategic patience and play for time. White puffs mark Disruption caused by Allied fire, which repulsed most of the charges.
Dave W's Allied cavalry brigade (the three bases centre of pic) obliged by countercharging, then got enveloped by swarms of Mongols. Supporting fire will see off most of these and Her Majesty's horse will repel the rest.
Brown puffs mark French units now Low on Ammo after wiping out some of the Chinese batteries in front of them. The Mongols charging in again lower left of pic are already Spent (black puff) and about to evaporate.
Our French commander, Crispin, then wheeled his brigades to the left. The objective bridges and canal are now out of shot to the right of this pic. Most of the French are about to head west and help the Allied cavalry to chase off the Mongols.
That leaves me with the British infantry brigade on the right wing to take the more direct route to the righthand (easternmost) bridge, just visible top of pic. My movement rolls are a bit tardy though, plus I was at the rear to start with, so it is taking me a couple of turns to get properly into action.
Dragon's-eye view circa Turn 4 or 5. The Qing regulars are all compressed into their bridgehead top centre. French and British infantry lines are converging on them from left and right. The cavalry fight continues to sprawl across the left (western) half of the pitch. Time is ticking away for the Allies.
Almost all the Qing infantry are now behind the stream that parallels the canal. British infantry is following up but as yet unable to close with the bayonet.
Next turn and all the Qing have been driven north of the stream. However, our charges across the stream have bounced off and we will have to try again. (White puffs of post-Assault disruption.)
The renewed Assault has mixed results: we wipe out a lot of Qing infantry, but quel horreur - the Qing regular cavalry behind them then routs the French grenadiers and engineers, who flee the field, trailing black smoke! (For dramatic effect only.)
The French on the left half of the battlefield have had more success and finally taken the western bridge (out of pic). It is the final turn and the British must take this eastern bridge to avoid defeat and salvage a draw. The 99th Foot and the Ludhiana Sikhs duly charge in, as do the French 101e. (Here we see one of the disadvantages of 6mm, as Crispin inadvertently sends some of his French in backwards, while Mark apparently seeks to repel them using his horses' rumps. Sometimes it's hard to tell which way these small figures are facing.)
British bayonets do the deed! We force the Qing back from the bridge and repel their last desperate charge. A red counter is planted on the Objective and an honourable draw is obtained. Hurrah for John Bull!
Reflections
Asymmetry is tricky to balance. The huge disparity in numbers is offset by massive Allied quality advantage. In the actual battle, the Allies only suffered about 50 casualties, as against some 1,200 Chinese. This required Jeremy not only to use all the usual attributes (lots of Aggressive, Skirmisher, Devastating, and Shock cavalry for the Allies; Passive, Fragile, Raw, Tactically Inept Chinese) but also to grant the Allies some other special powers: more manoeuvrable artillery, less penalty for flanks being assaulted, etc. Early on, it looked as though this had made the Allies too superhuman and it would be a walkover. However, they had to fight the clock as well as the Qing, and the Qing's sheer numbers enabled them to impose respectable delay. The resulting last-turn nailbiter suggests Jeremy got the balance about right.
Options and replayability. As the Qing left wing commander, Mark bore up nobly in the face of his inevitable crushing by superior Allied quality. But to be willing to fight it again, he said he would want more objectives on the table to give the Qing more options about how to play it. In particular, he advocated adding an objective or two to represent Allied concern about their flanks and line of communications. To be considered.
Simplify, simplify. As noted, some of the roads were redundant table clutter. There were also quite a lot of non-standard scenario special rules that generated mental clutter. Some of these can probably be stripped away or made more standard to make life simpler and easier for players without detracting from the scenario.
Must paint my Chinese armies. I've had them quite a few months now. Unfortunately I'm not always in the same town as they are, and there are too many other distractions, and they are Irregular Miniatures that need quite a lot of cleaning and trimming before I can base and paint them ... I'll get around to it, honest.


