In late 2008, in an effort to get myself playing more games, I decided to play all 52 scenarios from Scenarios For All Ages by
Charles S Grant and Stuart Asquith. More than that, I decided to play them in order, 1 a week, starting on Nov 5. I knew I wouldn't
manage to play every week so I set a deadline of Dec 31st 2009. With a little help from my friends, I made it with a day to spare.

In the end, I played 52 games in 60 weeks. 34 solo games, 15 face to face games, 3 Play-by-Email mini-campaigns
17 other gamers from 4 countries participated, (Canada 11, US 4, Ireland 1, Argentina 1)

11 'periods' were played - 20/25mm Ancients (3), Prince Valiant 40mm skirmish (9), 40mm 16thC (10),
40mm semi-flat War of Polish Sucession (1), 40mm AWI (2), 40mm Pirate
Skirmish (5), 40mm early 19thC fictional (17), 15mm ACW (1), 25mm Zulu War (1),
20mm WWII (1), 20mm 1960's fictional (2)

I posted a brief report on each game on my webpage. I am shutting down my website so I am re-posting
the reports here, starting at Game #52 so that they will eventually appear in order. The reports were written in a variety of voices and tenses (sometimes all mixed together!) and it was tempting to rewrite them but I have left them as they were originally written with only very minor corrections, particularly to things like links.

To avoid copyright issues and save myself work, I have not given the details of the scenarios. Having a copy of the book will help make sense of the reports. The book may currently be purchased from John Curry at as well as from booksellers like On Military Matters and Caliver.

Sunday, October 16, 2011

15 July 2009 Scenario 29: Raid on a Train.

This game was played solo using 40mm 19thC Fictional armies and Hearts of Tin.

A July afternoon in the Rahdon Hills, the Oberhilse Frontier Light Horse have been patrolling the new rail line that the Fahrway Trading Company has built from their mines in the disputed territory to the headwaters of the East Wye River, suddenly they see one of the new fangled steam engines sitting idle, guarded by a detachment of Faraway regulars, the Buffs. Flashing off a heliograph message to the 1st Dragoons requesting support, they deploy into line, send out skirmishers and descend towards the train. The long roll sounds from the camp as the red coated soldiers grab their muskets and fall in.

A few shots ring out as the frontiersmen fire their long rifles from the saddle while the main body aligns them selves as if for a charge. A terse command rings out and the Buffs smoothly form square. The frontiersmen are brave fighters but charging squares is not their idea of warfare, they trot closer and pull out their rifles. In the square, Colonel Pointer watches the slow drain of casualties with concern while scanning the western horizon for some sign of the rescue train that he is expecting. At last he decides that the horsemen do not mean to close. He orders the Buffs into line and advances expecting the horsemen to fall back. Surprisingly, they stand as if pinned, all but the skirmishers who pull back behind a patch of woods, he orders a devasting volley and the horsemen finally ride back out of range.

 Suddenly from behind, there is a commotion, the light horse skirmishers have ridden around the woods and are about to swarm onboard the empty train. Another crisp order sends the light company doubling back towards the train while the main body falls back slowly in line. A cheer goes up, there coming around the bend is a train bristling with the bayonets of the Green Tigers. Time has run out, the light horse dash forward firing from the saddle but another sharp volley sends them to the right about. Two hours later, the Blue Dragoons wend their way through the hills and scrub woods but they are too late, the enemy is gone.

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