This game was played solo using 19thC fictional armies using Hearts of Tin rules.
Since there is a Victorian look to most of the buildings I have, the mid-19thC seemed appropriate so it's off to the town of Wye on the edge of the Origawn Territory. The Red Queen's forces consisted of 2 brigades, one with 2 battalions of regular infantry, a battalion of riflemen and a field gun, the other with a battalion of incorporated militia, a battalion of volunteers raised largely from sailors, and a field gun. The scenario allows for 3 mines, one on a bridge, I meant to dice for their location but despite fielding an Engineer Officer, I forgot about the mines in the heat of battle!
The Blue forces consisted of 3 brigades, on their left, 2 regular battalions, a battalion of light infantry and a light gun, on the right, 2 battalions, a battalion of riflemen and a heavy gun and in reserve 2 battalions of regular infantry, the blue guard and a heavy howitzer. There was also a brigade of cavalry which stayed off table, there being no room for a cavalry charge on the narrow, barricaded streets of Wye.
The game began with a brisk push up either bank of the river which resulted in various detachments of riflemen and sailors being evicted from the houses on the north shore after a short fight. Blue deployed their artillery to fire across the river then proceeded to throw column after column over the bridges. For a while it looked like the task was impossible but then the Blue Guards were brought forward and crashing into the militia, sent them reeling. In short order the guards had cleared the western quarter.
On the eastern side, a prolonged barrage backed by sharpshooting from the riflemen finally weakened the red infantry enough to allow Brigadier Scott to lead a successful charge over the East bridge while the tattered remains of the sailor's battery at Central Bridge were simultaneously over run. Red's forces fell back and regrouped by the church as a messy street fight developed. Casualties had been high but Red refused to give in and eventually Blue's units started streaming back in disorder, refusing to rally and renew their charges and even the remains of the Blue Guard were wavering when Scott was struck down trying to lead the remnants of the 4th Infantry in one last charge. It was too much and General Ross reluctantly ordered a retreat.
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 http://www.wargaming.co/ as well as from booksellers like On Military Matters and Caliver.
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