This game was played solo using 40mm 16thC figures and Rough Wooing.
Something about the fortress on the map combined with siege batteries said "16thC" to me so here we are in France with the English behind the walls of the town of Belmont being besieged by the nobles and mercenaries of the King of France. 4 companies are placed for each unit of infantry or cavalry.
As another dawn approaches, a sally port slides quietly open and 6 dice rattle across the table allowing the English border horse to sneak 18" across the table without being seen, just 3" short of the battery position. Confusion strikes the English as the French guns open fire (sighhh, yet another cautious light cavalry commander leading a raid). As the French scramble to arms and rush piecemeal to the rescue, the English archers spread out to cut off any relief attempt, the sword & bucklermen rush the gabions and the border horse spur forward to distract the Landsknecht pike. The gun unleashes a hail of fire (tied melee) while the cavalry teases the pikemen (no hits either side). An amazing melee now takes place as turn after turn the dice fly as additional English troops join the fight but with as many as 9 dice being rolled at one point, turn after turn, no one can roll higher than a 3.....twice leaders are unhorsed....
Meanwhile, the French shot begin to pick away at the English bills who have deployed to cover the retreat of the storming party while heavy lancers come thundering forward led by the Sieur de St. Lambert in person. A first charge is chopped apart by billmen and at last the English foot scrambles over the gabions, slaughters the gun crew and drives back the supporting Landsknechts. A rush back to the gate takes place but Sir Perry, in command of the English foot, is forced to stand and cover the press of fleeing men. The weight of armoured lancers is too much and he and his band are ridden over. The lancers press on and cut down more English, pulling up only when the portcullis drops in their faces.
As the remnants of the sortie musters inside the gate, the Earl tallies his losses. According to his counselors, Grant & Asquith, he could afford to lose 25% of the sortie and still call it a success, 12 stands went out, 9 came back. He looks over the wall at the gaping pit where the French battery had stood at dawn and smiles grimly.
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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