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.



Showing posts with label Rough Wooing. Show all posts
Showing posts with label Rough Wooing. Show all posts

Monday, October 17, 2011

5 Nov 2008 Scenario 1: Attack on a Prepared Position.

This game was played between myself and Gary McMahon using my 40mm 16thC English and Scots and Rough Wooing.
The English under the Earl of Bedford (aka Gary McMahon) arrayed themselves with archers and artillery spread across the centre of the ridge line and the billmen clumped behind the crest on the left of their line. (3 inf +1 lt inf + 1 arty translated into 2 Battles each of 4 bills, 4 bows and 1 gun ( 1 company of bows being replaced by a company of arquebusiers)

The Scots under the Earl of Lennox (aka me) marched on along the road. 6 inf, 2 lt inf, 1 cav and 1 arty being translated as follows: Lord Home's 4 companies of border horse leading followed by the Campbell with 6 companies of highlanders, then the Earl with 6 Scots pike and 2 arquebusier and finally the Rhinegrave with 8 Landsknecht pike and 2 arquebusiers and 2 light guns all in French pay.

Lord Home advanced on the hill but was twice driven back by bow and cannon fire, finally succeeding in working around the English left. The Highlanders then deployed and stormed the hill. Lightly armoured, they fell in heaps under the arrow storm but enough of the chieftain's household remained to sweep away the archers and over run the guns before collecting their wounded (and spoils) and returning to camp. At this point, the Earl of Bedford led his sturdy billmen over the ridge. Lennox deployed his pikemen to face them while his arquebusiers skirmished forward. Evening was drawing nigh (Turn 9 of 12) and the English had high hopes of holding till dark but outnumbered 2 to 1 with their archers scattered, the English foot faded away into the shadow of the woods.

5 Dec 2008 Scenario 3 Disciplined vs Irregulars

This game was played solo using my 40mm 16thC English and Scots armies and Rough Wooing.
I decided to pit the firepower of veteran English longbows against Scottish levies using 2 stands per unit.
The English consisted of: a General with his bodyguard of Pensioners, a Captain of lancers with 2 lancers and a border horse, a Captain of bills with 3 armoured bills, 4 bows and a light gun, a Captain of light infantry with 2 bows and a company of arquebusiers and a spare card to level out the deck and allow them to pass once per turn if though advantageous.

The Scots had a General and 5 companies of pike with 2 shot, a Captain of lancers with 1 lancer, 2 border horse and 2 mounted arquebusiers (well the scenario said the irregulars had 1 mounted unit with missile weapons and that's what I had), a Captain and 5 companies of Border horse and a captain with 9 companies of highland swordsmen.

Things went badly wrong for the English in turn one and went down hill from there, dice, cards, everything seemed against them while the Scots could do no wrong. Even the parties of light horse sent on a wide flanking movement passed every control check. The Scots cavalry overran the English horse then the general, the Highlanders took on and broke the billmen, while the flanking horse rode over several archers and into the limbered gun. It took barely an hour to reduce the English army to a few scattered remnants.

In case it was a rules problem (or, perish the thought, prejudice) I replayed the game using the same broad plans. This time the Scots stalled when out of command control and the English archers plied their bows with effect. A clash of cavalry destroyed both parties leaving the way open for the Scots pike to charge head on into the Bills. In a flurry of dice, the General and 1/2 the pikemen went down. The English archers stepped up and supported by the artillery cut down the Highlanders in swathes then turned their bows on the border horse driving them off. The way was clear to march on with serious but acceptable losses.

10 Dec 2008 Scenario 4 Encirclement or Breakout

This game was played solo using my 40mm 16thC armies and Rough Wooing 

I decided to stay with the 16th C, pitting English vs French on the continent to test the revised rules. Each scenario unit was replaced by 4 companies of infantry or cavalry or 1 gun. The English were in the middle with 4 Battles, after dicing for deployment of battles their army began as: In advance: 4 Border Horse, on the right: 4 Bills & 4 Bows, on the left: 4 Bills, 4 Bows & 1 light gun, in the middle: 4 Demi-Lancers inc the General. In similar fashion I formed the French army then dice for the placement within each force. Force 1: Left: 6 Levy Pike & 2 shot. Right 4 Light Lancers, Force 2: In advance & to the right: 4 Gensdarme inc General, 2 mounted arquebusier, 2 reiter, behind and to the left: 4 pike, 1 crossbow, 2 shot, 1 swordsmen, 1 light gun. Force 3: 6 pike, 6 shot, 1 heavy gun. Forces 2 & 3 were beyond "detached" and had to take a control check each turn, all 3 Captains rolled "Bold". I was going to roll for battle plans but the point of escape seemed so obvious for the English that I just went for it and rushed the French up as quickly as possible.

The game began with the English light cavalry quickly moving to face the French light lancers, the left hand infantry backed them up, the demi-lancers faced the French main body while the right hand infantry began a slow retreat facing the enemy. On the 2nd turn the light cavalry clashed shaking both bodies but driving the English back.

Arrows drove off the remnants of the French lights leaving the way open for a clash of Bills vs Pikes. Despite the depth impetus, the pikes were driven back but then dug their heels in and the melee continued for several turns. The French Gensdarmes crashed into the English cavalry but got the worst and were driven off. Turn after turn, the main body of French Landsknechts stalled but finally they got in motion, deploying the artillery on a hill and pushing some skirmishers forward. A brisk skirmish action across the entire front went on as the English slowly backed up, archers evading the occasional charge, the reiters did follow through onto the bills but were repulsed. Once a company of bills from the Right Battle moved across and outflanked the French Pikes, they finally broke and ran leaving the way open for the English to retreat off table.

The English lost 7 companies out of 25 so technically it was a draw but given the bloody nature of the rules I can't picture how they could have gotten away with much less so have awarded them a marginal victory.

4 Feb 2009 Scenario 10: The Important Bridge

This game was played solo using 40mm 16thC armies and Rough Wooing

It was back to Scotland in 1547 again for game 10. The French were Blue, the English, Red. I placed 3 companies for each scenario unit. I was short on Gensdarmes (hence the embarrassing temporary bases) so the English got lancers for heavy cavalry and Border horse for mediums. The French rapidly advanced and seized their side of the bridge while their Scottish allies closed in on the far side. The English led with their cavalry which chose to ford the river while their infantry went straight for the bridge.

The English border horse appeared early and clashed with the Scots border horse, both battles being effectively destroyed, the remnants eventually retreating without taking further part. The English cavalry, having moved beyond command range, stalled and suffered heavily from the Landsknecht arquebus fire. The Scots advanced rapidly and the Highlanders getting out of hand, moved through the wood and charged the English archers driving them off before falling back to the woods, hotly pursued by the Red coated Bills. Meanwhile the White coated 2nd English battle arrived and deployed to face the Scots. After a flurry of arrows which did serious damage to the Scots pike, the Bills charged forward driving the Scots back and cutting them down.

On the far side of the table, the French cavalry slowly moved around the wood and dispersed the remnants of the English cavalry then splashed across the river to attack the English archers and artillery. The river must have been deeper than it looked as they also had trouble crossing and suffered heavily from bow and cannon fire. Seizing the opportunity, the English foot charged across the bridge and drove back the German pikes but eventually the losses to arquebus fire, push of pike and lances shook the battle and it retreated. The French cavalry attacked and drove off the remnants but were themselves shaken by losses and retreated off table. Undaunted, the Whitecoats, having driven off the Scots, splashed across the river and attacked the Germans in the centre. After a series of charge and counter charge interspersed with volleys of arrows and arquebus and cannon fire, both sides suffered heavily but the German mercenaries cracked first and the English were left in control of the bridge. Sighhh, I was so sure my Scots and their allies would win this one.....

12 Mar Feb 2009 Scenario 13: Finding the Ford

This game was played in Port Deposit, Maryland, between myself and Rob Dean using our 40mm 16thC armies and Rough Wooing.

This game gave us the chance to pit my English against Rob's French for the 1st time in 4 years. The ford turned out to be in the middle, beside the bridge, and by turn 2 both sides had found it. This put paid to any element of deception and the struggle for the ford became one of brute strength across a ford only 1 stand wide (we diced for width).

An early attempt by the French cavalry backed by crossbowmen and arquebusiers had some success but they were eventually sent packing and then English bowmen dominated the ford. The combination of bill and bow was able to hold the ford but was unable to make headway against the heavily armoured French Gensdarmes who awaited them on the far shore.

 The cannon on the hill and some mounted arquebusiers were brought to bear on the problem and a gap opened, wide enough to slide some light infantry through. These were able to eliminate the enemy battery but were themselves driven off. Slowly the rain of missile weapons took its toll on the gensdarmes and at last only the Captain stood, single handedly holding the ford against the English infantry, (making every save and passing every Shaken Control Check!). As the infantry fell back and made way for the English horse, the cannon barked again and at last the brave Chevalier fell. The English cavalry splashed forward driving off a thin screen of light troops as the French pikes began to fall back, ceding the ford.

Sunday, October 16, 2011

14 June 2009. Scenario 26. Civilian Escort

This game was played Solo using 40mm 16thC armies using Rough Wooing.


This is an unusual scenario and it took me awhile to think of an appropriate background which I had figures for. I settled on mid-16thC Scotland. The English were trying to normalize their occupation and wanted the Scots to accept them, sell food & labour to their garrisons and so forth, the Scots government naturally objected. Here, the Duke of Albany has taken 6 companies of pike and 3 of shot to escort 12 'companies' of civilian families, sheep, cows, carts and wagons out of the English clutches. The English have dispatched Sir Robert Bowes with 4 companies of border horse and 2 of mercenary mounted arquebusiers to turn them back.

The English cavalry was across the board in a flash and blocked the pass but an interesting problem arose, charging pikes frontally with light horse looked fairly suicidal and the Scots pike were prohibited from charging cavalry, due to the 3" rule, neither side could just slip through any gaps, they would have to go the long way around, but that would leave someone out of command control.

Both sides brought up their arquebusiers but today the Scots had a deadly aim while the mercenaries appeared to have let their powder get wet. All the noise and excitement had its affect on the civilians who scattered in all directions before being carefully herded back in to the centre. As the Scots fire took its toll, Sir Robert decided that charging the arquebusiers would have been a smart move, even if they had evaded behind the pike, it was too late and he himself was shot down and the 3 remaining companies scattered to the wind. 6 turns had gone by, had the delay been enough? The various groups of women, children, sheep, cows and wagons were herded back together and stepped briskly down the board, exiting by turn 11 with a turn in hand.

7 July 2009 Scenario 28: Raid from a Fort.

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.

5 Aug 2009 Scenario 30: Clearing out the Rebels.

 This game was played solo using 40mm 16thC armies using Rough Wooing.


The Duke of Argyle's political scheming had gone too far and he had to gather his Campbell clansmen around him and retreat to the traditional cave in the Highlands (center background behind the gun), pursued by the forces of the Regent. To provide some element of surprise and uncertainly, I deployed the 5 Campbell companies by shuffling 5 cards and 5 blanks and deploying them into various hiding places, then did the same with the Duke and artillery. The cards moved like actual units until seen in the open or until an enemy came within 3" at which point the card was flipped over and replaced by the unit or removed. The Regent deployed Lord Home and 2 Border Horse on the right followed by the Regent's Battle with 6 pike and 3 shot. On the left were German mercenaries provided by the French King to fight the English. (oops) 6 pike, 3 shot and a light gun.

The Germans advanced and stormed a stone farmhouse only to find it empty. They pushed some shot forward but the cautious Captain Duhn stopped several times and the right wing was heavily engaged by the time they finally proved that no highlanders were on their flank at all and turned to the center.

On the right, the Borderers rode forward scouting out various bits of cover and chasing a few outlying Highlanders back. One company got a bit carried away and charged into some clansmen in the open but were hit by the first effective fire of the game and after a prolonged struggle were chopped apart by superior numbers of fierce clansmen. Home led the rest of the borderers forward and rode over the unfortunate highlanders who had made the mistake of trying to run to cover.


The battle on this flank then settled into prolonged sniping between Highlanders in cover backed by a light gun and the Regent's arquebusiers support by the cavalry. Eventually the remaining Regent's men pulled back while Home, his command reduced to his own personal bodyguard, spurred forward and almost cut down the Duke in hand to hand combat before falling himself. In the center, charge after charge on the white cottage was repulsed until finally the Germans added their weight to the attack. The Regent's men suffered heavy casualties but as the Highland casualties grew, parties of clansmen started slipping away until only the Duke and his bodyguard were left. These stood bravely until a German arquebusier found his mark then the wounded Duke was carried to safety in the mist covered hills.

11 Aug 2009 Scenario 31: Raid from the Sea

This game was played solo using 40mm 16thC figures and Rough Wooing.


A light mist covered the harbour as several longboats crammed full of English soldiers and sailors slipped past the Spanish batteries and entered the harbour. There was barely time for the alarm bells to ring before the first soldiers were swarming up onto the deck of the Santa Teresa, the crew, spilling out of their hammocks resisted manfully but soon smoke was billowing from the hold as the English tumbled back into their boats and looked for their next target. The 2nd boat landed its load between the Customs house and the bell tower battery as the garrison lancers came galloping up the road.

Quickly forming up, a flurry of arrows decimated the lancers as they charged. As more English swarmed ashore, one party broke into the custom house and despite prolonged resistance by the agents, drove them out and set fire to it while another company battered down the rear gate of the bell tower battery and put the gunners to the sword. A body of mercenary pikemen formed up and charged but as the bills slashed down, they faltered and then scattered, running for the hills. The rest of the garrison had not been idle and soldiers and militia were soon swarming up the main road from all around the town, unleashing a hail of fire. A charge by the local militia saw some success until their Captain was struck down.

Taking advantage of the respite, the English slipped back onto their boats and rowed across the harbour. A small garrison had been left in the barracks and they sold their lives dearly but soon more smoke was rising above the town. As the main body of pikemen trudged tiredly back around the harbour, the English assaulted Old Battery but against all expectation, the garrison put up a stout resistance. A thin line of archers formed across the rear of the assault party as the main body of the garrison approached. A cloud of arrows rose up and down as the swivel guns on the boats opened up on the dense mass of pikemen. A few brave men tried to push forward but none made it as far as the waiting line. Moments later, the battery garrison surrendered. Porto Nueva was no longer a threat.

18 Sep 2009 Scenario 34: Surprise 1)

This game was played solo using 40mm 16th C armies and Rough Wooing.

The English with a large force including a large number of Landsknechts and other mercenaries has trapped a small Scottish force against the Meander River. Luckily for the Scots, the mercenaries pay is late and the French are at hand with gold. A die roll settles that it is the right wing of the English army that will change sides. (Technically, this forthcoming betrayal was unknown to the English so this called for a little "lets pretend I don't know".)

On the English left, an impetuous charge of border horse sweeps away a few skirmishers but is wiped out in a fierce fight with the main body of Highlanders. These, however, are badly cut up and lurk for the rest of the battle till driven off by arquebus fire. In the center, once it becomes clear that the Germans on the right are not just hanging back due to command control failures but actually changing sides, one battle of bills and bows are turned to face them while the heavy cavalry swings forward to flank the Scottish pikes as the main battle of bills and bows advances. The Scottish cannon take a heavy toll of the Whitecoats but are eventually silenced by bow and cannon fire.

On the Scottish left, the border horse first retreat off to the far flank then swoop in to charge the English heavy cavalry from behind while a handful of Scottish arquebusiers snipe at them from the woods. Fortune favoured the Scots this day and between lucky shots and lousy morale tests, the small force of English cavalry including the General is driven back and then routed. For a moment it looks like the Redcoats will hold off the treacherous Germans on the right while the faithful Landsknechts on the left will save the day but their Cautious commander refuses to advance and as the Regent leads the Scottish pikes forward, the Redcoats crumble and the whole English line comes apart. Scotland is saved yet again