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.



Sunday, October 16, 2011

30 Aug 2009 Scenario 32: Amphibious Assault

 This game was played with Ron Porter using his 1/72nd WWII figures and Blitzkrieg Commander.

Sicily, 1943.

Ron took charge of the German defences, 9 infantry, 2 MG's, 2 mortars,2 HQ, a FAO with 2 offtable guns (big ones I think), a CO, a pillbox and acres of mines and wire, well maybe not that much. I took the rather green Yanks the 1st wave had 9 infantry (Able, Baker & Charlie companies), 2 mg's, 2 mortars, 2 engineers, 2 Lee tanks, 2 incompetent HQ's and an energetic CO who had to rush up and down kicking butts and hauling guys off the beach all game. Oh yes there were also 2 lovely HUGE naval guns with lots of assets which I pretty much wasted. The 2nd wave which waited until turn 5 was the same but only 1 HQ plus a naval FAO. The brown hill on the left rear was designated a minor objective and the bridge in the right rear as a major one. My too clever plan was to concentrate on my left and swing around the wood hopefully bypassing most of Ron's defences.

Well, even if Ron's artillery and the MG in the stone house, where his FAO also was, hadn't destroyed Able and most of Baker companies as well as both MG's, I was having trouble even reaching the hill, my guys kept taking smoke breaks once the CO became preoccupied with the 2nd wave. Since the 2nd wave was late, I redirected it to the opposite flank for the direct run. I lost more boats on the way in including 1 tank and the whole battalion stalled on the water's edge.

My CO had to make the dash across the width of the beach to get them moving. But, with an observer, the naval guns were useful and weakened the pillbox (small bunker) enough that the Lee was able to take it out with a few well placed shots and the way was open for the remnants of Dog, Easy and Fox to advance on the next stronghold .That was pretty much the high point of the game for the Yanks. They were fast approaching their breakpoint but not the objectives and time was well up.

17 Sep 2009 Scenario 33: Harbour Raid

This game was played solo using 40mm War of 1812 armies and Hearts of Tin. 
The day started well for the British, their boats entered Newport unseen and landed the 41st foot and a party of sailors with a light gun at the foot of the American shore battery, the Canadian fencibles and 2 companies of light infantry on the harbour's edge and 2 companies just beyond the pier. The local militia and volunteers put up a surprising fight though and while the light infantry and fencibles eventually cleared the eastern shore, they suffered heavy casualties and could go no farther. 
The 41st split up, 2 companies under their Colonel rushed the rear of the battery while the rest of the force engaged  the US 4th Infantry which had barricaded themselves in town. Under a heavy fire, the British were unable to break down the gate to the battery and when the Colonel fell the remnant rushed back to the boats, rallied briefly then retired again under a hot fire. At about the same time, on the Eastern shore, the wounded General Turner was carried back  to the longboats and ordered the retreat of the remaining forces.   

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

20 Sep 2009 Scenario 35: Surprise 2

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


I rather thought the timeframes and movement rates might be a problem with my rules but I was tired and ..... anyway I decided to push on as written. The Oberhilse force consisted of the 1st Dragoons, Paipur Tigers, Frontier Light Horse, 1st Infantry and a handful of skirmishers. Each bridge was held by a company of the Green Tigers while the rest of the tigers, fencibles and Buffs supported by Lancers and a battery of foot artillery held the town.
The skirmishers had crept into the wood by the eastern bridge and opened a heavy fire on the bridge guard while the 1st Infantry rushed across the table in column. The cavalry followed behind them, keeping a wary eye on the town but by the time the gun was manned and turned about and the garrison turned out, the bridge had been over run. A few stray shots followed as the raiders rode off having lost a single company of light cavalry to enemy fire

4 Oct 2009 Scenario 36: Night Attack-1

This game was played solo using 1/72nd 19thC fictional armies using Hearts of Tin. 

In order to get more games going, I decided to bring back some smaller figures and a few scraps of terrain and set up another small (4x5)  gaming table at the kennel. One of my old 15mm armies seemed like the obvious choice but I've just started work on some 20mm plastic RCW and have been casting a nostalgic eye on some Airfix ACW figs I painted up 25 years ago  during an earlier nostalgic bout, soooooo ...... 

It is 1863 and civil war is raging in Oberhilse. A brigade of Republican troops in their blue uniforms are camped by the Blubagh Run. Six companies plus a squadron of dragoons are on guard at the Western crossing in case a threatened Rebel night attack materializes, 4 more companies plus a field gun are in camp while 3 more squadrons are en route. The Rebels are indeed on the march but they are aiming at the Eastern ford, 2 squadrons of light horse, 16 companies of infantry divided into 2 brigades and a field gun. This would have been a good game for a GM,  map moves and written orders or at least a programmed enemy but the night rules and control test  caused lots of mayhem as it was.

The Rebel 1st Brigade managed to cross easily but the 2nd Brigade went haring off to the west on its own initiative. The 1st fight of the game came as a single squadron of dragoons dashed itself against the rebels as they deployed from the crossing and was cut down to a man. (oops) Behind them the blue infantry formed line with the 3rd Infantry in reserve. Across the run, the Rebel 2nd Brigade deployed to cross the run behind the blue line. The 3rd Infantry was ordered up and advanced into melee range leading to a fierce musketry duel across the run. 

Feeling the onus to attack, the Rebel commander ordered the 1st Brigade forward and the blue force was caught in a nasty 2 way fight but with the advantage of 1st fire and the gun, threw back the 1st Brigade. The regiment of rebels on the far side, backed off voluntarily after being shaken by losses. After a brief pause, the rebel lines came forward again just as the remaining dragoons spurred forward to attack the 2nd Brigade. (not sure why...)  The rebel unit composed of volunteers from the northern mountains, fired high, broke and were ridden down but enough dragoons were hit to shake the cavalry brigade. As the rebel infantry renewed their attack, the rebel light horse flanked the blue line and the 2nd Infantry broke and scattered and the whole blue line fell back in considerable disorder. The rebels were just as badly battered however (all brigades on both sides were now shaken) and also had to fall back.

5 Oct 2009 Scenario 37: Night Attack - 2

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


After Blue's successful raid (see scenario 35) a full scale invasion was launched. General Turner was tasked with holding them at Long Ridge. Near dawn on the 5th of October, alert sentries reported the sound of moving troops and the army was turned out. The Buffs occupied Sutherton with the Tigers and 'A' Battery on their right. The York Volunteers occupied Norville with the Fencibles to their left and the 41st Foot in reserve. As the morning mist lifted the enemy could be seen approaching, dragoons and the Oberhilse field force to the south east, volunteers and regulars to the south west.

Realizing the futility of opposing a division with a single regiment of lancers, Larsen's Horse were called back and the brigade concentrated behind the center while the 41st foot and Fencibles were hastened to form a defensive line to the east of Sutherton.

Across the field, General Ross regarded the mess of woods and villages in front of the Dragoon brigade and ordered them to the opposite flank. General Tabor, in command, was a capable officer but never one to hurry and the battle was well joined before he completed the move. General Zinn, however, had the bit between his teeth and without giving the artillery time to fire more than a token shot, rushed his brigade forward. A series of fierce fire fights resulted in the Red infantry being slowly forced back over the course of the day, all the way to Norville.

In the center, the Oberhilse regulars rushed forward to attack Sutherton, supported by volunteer artillery and the Frontier Horse. Between the rapid and accurate fire of 'A' battery and the steady Red infantry, the supporting forces were shaken and thrown back to be followed by the bluecoats despite their initial success in seizing the outskirts of town. This was not without a cost however, and the remains of the 1st Brigade were unable to hold back the Volunteer brigade when it renewed the attack. By now the Dragoons had come up and they swept up the hill to be met by the lancers. After a bloody but indecisive melee, the remaining lancers fell back as the supporting Bodyguard charged in, shattering the dragoon brigade and driving them back. Before they could capitalize on their success though, the advancing volunteers unleashed a devastating volley into their flank and General Turner was forced to order a retreat

24 Oct 2009 Scenario 38: Night Patrols

This game was played using 40mm AWI figures and Hearts of Tin by George, Gary & Martin vs Lawrence, Jerry and myself.  


I decided to take the suggestion and fight this as a 2 part game, the patrols and then the ensuing fight.

The Americans (5 continentals, 2 militia, 1 rifles and 2 guns) were laid out on along the hill line then replaced by cards with an equal number of dummy cards. The stationary outposts (1 company each) were marked with a clump of lichen and the moving patrols put on the table and forced to move full along their designated paths.

The British then deployed their patrols 1 company each of Mohawks, Rangers and Light Infantry. These had to dice each turn for deviation unless following a terrain feature such as the river. They were allowed a slight chance to detect but not identify the enemy at 12", a better chance to identify at 6" and automatically found them at 2" (melee range).

On the British left the Mohawks snuck by the patrols, identified some artillery and continentals and then stumbled into a sleeping militia battalion. After a confused exchange of shots they slipped back into the gloom. On the right the light infantry got into a fight with a patrol of riflemen soon reinforced and were eventually driven off. In the center  the rangers slipped past all patrols and mapped out the center of the US position. At this point, with 9 of 10 units spotted the game was ended and the British given the option of a night attack or an assault at 1st light. Having had enough stumbling they waited for dawn while the rebels were put back into their positions and the outposts recalled at dawn.

In a surprise move, the British pushed their artillery and regulars (2 grenadier battalions, inc 1 Hessian and 2 line regiments through the defile between the woods and farm and assault the rebel left, screened by Canadians, Indians and Loyalist rangers on either flank. It was a near run thing as the Rebels rushed troops from the center but at the end of the day the assault was repulsed.

Over the years this pseudo-campaign has straggled on the score was now:  Nova Scotia Rebels 5 British 0.