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.
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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Sunday, October 16, 2011
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
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.
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.
5 Nov 2009 Scenario 39: Helicopter Operations
This game was played solo using 1/72 fictional 1960's armies and Morschauser's Modern Rules.
Since I still haven't built a VSF Balloon corps, I had to resort to actual helicopters. I was planning to use Cold War Commander but thanks to http://wargamingmiscellany.blogspot.com/ I decided to play using Joe Morschauser's modern rules, straight up. I couldn't think of why a Roscian patrol would have been inserted into Naryatria so the latter became the aggressor. I put an Local Defense Force (LDF) stand in each village and placed a roving patrol randomly. I then divided the table into 6 areas and rolled to see in which one the 2 stand Naryatrian patrol from the Rhino Regiment was hidden and assumed that their position had been betrayed by a flock of crows or what have you. Once fire was opened, each side diced each turn with a score equal to or less than the turn number indicating that their helicopters had shown up.
The LDF closed in piecemeal and the Rhinos opened fire opened fire with deadly effect. As more LDF closed in, a Rhino went down and the remaining stand pulled back into cover breaking the line of fire. A stalemate ensued until 2 helo's full of Lion Brigade Commandos arrived to cover the remaining Rhinos as they headed for the evac helo. As they boarded, a squadron of Roscian helicopters flew in low and debouched 6 stands of Newpore Lancers. The Lions opened up while the evac helo loaded but the return fire from the Lancers cut them to pieces and only 2 stands made it back aboard their rides.
The rules worked like I remembered, fast & bloody. If I were to play the scenario again, I would double the number of stands.
Since I still haven't built a VSF Balloon corps, I had to resort to actual helicopters. I was planning to use Cold War Commander but thanks to http://wargamingmiscellany.blogspot.com/ I decided to play using Joe Morschauser's modern rules, straight up. I couldn't think of why a Roscian patrol would have been inserted into Naryatria so the latter became the aggressor. I put an Local Defense Force (LDF) stand in each village and placed a roving patrol randomly. I then divided the table into 6 areas and rolled to see in which one the 2 stand Naryatrian patrol from the Rhino Regiment was hidden and assumed that their position had been betrayed by a flock of crows or what have you. Once fire was opened, each side diced each turn with a score equal to or less than the turn number indicating that their helicopters had shown up.
The LDF closed in piecemeal and the Rhinos opened fire opened fire with deadly effect. As more LDF closed in, a Rhino went down and the remaining stand pulled back into cover breaking the line of fire. A stalemate ensued until 2 helo's full of Lion Brigade Commandos arrived to cover the remaining Rhinos as they headed for the evac helo. As they boarded, a squadron of Roscian helicopters flew in low and debouched 6 stands of Newpore Lancers. The Lions opened up while the evac helo loaded but the return fire from the Lancers cut them to pieces and only 2 stands made it back aboard their rides.
The rules worked like I remembered, fast & bloody. If I were to play the scenario again, I would double the number of stands.
7 Nov 2009 Scenario 40: Parachute Assault.
This game was played solo using 1/72nd fictional 1960's figures and Morschauser's Modern Rules.
After the border incident covered above, the Roscian Army was mobilized and defense posts were set up at strategic points including the bridge over the Recyklid River. Two pillboxes were hastily constructed to house the MG's (perhaps concrete might have been more effective than the corrugated cardboard that appears to have been used.) and sandbag redoubts provided for a mortar, recoilless rifle (field gun) and 10 infantry squads. The bridgehead was too small so 4 squads were stationed in the burnt out shells of the surrounding villages. The silence of the dawn was shattered by the sound of approaching aircraft and the rattle of dice as the pilots tried to determine where to drop their cargos. The Rhinos end up clustered about a drop zone a foot north of the bridge while the Lion Brigade landed about 2 feet away to the South West.\Another throw of a die determined that the Naryatrians had achieved surprise and got first move. As luck would have it, 1 squad hand landed close enough to move into anti-tank grenade range of 1 pillbox (I was treating the pillbox as equivalent to an Armoured Car that can't move) and with a 6, lobbed a grenade through the slit .
On the far side, one of the Lions dropped almost on top of an LDF squad and was wiped out in the ensuing melee, despite landing behind him. A series of sharp firefights with the occasional assaults followed but with 1 pillbox destroyed, the other facing the wrong way and the Rhinos inside the defenses by turn 2, the outcome was not long in doubt. Within an hour, while there were only 4 Naryatrian squads still functioning but the bridge was secure.
After the border incident covered above, the Roscian Army was mobilized and defense posts were set up at strategic points including the bridge over the Recyklid River. Two pillboxes were hastily constructed to house the MG's (perhaps concrete might have been more effective than the corrugated cardboard that appears to have been used.) and sandbag redoubts provided for a mortar, recoilless rifle (field gun) and 10 infantry squads. The bridgehead was too small so 4 squads were stationed in the burnt out shells of the surrounding villages. The silence of the dawn was shattered by the sound of approaching aircraft and the rattle of dice as the pilots tried to determine where to drop their cargos. The Rhinos end up clustered about a drop zone a foot north of the bridge while the Lion Brigade landed about 2 feet away to the South West.\Another throw of a die determined that the Naryatrians had achieved surprise and got first move. As luck would have it, 1 squad hand landed close enough to move into anti-tank grenade range of 1 pillbox (I was treating the pillbox as equivalent to an Armoured Car that can't move) and with a 6, lobbed a grenade through the slit .
On the far side, one of the Lions dropped almost on top of an LDF squad and was wiped out in the ensuing melee, despite landing behind him. A series of sharp firefights with the occasional assaults followed but with 1 pillbox destroyed, the other facing the wrong way and the Rhinos inside the defenses by turn 2, the outcome was not long in doubt. Within an hour, while there were only 4 Naryatrian squads still functioning but the bridge was secure.
13 Nov 2009 Scenario 41: Herding Livestock.
This game was played solo using Medieval Mayhem rules and 40mm Elastolin Prince valiant figures.
Dearg Mor, the Pictish chieftain, with his men and a herd of Count Hubert's cattle were in sight of their stronghold when Preisages the Sarmatian and 3 of his men rode into sight, spreading across the way in a thin line. "These are mine" he had told Prince Michael, "stay here and watch" .
Waving his footmen to herd the cattle to the right, Dearg Mor and his 3 riders spread out to cover them. With a soft hiss an arrow slipped past a shield and Ferglas the hornblower went down. With a wild cry, Buidhe spurred his horse across the stream and one of the mercenaries fled firing a wild shot over his shoulder. The way to the right appeared open and the herdsmen urged on their beasts. On the left another arrow flew straight and true and Scalplock the Traitor went down. Slowly, Blugh the swordsman rode forward, eyeing the herd but reluctant to charge for fear of startling the beasts. (failed morale). It was now or never, Preisages spurred his horse forward. Dearg Mor saw him coming, saw the glistening axe and the mace symbolizing the power granted by Count Hector and his heart failed him, Jerking his horse's head around the cravenly Pictish knight fled into the woods. Preisages spurred on, ducking sling stones and engaged Buidhe in hand to hand combat. One of Preisages archers rode forward to join the battle but still the Pictish knight held his own and rained blows on his enemies. The herdsmen drove the cattle past the melee as the remaining mercenary rode into them, seeking to drive off the herders. At last, however, Buidhe tired. Rising up on his black stallion, Preisages struck him a mighty blow, cleaving his helmet in two. His dying shriek startled the cattle and they scattered just as the first herder went down. When the dust settled, the mercenaries had the cattle in hand while the fleeing Picts drove a bleating flock of sheep towards the fort.
Dearg Mor, the Pictish chieftain, with his men and a herd of Count Hubert's cattle were in sight of their stronghold when Preisages the Sarmatian and 3 of his men rode into sight, spreading across the way in a thin line. "These are mine" he had told Prince Michael, "stay here and watch" .
Waving his footmen to herd the cattle to the right, Dearg Mor and his 3 riders spread out to cover them. With a soft hiss an arrow slipped past a shield and Ferglas the hornblower went down. With a wild cry, Buidhe spurred his horse across the stream and one of the mercenaries fled firing a wild shot over his shoulder. The way to the right appeared open and the herdsmen urged on their beasts. On the left another arrow flew straight and true and Scalplock the Traitor went down. Slowly, Blugh the swordsman rode forward, eyeing the herd but reluctant to charge for fear of startling the beasts. (failed morale). It was now or never, Preisages spurred his horse forward. Dearg Mor saw him coming, saw the glistening axe and the mace symbolizing the power granted by Count Hector and his heart failed him, Jerking his horse's head around the cravenly Pictish knight fled into the woods. Preisages spurred on, ducking sling stones and engaged Buidhe in hand to hand combat. One of Preisages archers rode forward to join the battle but still the Pictish knight held his own and rained blows on his enemies. The herdsmen drove the cattle past the melee as the remaining mercenary rode into them, seeking to drive off the herders. At last, however, Buidhe tired. Rising up on his black stallion, Preisages struck him a mighty blow, cleaving his helmet in two. His dying shriek startled the cattle and they scattered just as the first herder went down. When the dust settled, the mercenaries had the cattle in hand while the fleeing Picts drove a bleating flock of sheep towards the fort.
14 Nov 2009 Scenario 42: Supply Depot.
This game was played solo using Medieval Mayhem and 40mm Elastolin Prince Valiant figures
Four heavily armoured knights, Sir Gawain, Prince Valiant, Prince Arne and Prince Michael, each with a retainer laded down with pitch and a bag of embers, crept noiselessly through the woods towards the wagons full of food and forage being gathered for the siege of Caer Hubley. Inside a nearby cabin, the young Saxon witch stared into the dying embers of the fire. As the attackers neared the edge of the wood, the witch straightened and cried aloud " Saxons arise! Your foes are upon you!". As the attackers stumbled across the muddy fields, the Saxons came broiling out of their tents and cabin.
At first, combat favoured our heroes as the Saxon chief and his standard bearer went down and as arrows bounced easily off armour. Then Gawain's retainer went down spilling pitch over him. A Saxon grabbed a burning brand from the watch fire and advanced menacingly towards Gawain who quickly ran back to wash off the pitch at a stream they had past a few miles back. (box cars on morale, what can I say?). Then one of the Pictish shepherds took aim with his sling and sent a stone straight through Prince Arne's helmet slit stunning him. (More boxcars to hit and penetrate!). Prince Valiant gave a cry and rushed forward and leaping a fence launched himself at a grizzled Saxon warrior, unfortunately his cloak caught on the fence and the Saxon dealt him a mighty blow on the head laying him out as well.
This left Prince Michael who, undaunted, rushed alone at the Saxon horde only to be subdued after a fierce struggle. (Well ok there was a prolonged melee but it was only with 1 unarmoured archer but Prince Michael was very tired after all that trudging in heavy armour...) . We draw a veil across the sorry scene as our wounded heroes are dragged to the cabin. Will Gawain manage to return and rescue them?.
Four heavily armoured knights, Sir Gawain, Prince Valiant, Prince Arne and Prince Michael, each with a retainer laded down with pitch and a bag of embers, crept noiselessly through the woods towards the wagons full of food and forage being gathered for the siege of Caer Hubley. Inside a nearby cabin, the young Saxon witch stared into the dying embers of the fire. As the attackers neared the edge of the wood, the witch straightened and cried aloud " Saxons arise! Your foes are upon you!". As the attackers stumbled across the muddy fields, the Saxons came broiling out of their tents and cabin.
At first, combat favoured our heroes as the Saxon chief and his standard bearer went down and as arrows bounced easily off armour. Then Gawain's retainer went down spilling pitch over him. A Saxon grabbed a burning brand from the watch fire and advanced menacingly towards Gawain who quickly ran back to wash off the pitch at a stream they had past a few miles back. (box cars on morale, what can I say?). Then one of the Pictish shepherds took aim with his sling and sent a stone straight through Prince Arne's helmet slit stunning him. (More boxcars to hit and penetrate!). Prince Valiant gave a cry and rushed forward and leaping a fence launched himself at a grizzled Saxon warrior, unfortunately his cloak caught on the fence and the Saxon dealt him a mighty blow on the head laying him out as well.
This left Prince Michael who, undaunted, rushed alone at the Saxon horde only to be subdued after a fierce struggle. (Well ok there was a prolonged melee but it was only with 1 unarmoured archer but Prince Michael was very tired after all that trudging in heavy armour...) . We draw a veil across the sorry scene as our wounded heroes are dragged to the cabin. Will Gawain manage to return and rescue them?.
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