A GAME A WEEK

 Playing my way through Scenarios For All Ages by CS Grant and SA Asquith

Scenarios 1-9  Scenarios 10-18 (This page)    Scenarios 19-27 Scenario 28-36  Scenario 37-45  Scenario 46-52

4 Feb 2009 Scenario 10: The Important Bridge
 40mm 16thC Rules: 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.....

Click on the picture for a much closer look. You may have to click again on a magnifying glass to get the full size. The lead elements of 2nd battle of English foot can be seen on the far table edge.

18 Feb 2009 Scenario 11: River and Land
40mm 19thC Fictional Red vs Blue using  Hearts of Tin rule
This game was rather cramped on my smaller table and I accidentally made it worse by laying the river slightly off center on the wrong side so that there was little room for maneuver. I decided to play Red and diced for Blue's deployment which more or less decided their plan of attack. On reflection I would have done better to command Blue's attack. I also started the gunboats off table and diced for their arrival. Blue's boats were fighting the current and rolling poorly to boot and were barely 1/2 way acros the table when the gunboats arrived and opened fire on the schooner with deadly effect, sinking her in 3 turns. The longboats crammed with privateers had 2 choices, land behind their own lines or run the fire and try to board. On their first attempt, they were repelled by fire and 1 boat load fled the table. The remaining boat was fierce however and, helped by fire from batteries on shore which silenced the FTCS Reuse, driving her from the table, they boarded and took the FTCS Recycle. This success was short lived however and cannister and rockets from Red's artillery cut them down and they leapt back into their launch and fled downstream in their turn.
On the right bank, after a short sharp firefight in which the Victoria Rifles drove off the San Carlos Volunteers, the battle settled into an inconclusive long range duel of rifle, rocket and roundshot. On the left bank, Blue's infantry advanced in line and engaged in a prolonged exchange of musketry in which the 1st Infantry and Green Tigers mauled each other while the artillery dueled over head until Red's battered guns were forced to pull back. Eventually the young Buffs were also reduced to 1/2 strength and had to withdraw as Blue's reserves came forward. The game was basically a bloody draw but the price of the village was too high and General Sloidh ordered a withdrawal while his forces were still in fighting order.   (Rolled a 2 on army morale)

Forgot my camera in the car, so just a fuzzy cell phone snap I'm afraid.

26 Feb 2009 at Gary's place Scenario 12: Fighting Across The River
Persians vs Assyrians Rules: Warhammer Ancient Battles.

We cut out a 6'x8' section of Gary's table to play this on. Looked like a verrrry long stretch of river to Rossius, King of Hants. My army consisted of 1 unit of 9 cavalry and 6 infantry units with 18 figures in each. I placed my Immortals at the right hand ford supported by slingers. Two units of Persian foot guarded the left hand ford, stretching in towards the center. Some Saka foot with bow and axe occupied a hill in the center while some Bythnian peltasts (javelin and rhompaia) and the cavalry formed a mobile reserve. The motley horde of Assyrians and allies came pouring through the gaps in the woods, cavalry, cart mounted archers, auxiliary warbands and skirmishers on their right, heavy infantry and skirmishers on their left.  With 2 armies of archers, the arrows darkened the skies but as usual in WAB, to little effect, some skirmishers were chased away temporarily but no major units cracked.  I delayed on planting my shield barrier incase I needed to maneuver but Gary decided to  concentrate and come straight at me, counting on superior numbers to break my line and open a hole for his cavalry to exploit. Once his massed archers got in range, my unarmoured infantry started to drop alarmingly so I planted my shields and this miraculously increased their defensive value enough to balance the numbers (a questionable rule at best). As darkness fell, the Assyrian Guard Cavalry passed through their skirmish line and splashed through the ford to hack at the shield wall. This went on turn after turn with the Persian spearmen more than holding their own but the cavalry sticking it out. As the Assyrian center thinned, I brought up my cavalry and Bythnians and sent them across the river just as a massed Assyrian archer unit in the center broke under fire, taking the general with them. The Assyrians weren't coming across today. 

The Chevalier Sans Peur holds the ford, until the artillery fires again......

12 Mar Feb 2009 Scenario 13: Finding the Ford 40mm 16thC Rules: Rough Wooing  played at the Dean's in Pt Deposit Md. 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. 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. 

Now, I wonder where the Hittite chariots are?
12 March 2009 Scenario 14: Dry River Bed  Rob Dean's Egyptians vs Norman Dean's Hittites. 20mm plastic. WAB gm'd by myself. This was the first battle between Rob Dean's fledgling Egyptian army and his son Norman's gathering Hittite horde. Norman was the defender and decided to lure the enemy forward by placing his 3 spear units out in the open screened by skirmishing archers. His  chariot units and a small auxilliary warband were hidden in  a gully that ran at right angle to his line on the left. Rob deployed with a small unit of chariots on either flank supported by skirmishing Nubian archers with massed archers, sea people and some slingers in reserve. 

All was well as the Egyptians marched forward until the hidden warband became inpatient and surged forward without orders. Norman decided to send his 1st Chariot unit forward since his cover was blown.   Faced with  a rattling horde  of chariots appearing out of no where, the Egyptian chariots chose to evade. Unfortunately this took them past the Hittite archers who shot one down. Under the rules, there were now too few chariots to rally. (oops, bigger units next time.) The small warband chased off the Nubians but came to  grief when it came up against some sea people mercenaries moving forward from reserve. 

The next phase of battle now involved an attack by Egyptian chariots supported by bowfire against the Hittite spearmen.  Under the shower of arrows, the spearmen faltered and broke but rallied before the chariots could exploit the opening.

While the rallied spearmen advanced all along the line, the Hittite chariots chased down the enemy general. The extra crew and long spears proved crucial and the remnants of the Egyptian force fell back leaving the desert to the Hittites.


Click on the picture for an overview of the battle.
31 Mar 2009 in Belmont Scenario 15: Forlorn Hope 1 40mm 19thC, Hearts of Tin rules.

I'm still gathering forces and working on the background for my Red vs Blue campaign so technically haven't started yet but it seems to be developing a storyline all by itself. After the surprise appearance of Pirates as Blue allies in #11, an attack on a fortified city suggested a punitive expedition by Red, so instead of trenches and breaches its a surprise attack from the jungle at 1st light: the escalade of Freeport. The pirates had 1 unit spread out along the wall in detached companies with a heavy battery in the stone tower guarding the log boom blocking the river. A 2nd unit was asleep in town as well as the Grenadiers of San Carlos who had volunteered their services to defend the town. I counted the pirates as Veteran Militia. Apparently there are some religious issues as 2 armed Franciscans were serving as aides to Captain Mulrooney, the Pirate chief. Red had 2 storming parties, one with 3 ladder parties, all grenadiers,  and a company of rifles led by Brigadier Macfarlane, the other with 2 companies of grenadiers, a company of rifles and an Engineer with petard, all under the command of Brigadier Grey. The back up force under General Turner comprised the Rocket Troop, FTC Horse Artillery and 2 battalions of foot as well as the gunboat FTCS Recycle with a heavy mortar.     
Grey's party managed to creep within 6" of the gate before the alarm was sounded but the laddermen, no doubt slowed by their burden, were not even 1/2 way from the edge of the jungle. As the alarm went up the rocket troop galloped forward and opened fire as the Recycle steamed into view. In short order, the surprisingly accurate rocket and mortar fire had silenced the Tower Battery (not counting a rogue rocket that just missed the Tigers!). Meanwhile Gray's grenadiers charged forward and engaged in a desperate close range firefight with the defenders while the Engineer struggled with his charges (tied melee) but at last the fuse was lit, the door blown open and the forlorn hope entered. Now where were the relief's? There had been some confusion in the jungle and the Tigers were not even 1/2 way there so Grey sent 1 company to seize the rampart above the gate while the other held the door itself. Over on the wall, the 3 ladders went up but resistance was surprisingly fierce and 2 of the 3 parties were thrown back. The 3rd company was undaunted and clung to a narrow foothold. The Buffs were quickly at hand and started feeding men up the ladders into the fight under a withering flanking fire. Macfarlane spotted an empty stretch of rampart and led the closest ladder party to it to effect a lodging, eventually reinforced by riflemen and some Buffs. Inside, fierce and bloody fighting reigned as the pirates and San Carlos Grenadiers struggled to evict the enemy but eventually, despite local, temporary victories, their casualties were too high and they fled back through the town, leaving it to its fate.

1 Apr 2009  Scenario 16: 40mm 19thC fictional HofT
This game was a pretty straight forward set up  with the Red Queen's forxces taking the role of Blue (?!) and vice versa. Both forlorn hopes managed to creep forward, through the abatis and rush the ramparts before being seen. The left hand redoubt was overrun and, the occupants evicted. They rallied and counter attacked but were driven off and dispersed.  The Right hand redoubt proved tougher and the sentries managed to hold until the canon crews and reserves could be turned out. A vicious close range fight ensued and despite being reinforced, the forlorn hope was wiped out and the attackers repulsed. This cleared the way for Red's artillery to open up. The first salvo of rockets was spectacular 3 ones! They burst in a wide pattern, one landing on the main Blue position indicating perhaps an error in targeting rather than an erratic rocket! The Queen's rifles closed in with a heavy fire as the artillery continued to pound the redoubt. Once the Buff's were rallied, they rushed the redoubt again and carried it against feeble resistance.
By this time Blue's main force was alerted and 2 battalions rushed to the rescue. Pounded by artillery and shot up by rifle fire, they momentarily faltered, then rallied and rushed the redoubts. The left hand redoubt held easily and the counter attackers broke and ran for cover but the Buffs did not fare well, with their Brigadier shot down they allowed themselves to be evicted yet again.
General Turner himself rode forward and ordered the Tigers to leave the left hand redoubt to a company of rifles and advance to capture the right hand redoubt again. Supported by rifle and artillery fire they stormed forward and drove out the last few remnants of Blue's force.      

Please click on the picture for an overview of the battlefield.
13 Apr 2009 Scenario 17. Last Stand 25mm Zulu War. 2 Hr Wargames using Ron Porter's figures. I took command of the  Zulu forces. Surveying the scene, I decided on a rather conventional deployment sending out 2 units of rifle armed warriors to pin down the fort while 2 horns each of 2 units deployed left and right to encircle the enemy. That left 2 units of White Shields in reserve in the center. Things started off smoothly enough until a company of Ghurka's emerged from the wood on the British left and open up as my impis crossed the river. We fumbled a bit with the rules but eventually settled on interpretations that suited us and settled to it as volleys crashed out, downing a few zulus and driving even more away but they couldn't stop the charges from coming in. They were able to hold them though and it took almost the entire game before the last Zulu was downed. His 1 unit had tied down 3 of mine but for each of us that was about 1/3 of our forces.
    In the centre, my rifles proved embarrassingly effective, even against the walls. Due to a quirk in the rules and the numbers and situation etc, the fewer men Ron used to man the walls, the more I was able to hit but those men were needed elsewhere and so eventually the wall was open and I sent in the loins.
     On my left, the charges came in as planned and a prolonged melee started. Turn after turn we hammered until finally the last surviving Royal Scot, the company commander, fell under a hail of blows. Actually we found him still standing in a corner of the building when we cleaned up and there was some talk of his having crawled under a table!
     This left a company of Sikhs and a gatling gun to defend the last part of the compound. As one unit surged up from the stream, the gun opened up, swathing down great numbers of Zulus and then, jamming just as the charge came in. (typical!).The Sikhs managed to hold the 1st assault on the interior wall but with casualties mounting and Zulus coming in behind them, the remnants made a dash for the Stone House where they grimly held on hoping for relief. The Gurkhas finally having dispatched my right horn, turned and drawing Kukris charged into my riflemen. There was a chance that these would panic but they stood firm and unleashed the most deadly fire of the game and then rolled well in melee.
We drew a veil over the scene as darkness fell.    
18 Apr 2009 Scenario 18 None Shall Pass. 40mm Prince Valiant in the Days of King Arthur (mythic Fall of Rome) Rules: Medieval Mayhem. 

This was pretty straight forward with the mysterious Yellow Knight and his companion holding the pass. I figured that it didn't matter what made the other side of the defile so I used the shore of a deep loch, made for much easier access!  One by one the Yellow Knight laid low the Saxon chieftain, his standard bearer and 5 other Saxons! At last the Saxons had to fall back and ply their bows. Exhausted by an hour of hand to hand combat in heavy armour, the Yellow Knight fell back as the King's men came rushing to the rescue. After a brief exchange of arrows, the last of the Saxons were driven off. (as it turns out, the mysterious Yellow Knight was the young Prince Michael himself in disguise, engaging in battle for the 1st time and earning his spurs.)

 Return to Homepage